HeroTurrets_Redux


Turrets are built using salvaged self-learning AI tech from your ship allowing them to get deadlier with practice. Extends turrets via ranking system based on kills. Turrets are generated and are not limited to vanilla turrets, identifiable by overlaid rank insignia. Rank buffs individual turrets.

Content
6 days ago
2.0
8.25K
Combat

b [WIP] Schalle Missile Command silos range not matching the upgrades

10 days ago

Hey again, apologies for a new one to look into. Schall missile Command adds long-range missile silos, and while hero turrets rank up the range on paper... the missiles don't ever get close to the same range capabilities, and seem to stagnate at default silo ranges. Not sure if that's an ammo limitation, how they coded the mod, or... what. apologies.

10 days ago

As an aside/ additional request, is it possible to create a blacklist for Hero Turrets? Would help for other unexpected interactions, especially if a mod can't easily be 'fixed' on your end.

10 days ago

Try the new release.

I've thought about this idea, but it would be a bit convoluted for a user to figure out what id tags they need to put in to blacklist. I don't believe I have access to what mod name a turret entity comes from, only the id of the turret. For instance, Yuoki turrets are all id tagged with "y-whatever" and Modular Turrets is "m92-turret-name".

10 days ago

Eh... It's not THAT convoluted. There's an option in Debug settings that allows a user to (relatively) easily get the id of the item. (F4 "show-debug-info-in-tooltips") It's how I had to blacklist a number of vehicles from AAI. Guess I'm just 'used' to having to do dumb stuff to get IDs and the like, lol. Beats having to crack the mod open to scroll though the code itself

10 days ago

Right... so, it seems that update made the range worse somehow.

But, I did some testing of my own... It seems the shall missile silo has its own range issues regardless. Testing with only its requirements installed and not hero turrets yielded better range than with Hero Turrets installed... but less range than it is stating the turret should have. IT seems soemthing in the core mod itself needs serious rework.

10 days ago

Mildly interesting thing to note: Even when "allow Artillery" is disabled, the range is still about 1/3 or less of the silo's default value.

10 days ago

This is interesting as I have the range set to 999 and it is going to the edge of the range for my test env.

10 days ago

Hmm. Perhaps I need to change a setting to get it to function properly? I may just be missing something.

10 days ago

Is it manual or automatic firing it isn’t working for ?

10 days ago

Manual. I took screenshots, but not sure how to post them here. Basically where I was aiming and where the missiles impacted did not line up in the slightest.

10 days ago

Ahhh I didn’t check manual just automated.

I might mark this feature as experimental for awhile. Another user was saying something about handheld rockets not working as well

10 days ago

Also checking now, but the latest version may have a bug that causes a hard crash. Three times now since updating the server's experienced a complete crash, so rolling back 1 update to 1.0.35 to see if we keep crashing. Unfortunately the log really doesn't give any good information.

10 days ago

And it crashed again... hmm. The only relevant info I can gleam is that the crash is Exception Code: c0000005

10 days ago

Given I've updated this mod, Re-added Rampant (which has been in-out of the list a few times now), and added the Tiberium Dawn mod (but not reached the planet yet) I'm wondering if something with turrets getting upgraded is causing issues.... or it could be something else entirely. I have very little idea. There's nothing specific that's going on at the time of the crash, but combat is constant in the background

10 days ago
(updated 10 days ago)

Roll back to 1.0.34 and see if that fixes it.

Also if you could give me your save file that might help me as well

10 days ago

Oh, and this shows up: 00007FFA4A3EC7E7 (KERNELBASE): (filename not available): UnhandledExceptionFilter

10 days ago

LMK if rolling back fixed the issue

9 days ago

I'll give a rollback in a few hours, apologies. I fell asleep pretty hard afterwards, and then had to go out for errands. I'll let you know how that goes.

9 days ago

You are fine. I made the ammo range change an experimental feature. Update to 1.0.37 if you don't need it.

To exclude SchallsMissileSolo, add it to the compatibility.lua "turret_exclude_start" array. This will make any leveled turrets you have disappear so you might want to pick them up and place them down as a base turret.

9 days ago

Right, I'm back. Small thing about the .37, the localization seems to not be set up for the new setting. Probably still works fine though, it just says Unknown Key: "mod-setting-name.heroturrets-update-ammo-ranges" in startup.

9 days ago

Good catch. Thanks!

