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a month ago
2.0
959
Factorio: Space Age Icon Space Age Mod
Combat Circuit network

i [Later] Support of editor mode

29 days ago

It seems that placing the structures on editor mode doesn't connect the radar with the computer and also it doesn't connect to turrets, also I have this crash when placing them with the spaceship and removing on editor mode: https://imgur.com/a/aK3H15Y

29 days ago

It seems that placing the structures on editor mode doesn't connect the radar with the computer and also it doesn't connect to turrets, also I have this crash when placing them with the spaceship and removing on editor mode: https://imgur.com/a/aK3H15Y

Do you mean this with "on editor mode"?

29 days ago

It seems that placing the structures on editor mode doesn't connect the radar with the computer and also it doesn't connect to turrets, also I have this crash when placing them with the spaceship and removing on editor mode: https://imgur.com/a/aK3H15Y

Do you mean this with "on editor mode"?
Yep, I got that crash when removing with right click on editor mode but when removing with alt + d it doesn't crash

29 days ago

Other thing I noticed is that when you place a quality turret, the computer stops updating the turret list, it persists even if you replace all quality turrets with normal turrets, so if you place at least 1 quality turret on the platform you will be stuck with the same turret list from now on.

29 days ago

Yep, I got that crash when removing with right click on editor mode but when removing with alt + d it doesn't crash

Editor mode is completely untested as I never used that before (didn't even know it 😉). So that will probably take some time to investigate and fix that.

29 days ago
(updated 29 days ago)

Other thing I noticed is that when you place a quality turret, the computer stops updating the turret list, it persists even if you replace all quality turrets with normal turrets, so if you place at least 1 quality turret on the platform you will be stuck with the same turret list from now on.

I have 2 questions
- did you do that in editor mode too?
- with what exact type of turrets did that occur and is it a vanilla type or offered by some other mod?

29 days ago

Other thing I noticed is that when you place a quality turret, the computer stops updating the turret list, it persists even if you replace all quality turrets with normal turrets, so if you place at least 1 quality turret on the platform you will be stuck with the same turret list from now on.

I have 2 questions
- did you do that in editor mode too?
- with what exact type of turrets did that occur and is it a vanilla type or offered by some other mod?

Yes, in editor mode too, but I realized it don't happen if I only upgrade quality of 1 turret but multiple ones, I'm currently using vortik cannon turrets, focussed gun turrets and vanilla gun turrets

29 days ago

In normal play mode quality turrets work fine - see https://imgur.com/DO97gCz - so this is probably due to editor mode and focussed turrets haven't been tested by me yet

28 days ago

I'm testing again and yes, it seems that the problems are with editor mode, maybe the event that handles the mount and unmount logic are tied to the platform building the structures and if a player on editor builds them it doesn't work

28 days ago

Yes - right. (Un-)plumbing FCCs and turrets together is tied to on_space_platform_built_entity resp. on_space_platform_mined_entity. Don't know whether these events are risen in edit mode and didn't have the time today to evaluate that

27 days ago
(updated 27 days ago)

Well - made some investigations with editor mode. Although I couldn't trigger your exact fault, I saw certain problems after leaving editor mode and returning to normal game mode.

The main origin for all is, that in editor mode none of the expected (and needed) events is risen when building/destroying some of the DART components and thus breaking the existing logic. To fix that it would be necessary to scan all existing platforms for changes of the DART infrastructure and to merge that with the already known parts.

As I am already on the way to implement other - IMO more needed features - I would handle this as a feature request and postpone until later. I opened a corresponding issue in github.

8 days ago

In the meantime I've dug a bit deeper - well this editor mode has some ugly/unexpected behaviours, most notably that it doesn't rise any event when deleting a surface 😒. Nevertheless it should be possible to support it, but it will need some time due to the different set of events, that are triggered when building/deleting an entity compared to normal game mode. If you're curious you may have a look at the mentioned github issue for the details

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