King's Turret Shields

by Kingdud

Forked from Turret-Shields by OwnlyMe. Cleaned up the code, removed a lot of options, internal tweaks to how power and damage affect the shield. Lightweight scripted shields with power consumption (configurable or researchable)

Content
2 years ago
1.0 - 1.1
6.58K
Combat

b Weird interaction issue with Space Exploration

2 years ago

If you put a turret on a space ship (which you have to otherwise you get killed by space debris), then remove the turret, it leaves behind a hidden turret shield which renders the space unbuildable as a result. There did seem to be a trigger where it did a cleanup of shields with missing turrets, but it only seems to do this on a mod change. There should be a way to trigger this analysis and do the cleanup (this problem also occurs with the OwnlyMe version of the mod)

Otherwise, I love this mod

2 years ago

When running this mod with space exploration mod, I get this error:

Error while running event KingsTurret-Shields::on_tick (ID 0)
KingsTurret-Shields/on_tick.lua:11: attempt to index field '?' (a nil value)
stack traceback:
KingsTurret-Shields/on_tick.lua:11: in function <KingsTurret-Shields/on_tick.lua:4>

2 years ago
(updated 2 years ago)

I have the same issue, but I don't have space exploration ;
In my case I wonder if the mod colliding could be "endgame combat", because everything was working as intended befor that addition.

Love the mod too.

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