Adds more powerful combat capability to keep up with numerous and/or powerful enemies and huge biter bases.
Mods introducing new content into the game.
New ways to deal with enemies, be it attack or defense.
Once I upgraded turret range I could no longer use a blank blueprint and collect the bp of my gun turrets. I can place them via Shift-click or existing BP still.
I also cannot BP concussion turrets, it may have something to do with concussion turrets not working with autofill? shrug thought you should know..
latest build of factorio (0.15.30?) via steam
The turrets are no longer the same after being upgraded (this is the only way to implement such a research). It should not matter, as the in-inventory version is still the same, but anything that will do in-world matching between that and the in-world one will fail.
such as a blueprint? not great..
Blueprints merely place entities' ghosts indicating that robots should place them. That should still work fine, as conversion happens at the moment of build/place (and deconversion on break/mine/destruction). But if you have a thing comparing blueprints to the world (I know of nothing like this in the base game), it will not.
I am not a modder.. so i cannot discuss the ins and outs of why it is happening.
I know that i created a new new save, added your latest version and spawn belt so i could quickly get going, I removed spawn belt and resaved so there is no other modding tech loaded when your research finishes. here is the save file for you to see what i'm talking about.
https://www.dropbox.com/s/0gtunplf520qtds/TEST.zip?dl=0
before the research you can easily create a blueprint of some turrets you placed
and the eye dropper (Q) can read the turret.. post research you cannot blueprint any turrets and the eye dropped cannot read a turret..
I really like your mod but killing blueprint (and to a lesser extent the eye dropper) is going to be game breaking for a lot of us
I just tested and blueprints with turrets still work fine.
steam version or standalone.. the mystery deepens :)
+1. I just tested with the only EndgameCombat mod installed.
As soon as, I've searched the first Turret Range Boost, the turrets are not blueprint-able anymore.
version 0.15.30, Steam but it should not be the culprit.
I use standalone, and do not have a steam copy. I doubt that would matter too, but right now it is the only variable...
Also, proof: http://i.imgur.com/ePE8Voe.jpg
Oh, you mean when trying to MAKE a blueprint! I always hear about people using "blueprinting" things to mean placing blueprints. Yes, I can see it skipping them. Unfortunately, I have no idea why.
https://forums.factorio.com/viewtopic.php?f=25&t=51097&p=297808#p297808
when i posted last, i did a complete uninstall via steam.
had to work lol but did have time to install before leaving :-p
initially i thought it worked but now i see i was too quick, didnt let the research finish.. sigh. hope your thread provides some insight
So far almost no responses, and none that are useful (and indeed sound like they did not even read the post).
EDIT:
How would you feel about an option to do the "stupid" thing, i.e. making the turrets drop the "boosted" version (which would not stack with the originals, but could be placed again without issue)?
I would fix blueprintability, but aside from looking dumb, that would again break every time you did the research (as you would have blueprints for turrets L-1 but now have turrets of level L).
Hey Reika great mod so far, shame you're having issues though. Would you be able to get blueprints working again easily in the interim while you figure out getting the boosted version printable? Fingers crossed someone on the forum can help :)
but a config to disable that research until the issue is resolved may be possible?
I do not see why a config is necessary; simply do not research it.
I need the full error.
I assume MrPlate is in the same boat as me, I've already researched and build a base with turrets defending it. Is there a way to unresearch it then just place standard turrets?
There is a command you can use to "undo" the research, provided you are OK with commands disabling achievements. That command is "/c game.players["yourname"].force.technologies["turret-range-N"].researched = false". If you have researched multiple levels, then you need to undo all of them.
Reika you legend thank you very much, yeah not too bothered about the achievements as I'm 998 hours into the game and still going strong, ill pick them up when I finally get round to trying bobs mods :)
I DID IT!
...With a hack, but some of the best fixes are hacks... :P
Woot nicely done sir, keep up the great work :)
Hate to be the bringer of bad news mate but Im getting this error now
It is working for me, and that parameter should exist. Are you using 0.15? Do you have other - in particular "overhaul" mods? Do you have turrets that drop nothing?
yep, same error here with factorio 15.30 & endgame combat 0.0.12
Try running just my mod. Does it still happen? If not, start adding mods until it does.
Yup it works fine on its own and the culprits seem to be, Bio Industries and Additional Turrets
https://mods.factorio.com/mods/sore68/Additional-Turret
https://mods.factorio.com/mods/TheSAguy/Bio_Industries
Hope this helps
Reika, for your info, the Big Brother mod has the same issue with the Range Boost on Radars. I'm not sure whether it is fixed or not.
You may have a look how the upgrade of the radars is implemented.
hi! plase , any update about the last error? http://imgur.com/a/7ymBE
Fixed.
Hi! Same error but said: " fail to load mods end combat__/data-updates.lua:5__endgamecomat__/prototypes/rangeturrets.lua:32:attempt to index local 'item'(a nil value)
mods to be disabled:
* endgamecombat "
The imcompatibility is produced by That mod: supportive-weapons
// https://mods.factorio.com/mods/Mooncat/supportive-weapons
Try 0.16.
Woot nice one Reika, can confirm this is now working perfectly :)
It seems I may have spoken too soon mate, so you can create a blueprint and all entities display as they should until you actually put a print down and no ghosts are created :(
As you can see the 2 end inserters ghosted fine...
Also just noticed this error aswell...
If you get an item of a range-boost turret, just place and mine it again, which should give you the normal one. Also, the not-placing-ghosts issue is happening for me too, but only for gun turrets, and only sporadically, which is confusing.
I found the problem causing the boosted drops. Fixed.