Repair Turret

by Klonan

Adds Repair Turrets

Content
5 months ago
0.17 - 2.0
120K
Combat Logistic network

b Out of order problem?

5 months ago

2.03, but the changelog doesn't mention the problem so it's probably still there:

Twice now on Gleba I've found it obsessed with a location, the beam hits it repeatedly but nothing happens so next cycle it's still there to do. Both involved shift-placed stuff, both had some bit of environment to pick up before placement was possible. The first time it was pickup/landfill/substation, the second was pickup/soil. Both were cleared by manually harvesting the offending object. I'm thinking perhaps it's out of order and trying to place before it picks up.

5 months ago

Update: This is only partially your bug. I can reproduce it without the turrets being involved. The game (probably base, but I haven't ruled out other mods) simply doesn't place the soil under something that's in the way. But the turrets obsess over it rather than just skipping it.

4 months ago

More observations:

If I fail to order deconstruction of the junk the game will fail to clear the trash out of the water and thus fail to place. If I do order the deconstruction first the personal bots do correctly handle it, the turrets are prone to getting stuck. If I have ordered the deconstruction my bots will fix the problem that is sticking the turrets. I see no reason to think it's Gleba-specific, but rather that Gleba is where you find trash in the water.

3 months ago

I think the problem is worse on Aquilo, the turret keeps trying to place concrete at a location that needs ice first. Burning though concrete quickly, which is hard enough to transport out to Aquilo in the first place.

3 months ago

Ouch!! I thought it was just getting in a loop failing to place it, I didn't realize it was consuming the supplies. Everything I've hit on Gleba I had tons of, if some was getting consumed without being placed it wouldn't have been apparent.

a month ago

Found another case: I ordered concrete. A circuit in my landfill factory was wrong, eventually breaking it. No landfill, obsessively trying to place the concrete anyway. The fundamental issue is that it doesn't understand things that must be done in order. Deconstruction/landfill/things must be in that order.

25 days ago
(updated 25 days ago)

Ouch!! I thought it was just getting in a loop failing to place it, I didn't realize it was consuming the supplies. Everything I've hit on Gleba I had tons of, if some was getting consumed without being placed it wouldn't have been apparent.

As much as I love this mod, this is the main reason I stopped using it. It also seems to happen when a construction bot is flying to place an object, and the repair tower attempts to place it as well. It will endlessly attempt and fail to place the object, and the item will just be deleted, causing it to endlessly consume more of that item until it's placed by the robot. I only realized this after I had hundreds of blue splitters and underground belts mysteriously disappear when building a main bus. The mod is simply too buggy at the moment to use that feature.

And honestly, it feels like this mod does too much already. On top of repair, it can construct/deconstruct items, recharge robots, and also has a small radar built in. There's another mod that removes the robot recharge for this one, but honestly, I wish there was just an option in the mod configuration to just disable all the extra stuff and have it just repair things. It feels like it's grown outside the scope of what it should do, IMO.

For now, I've found AAI Vehicle: Warden to be a good alternative, combined with AAI programmable vehicles. You can just set them up near a frontline/chokepoint, or have them patron around your base.

25 days ago

Ouch!! I thought it was just getting in a loop failing to place it, I didn't realize it was consuming the supplies. Everything I've hit on Gleba I had tons of, if some was getting consumed without being placed it wouldn't have been apparent.

As much as I love this mod, this is the main reason I stopped using it. It also seems to happen when a construction bot is flying to place an object, and the repair tower attempts to place it as well. It will endlessly attempt and fail to place the object, and the item will just be deleted, causing it to endlessly consume more of that item until it's placed by the robot. I only realized this after I had hundreds of blue splitters and underground belts mysteriously disappear when building a main bus. The mod is simply too buggy at the moment to use that feature.

And honestly, it feels like this mod does too much already. On top of repair, it can construct/deconstruct items, recharge robots, and also has a small radar built in. There's another mod that removes the robot recharge for this one, but honestly, I wish there was just an option in the mod configuration to just disable all the extra stuff and have it just repair things. It feels like it's grown outside the scope of what it should do, IMO.

For now, I've found AAI Vehicle: Warden to be a good alternative, combined with AAI Programmable Vehicles. You can just set them up near a frontline/chokepoint, or have them patrol around your base.

6 days ago

They recently fixed a bug with stones that were at the edge of a tile. Has that fixed at least some of the problems in this thread?

6 days ago

They recently fixed a bug with stones that were at the edge of a tile. Has that fixed at least some of the problems in this thread?

.....

Nope, Gleba is still failing on stromatalites and the occasional tree.

5 days ago

More thoughts on this: Looking through the scripts I find myself questioning line 627 in repair_turret.lua It appears to be destroying the original before executing the create_entity on line 632--but the documentation for create_entity has an event for success implying that failure is possible. However, the name is "construct-beam", making me suspicious. I can't find anything more sensible, though.

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