[posila][0.17.41] gate cannot survive spiter acid on ground

This subforum contains all the issues which we already resolved.
Post Reply
MrBuisson
Inserter
Inserter
Posts: 24
Joined: Sat Feb 04, 2017 9:08 am
Contact:

[posila][0.17.41] gate cannot survive spiter acid on ground

Post by MrBuisson »

Hi,

well, I am not sure that this is a bug but I can't avoid finding it strange. Most if not all building resit the acid of spliter that remain on the ground, but a gate that is not lowered get damage as if it where a player. This kills a gate in about one and a half second and fells non logical as walls, turret, rails & co do not sustains damage except for the first impact. Stranger, a lowered gate has imunity - the gate only get destroyed if it's up.
If you ever have gate clsoe to turret, the AOE of spliter means that no gate survive more than one shoot. It's kind of short lived for a defence element.

regards
A Buisson.

Twinsen
Factorio Staff
Factorio Staff
Posts: 1240
Joined: Tue Sep 23, 2014 7:10 am
Contact:

Re: [posila][0.17.41] gate cannot survive spiter acid on ground

Post by Twinsen »

I added the resistance but the ground spit should not apply the damage over time.
It's a damage layer issue (spit on ground is considered train damage)

User avatar
Klonan
Factorio Staff
Factorio Staff
Posts: 5030
Joined: Sun Jan 11, 2015 2:09 pm
Contact:

Re: [posila][0.17.41] gate cannot survive spiter acid on ground

Post by Klonan »

It might be nice to add entity_name and entity_type filters to the trigger item, similar to what we have for selection tools,

Then for instance a mod could define a mod item that only affects behemoth biters, or only damages tanks etc.

User avatar
eradicator
Smart Inserter
Smart Inserter
Posts: 5202
Joined: Tue Jul 12, 2016 9:03 am
Contact:

Re: [posila][0.17.41] gate cannot survive spiter acid on ground

Post by eradicator »

Klonan wrote:
Fri May 24, 2019 12:39 pm
It might be nice to add entity_name and entity_type filters to the trigger item, similar to what we have for selection tools,
+10

Would be awesome to build coop items with type=character.
Author of: Belt Planner, Hand Crank Generator, Screenshot Maker, /sudo and more.
Mod support languages: 日本語, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.

posila
Factorio Staff
Factorio Staff
Posts: 5147
Joined: Thu Jun 11, 2015 1:35 pm
Contact:

Re: [posila][0.17.41] gate cannot survive spiter acid on ground

Post by posila »

Klonan wrote:
Fri May 24, 2019 12:39 pm
It might be nice to add entity_name and entity_type filters to the trigger item, similar to what we have for selection tools,
I am afraid entity_name and entity_type filters selection tools have are too expensive for trigger system (especially since we went overboard with damage-over-time in 0.17), but I have something else in mind that I might have mentioned when acid splashes were being worked on.

posila
Factorio Staff
Factorio Staff
Posts: 5147
Joined: Thu Jun 11, 2015 1:35 pm
Contact:

Re: [posila][0.17.41] gate cannot survive spiter acid on ground

Post by posila »

Thanks for the report.
Fixed for 0.17.46

We also decided to remove continuous damange acid dealt trains.

MrBuisson
Inserter
Inserter
Posts: 24
Joined: Sat Feb 04, 2017 9:08 am
Contact:

Re: [posila][0.17.41] gate cannot survive spiter acid on ground

Post by MrBuisson »

posila wrote:
Thu Jun 06, 2019 8:43 pm
Thanks for the report.
Fixed for 0.17.46

We also decided to remove continuous damange acid dealt trains.
Nice !
It’s a good thing that the train got upgraded too, I don’t know how many I lost as they drove or stopped over Splitter acid

Post Reply

Return to “Resolved Problems and Bugs”