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 [Fixed] Player Rocket Range Shorter than Usual

10 days ago

Hey, looks like one of the recent updates to range causes player rockets to have a range limit set on them. They still fire at a further range but detonate at the limit.

Let me know if you need more info. Only your mod shows in the Rocket items mod chain.

10 days ago

Interesting. I’ll look at that. I’ll probably just set this feature as experimental until I get all the bugs worked out.

9 days ago

I just made the new ammo changes an experimental feature. Can you confirm that your issue is fixed ?

7 days ago

Having the experimental feature off fixes the rockets being cut short. Re-enabling the experimental range features shortens the players rocket distance. The rockets projectile range is listed as 24.96.

Also, FYI a log file (factorio-current.log) is being included in the mod files that probably shouldn't be. (Has your system info in it)

6 days ago

Okay, thanks hraukr. I guess what I meant with "Is it fixed" was did having that setting off fix your issue.

6 days ago

Apologies, I wasn't very clear.

Yes, disabling the experimental features (box unchecked) fixed the issue and rockets reach the expected range.

When the experimental features are re-enabled (box checked), the rocket range is shortened to 24.96, while still targeting out to the the full range. The rocket explodes before reaching the target if outside of the shortened range.

6 days ago

All good! Looks like I'll have to push out a new release anyway to fix a different issue, so I'll work on this as well.

6 days ago
(updated 6 days ago)

Hey Hraukr, I'm having trouble testing this. My rockets are exploding at the full range they can shoot at. Can you give me any other information, like mod list?

5 days ago

Did some digging, looks like the vanilla rocket turret's short targeting range gets written into cannon_ammo_ranges["rocket"].

Then in update_delivery, the following injects that value onto player rocket ammo:

elseif delivery.type == "projectile" then
delivery.max_range = min_range
end

Delete that elseif and the function should only ever raise an existing max_range, never create one from nothing.

The change works for me with the experimental settings enabled. It may also help the other user.

5 days ago

Ah okay. Setting my range to 999 was probably not helping the problem then 😂

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