8 days ago

Okay, forgot to mention yesterday after updating to .37 and resting, apologies. But at least with me being the only person on the server I was having no issues regarding crashes. If having two people on the server at the same time does cause any issues, I'll let you know. But so far it does seem like the range setting was what was causing issues.

7 days ago
(updated 7 days ago)

Hey there, the crash occurred again. However, it's possible it wasn't this mod causing it specifically? I'm not sure. I was using the Repair Turrets 2 mod, and got hit with it while placing more towers down. I did get a hit on "electric turret" in the logs, so maybe that'll narrow it down? I'll post it here to see if anything about the last bits stand out to you.

1779.749 Error CrashHandler.cpp:503: Exception Code: c0000005, Address: 0x00007ff6a1ae0c21
ModuleBase: 0x00007ff6a0bb0000, ImageSize: 02a12000, RelativeAddress: 00f30c21
1779.749 Error CrashHandler.cpp:509: Access Violation: Read at address 000000000BADC216
1779.749 Error CrashHandler.cpp:523: Exception Context:
rax=0000000000000000, rbx=000002efce3af180, rcx=000000fb6425e578,
rdx=000002f3c504d200, rsi=000000fb6425e578, rdi=000002efce3af1a0,
rip=00007ff6a1ae0c21, rsp=000000fb6425e090, rbp=0000000000000000,
r8=000000000badc0de, r9=000002f3c3d32901, r10=0000000000000000,
r11=000000fb6425e070, r12=000002ef88e20160, r13=000002f34db084a8,
r14=000000fb6425e2f0, r15=000002f00601cee0
1779.749 Crashed in C:\Games\steamapps\common\Factorio\bin\x64\Factorio.exe (0x00007ff6a0bb0000 - 0x00007ff6a35c2000)
Factorio crashed. Generating symbolized stacktrace, please wait ...
C:\Users\build\AppData\Local\Temp\factorio-build-lGXlSm\libraries\StackWalker\StackWalker.cpp(924): StackWalker::ShowCallstack
C:\Users\build\AppData\Local\Temp\factorio-build-lGXlSm\src\Util\Logger.cpp(339): Logger::writeStacktrace
C:\Users\build\AppData\Local\Temp\factorio-build-lGXlSm\src\Util\Logger.cpp(381): Logger::logStacktrace
C:\Users\build\AppData\Local\Temp\factorio-build-lGXlSm\src\Util\CrashHandler.cpp(183): CrashHandler::writeStackTrace
C:\Users\build\AppData\Local\Temp\factorio-build-lGXlSm\src\Util\CrashHandler.cpp(552): CrashHandler::SehHandler
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFA4A3EC7E7)
00007FFA4A3EC7E7 (KERNELBASE): (filename not available): UnhandledExceptionFilter
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFA4C755998)
00007FFA4C755998 (ntdll): (filename not available): memset
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFA4C73CE76)
00007FFA4C73CE76 (ntdll): (filename not available): _C_specific_handler
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFA4C752A1F)
00007FFA4C752A1F (ntdll): (filename not available): _chkstk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFA4C702554)
00007FFA4C702554 (ntdll): (filename not available): RtlRaiseException
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFA4C75152E)
00007FFA4C75152E (ntdll): (filename not available): KiUserExceptionDispatcher
C:\Users\build\AppData\Local\Temp\factorio-build-lGXlSm\src\Trigger\Shooter.cpp(735): Shooter::refreshBeams
C:\Users\build\AppData\Local\Temp\factorio-build-lGXlSm\src\Trigger\ShootingLogic.cpp(188): BeamShootingLogic::shootInternal
C:\Users\build\AppData\Local\Temp\factorio-build-lGXlSm\src\Trigger\ShootingLogic.cpp(267): ShootingLogic::shoot
C:\Users\build\AppData\Local\Temp\factorio-build-lGXlSm\src\Trigger\ShootingLogic.cpp(262): ShootingLogic::execute
C:\Users\build\AppData\Local\Temp\factorio-build-lGXlSm\src\Trigger\Shooter.cpp(561): Shooter::shootInternal
C:\Users\build\AppData\Local\Temp\factorio-build-lGXlSm\src\Entity\ElectricTurret.cpp(68): ElectricTurret::shootAt
C:\Users\build\AppData\Local\Temp\factorio-build-lGXlSm\src\Entity\Turret.cpp(814): Turret::finishUpdate
