Turret Pod Equipment


Gun, Flame, Shotgun turret pods in equipment. They consume both ammo and electricity.

Content
1 year, 6 months ago
1.1
1.11K
Combat

g Helicopter revival incompatability

1 year, 6 months ago

It seems this mod is not working with Helicopter Revival: https://mods.factorio.com/mod/HelicopterRevival
I did try to poke at the code a bit and it appears that the owner of the grid is never set by reloadPod.GridGetsOwner(entity, fast) although I don't really know why.

When putting a turret into the equipment grid of the helicopter it will not receive energy or ammo.

1 year, 6 months ago

helicopter is a car derivative - good.
Probably mod changes entity when helicopter is moving up in the air with some equipment grid transformations/cloning etc. I see it is 3 different copters, not one entity prototype.
I'll look into if it can be worked around.

1 year, 6 months ago

No the helicopter is not detected by the on_entity_build from what I've seen. So most likely it does some sort of swap or event when placing the helicopter, preventing your mod from triggering and running the link method you have setup to detect new entities. (sorry I got curious and did some more poking ;) )

1 year, 6 months ago

Yes, it plays with replacing entities. The thing is that two days ago I added support for all correctly coded vehicle mods. As helicopter mod doesn't use raise_script_built events not much can be done to add support for it.
When some mod creates any object (vehicle, turret or absolutely anything else) it must set special flag or run special method to let other mods know about it, except when creating some temporary service object or persistant controller object (player inside copter, autodrived vehicle, etc.). And helicopter up in the air is not a temporary object - it moves around, interacts with friendly and enemy objects. At least I hope so. I didn't play with this mod - don't know the idea... maybe flying copter should be invincible, do not collide automatically with anything, including acid streams from enemies spitters and worms or pvp rockets.
You can contact mod author about possibility to change it. Technically it's not a big problem to fix it - to add a flag in create_entity for main heli body and/or other objects creation, and better to add flag for destroy.

1 year, 6 months ago

Oh wow, nice fix! thanks man. Also for the explanation, learning something new every day :)

1 year, 6 months ago

Very atmospheric mod. It's a pity it has nothing to do with space adventures. Removed it with a great pain. And it doesn't eat much UPS despite dirty hacks in almost every line of this mod code. I wonder what real-time strategic/tactic game this mod could inspire.

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