[2.0.14] Reverted captured spawner not targeted by turrets

Bugs that are actually features.
Icicubes
Inserter
Inserter
Posts: 34
Joined: Sun Jul 10, 2022 8:38 pm
Contact:

[2.0.14] Reverted captured spawner not targeted by turrets

Post by Icicubes »

Is it bug or feature?
20241103101353_1.jpg
20241103101353_1.jpg (730.34 KiB) Viewed 721 times
Zaflis
Filter Inserter
Filter Inserter
Posts: 518
Joined: Sun Apr 24, 2016 12:51 am
Contact:

Re: [2.0.14] Should laser turrets attack free nests again?

Post by Zaflis »

I believe turrets should not be firing captured spawners, fueled or not. What are you experiencing?
Loewchen
Global Moderator
Global Moderator
Posts: 9447
Joined: Wed Jan 07, 2015 5:53 pm
Contact:

Re: [2.0.14] Should laser turrets attack free nests again?

Post by Loewchen »

Would be great if you could describe what exactly is happening.
Icicubes
Inserter
Inserter
Posts: 34
Joined: Sun Jul 10, 2022 8:38 pm
Contact:

Re: [2.0.14] Should laser turrets attack free nests again?

Post by Icicubes »

NaB. Description of the nest reads protected from automated firing. I somehow missed that at the first glance. I don't know how.
ExtraTricky
Manual Inserter
Manual Inserter
Posts: 4
Joined: Sun Nov 03, 2024 1:22 am
Contact:

Re: [2.0.14] Should laser turrets attack free nests again?

Post by ExtraTricky »

I encountered this in my game with destroyer capsules. The spawner was previously captures and then allowed to fully revert to an enemy spawner, and then it was protected from automated firing. So it makes sense that it was't getting attacked, but I couldn't find any way to unprotect it now that I wanted to kill it, so I had to manually shoot it with my gun instead of being able to use my destroyer capsules.
Rseding91
Factorio Staff
Factorio Staff
Posts: 14475
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: [2.0.14] Should laser turrets attack free nests again?

Post by Rseding91 »

ExtraTricky wrote: Sun Nov 03, 2024 4:37 pm I encountered this in my game with destroyer capsules. The spawner was previously captures and then allowed to fully revert to an enemy spawner, and then it was protected from automated firing. So it makes sense that it was't getting attacked, but I couldn't find any way to unprotect it now that I wanted to kill it, so I had to manually shoot it with my gun instead of being able to use my destroyer capsules.
That is how you un-protect them.
If you want to get ahold of me I'm almost always on Discord.
ExtraTricky
Manual Inserter
Manual Inserter
Posts: 4
Joined: Sun Nov 03, 2024 1:22 am
Contact:

Re: [2.0.14] Reverted captured spawner not targeted by turrets

Post by ExtraTricky »

That is not how it's working. I've attached a save file next to some spawners that just reverted, so they are protected from automated shooting. Shooting at them with Shift+Space does not cause them to be un-protected.

Specifically, I can do the following:
1. Launch some destroyer capsules
2. Mouse over spawner and see "Protected from automated shooting" and "Shift + Spacebar can be used to shoot it manually"
3. Use shift+spacebar to shoot spawner
4. Spawner is still protected from automated shooting and destroyer capsules only target the spawned biters.

The result is that I have to do the entire hp bar with manual shooting.

This is still the behavior I get today on 2.0.14.
Attachments
Reverted Spawners.zip
(27.07 MiB) Downloaded 13 times
Rseding91
Factorio Staff
Factorio Staff
Posts: 14475
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: [2.0.14] Reverted captured spawner not targeted by turrets

Post by Rseding91 »

I meant shoot manually to kill them causes them to stop existing and by extent they’re not protected because they’re dead.
If you want to get ahold of me I'm almost always on Discord.
johnnyBgoode
Inserter
Inserter
Posts: 43
Joined: Thu Mar 24, 2016 7:12 pm
Contact:

Re: [2.0.14] Reverted captured spawner not targeted by turrets

Post by johnnyBgoode »

Having this problem when I need to recapture a spawner that has reverted to a spawner again.

