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[wheybags][0.17.3] turret with ammo requirement becomes impossible when turret first detected is gone

Posted: Thu Feb 28, 2019 10:04 pm
by matjojo
Like the title says, I placed a turret and filled it. The game detected it and it ticket the objective, after deleting this turret with others still standing (with ammo) the objective got unticket. Image related:
factorio_2019-02-28 - 1551390900 - 00000138.jpg
factorio_2019-02-28 - 1551390900 - 00000138.jpg (298.69 KiB) Viewed 4783 times

Re: [0.17.3] turret with ammo requirement becomes impossible when turret first detected is gone

Posted: Thu Feb 28, 2019 10:10 pm
by matjojo
ow yeah, map file in here
bug objective not correct.zip
(2.17 MiB) Downloaded 218 times

Re: [0.17.3] turret with ammo requirement becomes impossible when turret first detected is gone

Posted: Thu Feb 28, 2019 11:47 pm
by TheUnknown007
I have a similar problem, but for me it just didn't detect it for the first turret.
After some testing it seems like there is a range around the second starting area (with the water), if you build it too far from there (i.e. close to the biters) it doesn't count.

Just a random thought, with no testing on my part whatsoever: It may have something to do with extending the map (i.e. it doesn't work on the old parts of the map)

Re: [0.17.3] turret with ammo requirement becomes impossible when turret first detected is gone

Posted: Thu Feb 28, 2019 11:53 pm
by TheUnknown007
After some more testing: the border where it is detected is at x=0, so that's probably not a coincidence

Re: [0.17.3] turret with ammo requirement becomes impossible when turret first detected is gone

Posted: Thu Feb 28, 2019 11:54 pm
by matjojo
That is a very probable cause, I suppose if I hand't had noticed the obvious bottleneck here I would have left the turrets to the left of the iron ore, but since this gave me more safety I went for this.

EDIT: about the x=0 thing, I assume the mapmaker just took x=0 as the left side of the map, but turns out that that is not the case here? I haven't opened up the script yet for fear of breaking stuff in my save so just waiting for the devs to reply I suppose

Re: [0.17.3] turret with ammo requirement becomes impossible when turret first detected is gone

Posted: Thu Feb 28, 2019 11:58 pm
by TheUnknown007
I've tested your save, if you place the turrets past the x=0 line it will detect it and complete the objective

Re: [0.17.3] turret with ammo requirement becomes impossible when turret first detected is gone

Posted: Thu Feb 28, 2019 11:59 pm
by matjojo
good to know. Will use that as workaround for now.

Re: [0.17.3] turret with ammo requirement becomes impossible when turret first detected is gone

Posted: Fri Mar 01, 2019 10:33 am
by matjojo
Another addition, those turrets place to the west are also not being picked up by the bot in it's low ammo and damaged messages.

Re: [wheybags][0.17.3] turret with ammo requirement becomes impossible when turret first detected is gone

Posted: Fri Mar 15, 2019 1:22 pm
by wheybags
Fixed for the next version, but only for new saves.
Thanks for the report!