Tech tree plus


Adding additional technology to the base game alongside with new items, entities and crafting recipes and more.

Content
12 days ago
2.0
2.57K
Transportation Combat Armor Mining Fluids Manufacturing Power

g [✓] Question(s) concerning Shipwreck entities

a month ago

To start off, I'm a big fan of a lot of the technologies and some other things you've introduced with TT+. It's really handy, especially when choosing to start on a planet outside of Nauvis. :) I have a small problem though!

Namely: Shipwrecks. They contain various goodies, and by god do I love this, but my problem with these things is that despite not being flagged or marked down as your force, the 'Player' force, Biters will actively go out of their way to eat them and their multitude of rewards (and/or junk items, especially if they can spoil), thus disincentivizing the player from actually going out deep into their world/planet in search of more dense/valuable Shipwreck spawns. It's especially an annoyance for me, because I prefer playing with biters on at a scale of around 300% (more nests, more biter density, et al.) and so the only way I can actually get them to stop attacking them is by switching the Biter force in the world to specifically be peaceful. But at that point, I'm not really defending myself, thus I'm skipping out on a part of the game that I actually prefer more than the regular infrastructure/building/expanding portion of the game.

So I'm leaving this down as a General discussion, because I don't know if this is a bug of some kind, or if this is intentional, or if it should be a suggestion or something; it feels like it could be any one of the three topic choices.

TL;DR, is this behavior intentional, is there a way (or setting) to cause Biters (and by extension Gleba pentapods or any other additional enemy type that ISN'T a Demolisher, since they just have slow derailed train crash energy and there's literally no reason to mess with that) to not target or attack the Shipwreck entities that're placed around the world at all? Sometimes they might have an actual reward and I want to feel rewarded for having cleared through biter nest after spitter nest after worm tower collective to get to some of those shipwrecks, and NOT have that particular shipwreck with some Efficiency 3/Production 3 modules suddenly experience a case of non-existence (unless it was my fault by hitting it with explosives or flying spitter spray and the like) just because the Biters decided to rip it and dozens of others that haven't even been discovered on my map yet before I even get a chance to explore around for them.

I notice this primarily happens on Nauvis, but in extremely few circumstances have I observed this happening on Gleba, Vulcanus (which makes sense since they could be in the patrol path of a Demolisher and thus feels more like it's my fault for not acting to claim them sooner) and Fulgora (Robot enemies, but also I don't think they're immune to lightning strikes? I could be wrong about that.)

a month ago

Hi there (sorry for waiting, I rarely check things in here)
first of, thank you for liking my mod! Especially the shipwrecks, it was one of the ideas that came to me when ravaging thru old factorio stuff.

The thing you are probably concerned about it this line of code:
local force = is_vulcanus and game.forces.neutral or game.forces.player
I had some issues with demolishers on Vulcanus, so the force of the shipwrecks is set to neutral, in order to not agro them and instantly destroy them.
You can also see that if it is not Vulcanus, they will be set to the players force. I have tested it in game and the biters refuse to destroy them when agro on your base. They don't attack them what so ever.

There might have been something with them potentially destroying the shipwreck (as in old factorio computer mission), but I can't remember what I was cooking with this.

They are not immune to lightning strikes, but on fulgora they are trying to be placed next to lightning attractors. (So they won't end up being hit by lightning)

I can set the shipwrecks to neutral force only and see if that fixes the issue. But first tell me if you are running some biter altering mods, so I can test it locally and not upload 6 different fixes.

Thanks in advance!

13 days ago

Hello, and thank you for replying. I am in fact running some Biter altering mods, namely things along the lines of Rampant (Fixed), There Be Biters, Entrenched Enemies, and I know there's a mod I have enabled somewhere that also adds Quality to Biter spawns, but I surmise that that wouldn't have any kind of effect relevant to this previously mentioned issue. If additional biter forces also constitute as "biter altering mods", then there's the regular line-up of Armored, Toxic, Frozen, Explosive Biters, Behemoth variant enemies for forces/entities that don't traditionally have them (Demolishers, Gleban Pentapods), Fulgoran Drones, and Arachnid (Starship Troopers) enemies.

The main crux behind the prior Biter altering mods is that I heavily prefer a relentless assault on all sides when playing. Fighting the biters just interests and holds my attention more than actually building a factory does; call it me being a combat engineer at heart or something. It's absolutely not how Factorio is intended to be played, sure, but it's how I like playing it. Can't really play without a planet full of hyper aggressive enemies in some capacity, it just bores me otherwise.

Again, thank you for replying to my concern/issue.

12 days ago

Hello once more.
Thank you for being this descriptive.

I think I have the fix. I have changed the forces from player once to the neutral ones. Now biters won't destroy it (the main issue was some lone parties or attacks that would home in on anything player related, now them being neutral you don't need to worry about that (except the underground attacks, they deal some damage, but not enough to destroy them fully), as a side effect, when a shipwreck is damaged, you will not see it (not get notification))

I have seen some of the biter attacks, everybody likes something else on this game.

If any future problems arise, please let me know!
Update 1.6.8 is out

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