[wheybags][0.17.3] turret with ammo requirement becomes impossible when turret first detected is gone
[wheybags][0.17.3] turret with ammo requirement becomes impossible when turret first detected is gone
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:
Re: [0.17.3] turret with ammo requirement becomes impossible when turret first detected is gone
ow yeah, map file in here
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Re: [0.17.3] turret with ammo requirement becomes impossible when turret first detected is gone
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)
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)
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Re: [0.17.3] turret with ammo requirement becomes impossible when turret first detected is gone
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
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
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
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Re: [0.17.3] turret with ammo requirement becomes impossible when turret first detected is gone
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
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
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
Fixed for the next version, but only for new saves.
Thanks for the report!
Thanks for the report!