🌐Planet Rubia


Discover the wind planet Rubia. Belts and inserters work differently on Rubia, leading to unique building challenges not seen on any other planet. Your whole factory must go with the wind as a never-ending barrage of waste is hurled at your base.

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b [Resolved] Krastorio 2 makes Sniper turret miss

2 months ago

Seems like placing sniper turret close to regular turret breaks regular turret logic.
It just pops up/down/up/down for most time without shooing at asteroid.
In same time sniper turret shut misses most bullets.

As result base will be destroyed in like 10 minutes without active repair system.

Removing all sniper turrets around fixes the issue.

2 months ago
(updated 2 months ago)

This sounds very strange, as sniper/gun turrets cannot miss their shots ever. This is only possible if you have a mod that changes gun/sniper shots into actual projectiles (like Diatant Misfires, or Krastorio 2 Spaced Out with realistic weapons mode). These sorts of mods make Rubia substantially much more difficult than intended. I only supported them instead of marking them as incompatibility because people really wanted to use them anyway, and I am a man of the people. On normal save files, mixtures of sniper turrets and gun turrets work fine for me.

I would need a save file to diagnose this, but it sounds likely to me like you installed a mod that interferes with turrets.

2 months ago
(updated 2 months ago)

Yeah, there is Krastorio 2 Spaced Out installed.
It makes bullet to be projectiles.

Interesting fact that regular turrent doesn't seems to miss shots while sniper turret does.
Krastorio again did some weird things with other mods :'c

2 months ago
(updated 2 months ago)

I already requested that Polka triple the speed of her projectiles to prevent this artificial difficulty (weeks ago). The ball is in her court, so I’m closing this thread.

If you’d like this addressed, it needs to be on the K2SO side, because it involves messing with her whole projectile system. I’ll reach out to her again, but it’s ultimately her mod.

2 months ago

What I can recommend is that you go to K2SO startup settings, and disable “Realistic Weapon Physics” or something like that. It reverts all guns to normal instant shots, which removes all artificial difficulty.

2 months ago

Thanks. Gonna check it later. <3
There is new update on krastorio that may break all science packs. First gonna figure out what to do with that. Turrets are minor issue now xD

19 days ago
(updated 19 days ago)

Heyo. For anyone else having this issue and finding this thread. After messing around in the .lua files with the projectile speed/range devation and stuff I realized that the issue with the "Realistic Weapons" and the sniper turret isn't that, but actually the fact that the sniper has 36 range and the rifle ammo used by ks2se is 25. So bullets would be wasted trying to shoot far away objects that they couldn't reach.

If you want an easy fix, it's just a simple value edit. Disclaimer: I'm not a modder and this would probably break every time you update ks2se:

Open the file handling this:
C:\Users\<Username>\AppData\Roaming\Factorio\mods\Krastorio2-spaced-out_1.4.11.zip\Krastorio2-spaced-out-1.4.11\prototypes\updates\base\weapons-realistic.lua

Ctrl + F -> look for rifle_range = 25 and change that to 36

Apologies if this isn't the place to post this !

19 days ago
(updated 19 days ago)

Polka and I did not realize this was going on when we made the compat. Now that I know, I can build that in to the K2SO compat file. Thanks.

Btw polka has been tearing her hair out for months, wondering why her users keep reporting issues with legendary gun turrets (which also have more range than the ammo). She's going to be so mad when she reads this lmao.

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