D.A.R.T.


An optimized asteroid defense that saves a lot of ammunition by smarter targeting

Content
8 days ago
2.0 - 2.1
2.27K
Factorio: Space Age Icon Space Age Mod
Combat Circuit network

b [fixed] not working?

8 days ago
(updated 8 days ago)

it does not detect radarstations at all and it says all my turrets are not under control even tho the turrets are connected with wires
2.0

8 days ago

Well – usually, that works very well. But without some more details, it's hard to say, what might have gone wrong.

What kind of turrets are you using? Only ammo-turrets (e.g. gun turret) are supported, neither fluid-turrets nor electric-turrets. Are you using a mod providing your turrets or are these vanilla types?

Just to be sure – are you really using the dart-radars and not another one 😉?

And finally – how did you place your radar stations and turrets. Manually (i.e. the platform built them) or in another way?

8 days ago

gun turrets
D.A.R.T radars
i placed them using editor

8 days ago

its bc i used editor mode that they dont work isnt it?

8 days ago

Are you still in editor mode? Detection only works in normal game mode

8 days ago

tested and yea radars placed with editor mode dont work but ones placed by platform work well uh now i know the issue

8 days ago

It is intended that radars and turrets placed in editor mode should be detected as soon as you leave editor mode. I'll check this.

8 days ago

it trigger when using /editor isnt it?

8 days ago

i use editor extensions to enable/disable editor mode

8 days ago
(updated 8 days ago)

Either that or pressing Ctrl + Shift + F11.

And in my short test I placed a dart-radar and a gun-turret on a platform in editor mode that didn't have that before, and after leaving the editor mode, both were detected at once (and I immediately got a warning due to the low ammunition supply). The only thing I had to do (and that is intended, too) – I had to run autoconfiguration

8 days ago

i just had to remove all turrets and radarstations and just ctrl + z when not in editor and it solved everything

8 days ago

i use editor extensions to enable/disable editor mode

If these extensions do not fire the appropriate events, that would be a good reason why it isn't working. What's the name of this mod?

8 days ago

i use editor extensions to enable/disable editor mode

If these extensions do not fire the appropriate events, that would be a good reason why it isn't working. What's the name of this mod?

that is the mod name.
https://mods.factorio.com/mod/EditorExtensions?from=search

8 days ago

didnt expect it to be the mod name?

8 days ago
(updated 8 days ago)

Yep - thought it was meant as multiple extensions for the editor - not as a mod name 😏.

A repeating my short test with EE loaded showed the same result as without it – both scenarios worked absolutely fine

8 days ago

then idk why it didnt work for me

8 days ago

So do I - it's really strange. IMO there are 2 possible reasons. Another mod you're using (and I not) is changing the behaviour or you're doing sth unexpected that I don't do.

8 days ago

What would be really helpful – if you could share your save file, I would have better chances to narrow the reason.

8 days ago

let me get the file rq then

8 days ago

did you manage to reproduce the glitch i had?

8 days ago

Up to now - no. Had some problems loading your pleasingly small save, but had to make two changes – mod cargo-bay-inserters doesn't exist on the mod-portal, and delete-gleba crashed with

 109.941 Error AppManagerStates.cpp:1663: Error while applying migration: Delete Gleba: reallyDeleteGleba.lua

Invalid SurfaceIdentification. Surface does not exist.
stack traceback:
        [C]: in function 'delete_surface'
        __delete-gleba__/migrations/reallyDeleteGleba.lua:6: in main chunk

so I had to exclude them both. And now I am struggling somewhat with the complete different behaviour of the editor - may be I am blind, but I can't find the turrets or the D.A.R.T. components in the GUI and most other normal entities are missing too. For example "space" only shows the hub. Where do I find the entities?

8 days ago

Oh Lord - I think I have a trace. When I open editor (it doesn't matter whether I use the ctrl-alt-E or I click on the icon) the expected on_player_toggled_map_editor event is fired, but the internal mode that my mod should enter is reversed. Instead of setting editor mode to true when entering the editor it is set to false and vice versa. That breaks the logic in my mod.

Do yo remember whether you were in editor mode, when D.A.R.T. was added to the save?

8 days ago

i think i were in editor mode when i added D.A.R.T.

8 days ago
(updated 8 days ago)

Up to now - no. Had some problems loading your pleasingly small save, but had to make two changes – mod cargo-bay-inserters doesn't exist on the mod-portal, and delete-gleba crashed with

```
109.941 Error AppManagerStates.cpp:1663: Error while applying migration: Delete Gleba: reallyDeleteGleba.lua

Invalid SurfaceIdentification. Surface does not exist.
stack traceback:
[C]: in function 'delete_surface'
delete-gleba/migrations/reallyDeleteGleba.lua:6: in main chunk
```

so I had to exclude them both. And now I am struggling somewhat with the complete different behaviour of the editor - may be I am blind, but I can't find the turrets or the D.A.R.T. components in the GUI and most other normal entities are missing too. For example "space" only shows the hub. Where do I find the entities?

idk why delete gleba crashed it doesnt for me and cargo bay inserters are depcapryted or how ever it is spelled

8 days ago

i think i were in editor mode when i added D.A.R.T.

Uh - I think, that's the root of the problem. I think I have an idea for a workaround:

  • unload D.A.R.T. in main menu of factorio
  • after reload of game, load your save file without reloading D.A.R.T.
  • in running game – leave editor mode, save to a fresh save file and leave running game
  • in main menu of factorio add D.A.R.T again to the active mods and after reload load the new save file
8 days ago

let me try that rq

8 days ago

yea it works now thanks

8 days ago

👍

8 days ago

Just published V 1.2.15 (for 2.0 series) and V 1.3.2 (for 2.1. series) with a fix that should prevent hitting that trap.

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