C:\Users\build\AppData\Local\Temp\factorio-build-lGXlSm\src\Entity\Turret.cpp(659): Turret::update
C:\Users\build\AppData\Local\Temp\factorio-build-lGXlSm\src\Surface\ActiveEntitiesOrder.hpp(146): EntityOrderHelpers::EntityOrderList<LogisticRobot,ConstructionRobot,Inserter,Roboport,Loader,AssemblingMachine,AgriculturalTower,OldAgriculturalTower,Furnace,MiningDrill,FluidWagon,ArtilleryWagon,InfinityCargoWagon,CargoWagon,Locomotive,Character,Boiler,Generator,BurnerGenerator,Reactor,Lab,LandMine,ArtilleryFlare,ArtilleryProjectile,ArtilleryTurret,Beam,Car,SpiderVehicle,TemporaryContainer,CharacterCorpse,CombatRobot,CaptureRobot,Corpse,ElectricEnergyInterface,EnemySpawner,Explosion,FlameThrowerExplosion,FluidStream,FluidTurret,FlyingTextEntity,FusionGenerator,FusionReactor,Gate,HeatInterface,HighlightBoxEntity,InfinityContainer,InfinityPipe,ItemRequestProxy,OffshorePump,ParticleSource,PowerSwitch,Projectile,Pump,Valve,Radar,ProgrammableSpeaker,RocketSilo,RocketSiloRocket,CargoPod,SmokeWithTrigger,SpeechBubble,Sticker,Turret,AsteroidCollector,Asteroid,Thruster,SpiderUnit,Unit>::update
C:\Users\build\AppData\Local\Temp\factorio-build-lGXlSm\src\Surface\Surface.cpp(2447): Surface::update
C:\Users\build\AppData\Local\Temp\factorio-build-lGXlSm\src\Map\Map.cpp(1320): Map::updateEntities
C:\Users\build\AppData\Local\Temp\factorio-build-lGXlSm\src\Game.cpp(191): Game::update
C:\Users\build\AppData\Local\Temp\factorio-build-lGXlSm\src\Scenario\Scenario.cpp(1134): Scenario::updateStep
C:\Users\build\AppData\Local\Temp\factorio-build-lGXlSm\src\MainLoop.cpp(1436): MainLoop::gameUpdateStep
C:\Users\build\AppData\Local\Temp\factorio-build-lGXlSm\src\MainLoop.cpp(1229): MainLoop::gameUpdateLoop
C:\Program Files (x86)\Microsoft Visual Studio\2019\BuildTools\VC\Tools\MSVC\14.29.30133\include\functional(823): std::_Func_impl_no_alloc<MainLoop::mainLoopStep'::2'::<lambda_1>,void>::_Do_call
C:\Users\build\AppData\Local\Temp\factorio-build-lGXlSm\src\Util\WorkerThread.cpp(71): WorkerThread::loop
C:\Program Files (x86)\Microsoft Visual Studio\2019\BuildTools\VC\Tools\MSVC\14.29.30133\include\thread(56): std::thread::_Invoke<std::tuple<void (__cdecl QueuedSoundInstanceSDL::QueuedSoundData::)(void),QueuedSoundInstanceSDL::QueuedSoundData >,0,1>
minkernel\crts\ucrt\src\appcrt\startup\thread.cpp(97): thread_start<unsigned int (__cdecl)(void ),1>
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFA4B8F7374)
00007FFA4B8F7374 (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFA4C6FCC91)
00007FFA4C6FCC91 (ntdll): (filename not available): RtlUserThreadStart
Stack trace logging done
1785.458 Error CrashHandler.cpp:190: Map tick at moment of crash: 54686536
1785.657 Info CrashHandler.cpp:318: Executable CRC: 983102098

6 days ago

Hey Auron!

I responded to your thread in Repair Turrets 2 mod. Seems like it is a problem with my stuff. Thanks for helping make the mod better by reporting!

5 days ago

Glad to help! Apologies for the trouble. Glad someone smarter than me could better direct where the error originated from, lol.

5 days ago

Interesting... I also have a mild update on the ORIGINAL meaning of this post. Re-enabled the exp. range to test on an existing save, then enabled cheats. I assume it auto-completed some extra range research, because the range changed with/ without cheats. The range for the silo was accurate on manual targeting when not in cheat mode (/cheat, not any specific cheat mod), but when the range was buffed by cheat mode the max range of the turret remained what the 'non cheat' range was. This was being tested with a silo at Supreme Commander rank. So it seems that research auto-completed by cheat mode messes with some form of range calculation.

Suffice to say though, that at this moment with the exp. range setting enabled, normal gameplay does seem to function properly.

New response