The rocket turret can’t capture it cause it can be targetted.
PumpkinDog33
Manual Inserter
Manual Inserter
Posts: 2
Joined: Mon Dec 02, 2024 6:09 pm
Contact:

Re: [2.0.14] Reverted captured spawner not targeted by turrets

Post by PumpkinDog33 »

This seems to be an issue with placed captured spawners vs captured spawners in the wild.

1. Place a spawner
2. Feed it no bioflux and let it revert to regular spawner
3. Have turret in range with bot capture ammo

Result: the turrets do not fire.

Expected result: re-capture.

It seems odd to have to go manually shoot and kill placed spawners if they run out of bioflux compared to other spawners which can be re-captured via turrets. The inconsistent behavior between a placed spawner and a captured spawner does seem like a bug.
Rseding91
Factorio Staff
Factorio Staff
Posts: 14475
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: [2.0.14] Reverted captured spawner not targeted by turrets

Post by Rseding91 »

PumpkinDog33 wrote: Mon Dec 02, 2024 6:14 pm This seems to be an issue with placed captured spawners vs captured spawners in the wild.

1. Place a spawner
2. Feed it no bioflux and let it revert to regular spawner
3. Have turret in range with bot capture ammo

Result: the turrets do not fire.

Expected result: re-capture.

It seems odd to have to go manually shoot and kill placed spawners if they run out of bioflux compared to other spawners which can be re-captured via turrets. The inconsistent behavior between a placed spawner and a captured spawner does seem like a bug.
This sounds like viewtopic.php?f=30&t=122257
If you want to get ahold of me I'm almost always on Discord.
PumpkinDog33
Manual Inserter
Manual Inserter
Posts: 2
Joined: Mon Dec 02, 2024 6:09 pm
Contact:

Re: [2.0.14] Reverted captured spawner not targeted by turrets

Post by PumpkinDog33 »

Rseding91 wrote: Mon Dec 02, 2024 7:42 pm
This sounds like viewtopic.php?f=30&t=122257
It does, I saw that post. But it seems the resolution there was the biter nest not being completely in range of the turret. Unless I'm missing something and the issue was that if one uncaptured spawner is inside the minimum range then the turret will stop firing all together [including the ones in range]?

In my case I actually placed a new turret that would cover the biter nests that were reverted thinking it was a range problem. The new turrets also did not fire.

I figured I'd just need to destroy the biter's nests with manual fire and re-place. So I targeted them with artillery. Oddly enough, when the shells started raining suddenly the turret shot and recaptured one (but it was too late, more shells were inbound). So if it's the case that the turret won't fire at all if there is one inside the minimum range that would make sense... since maybe I destroyed one that was slightly inside the range which allowed the turret to fire.

Alternatively, it might have something to do with what the other posts in this thread were talking about where once it took damage it could be converted (the one that it recaptured was slightly damaged from artillery fire).

If it makes a difference, everything in this story was placed in the middle of a lake (like shift+click everything so there's just enough landfill underneath each spawner, turret, inserter, logichest, etc)

I'll see if I can re-create if I remember about it and get some screen shots.
Loewchen
Global Moderator
Global Moderator
Posts: 9447
Joined: Wed Jan 07, 2015 5:53 pm
Contact:

Re: [2.0.14] Reverted captured spawner not targeted by turrets

Post by Loewchen »

PumpkinDog33 wrote: Thu Dec 05, 2024 9:53 pm In my case I actually placed a new turret that would cover the biter nests that were reverted thinking it was a range problem. The new turrets also did not fire.
If you can reproduce turrets not firing when they should make a new report following 3638 please.
Locked

Return to “Not a bug”