(Not including exactly how I found this for the sake of not spoiling space age for others but instead an editor environment)
I placed a railgun turret, hooked it up to power and ammo, and spawned an invincible target dummy in front of it. I then researched 100 levels of railgun attack speed with editor, and watched it have +72% attack speed from what should have been +2000% attack speed. (additional note: first 3 levels of attack speed work just fine but the 4th has only 60% the effect of what it should have, after that is when nothing works). my handheld railgun still works as expected, where as I would expect my turret to behave identically. +2000% attack speed from level 100 (20% per level) is advertised to work on anything that uses railgun ammo. I was able to repeat this with only base mod enabled, quality mod enabled, elevated rails mod enabled, and space age mod enabled across saves (using editor cause that would take too long otherwise).
no save applicable because this was repeated for reporting purposes in a map editor environment.
[2.0.9][Space Age] Railgun turrets do not obey railgun speed upgrades
- UpsideDownEye
- Burner Inserter
- Posts: 8
- Joined: Mon Nov 13, 2023 1:18 am
- Contact:
[2.0.9][Space Age] Railgun turrets do not obey railgun speed upgrades
- Attachments
-
- factorio-current.log
- log file (if this is actually needed to solve my issue im going to cry)
- (27.73 KiB) Downloaded 21 times
Re: [2.0.9][Space Age] Railgun turrets do not obey railgun speed upgrades
Thanks for the report. At the moment, railgun turret speed is tied to their animation, so there is an upper limit. I'm moving this to minor issues.
Re: [2.0.9][Space Age] Railgun turrets do not obey railgun speed upgrades
This issue makes every infinite research from Aquillo besides rocket part meaningless to reasearch, the railgun very easily outdamages everything and is only speed limited
Re: [2.0.9][Space Age] Railgun turrets do not obey railgun speed upgrades
Okay, so the Patch note said this issue is somewhat fixed. However, a Huge Asteroid just flew right to my face before being shot just as it hit my ship. I lost 5 Legendary Railgun Turrets. So this issue is definitely still a problem.
Re: [2.0.9][Space Age] Railgun turrets do not obey railgun speed upgrades
Just curious what the eventual plan is here...
It feels like the only two options are either make railgun speed be an ordinary (non-infinite) research that caps at level 5, or make the railguns correctly skip animation frames like all the other entities. I'm really hoping it's the latter, so that smaller (narrower) ships are a viable option for shattered planet runs.
It feels like the only two options are either make railgun speed be an ordinary (non-infinite) research that caps at level 5, or make the railguns correctly skip animation frames like all the other entities. I'm really hoping it's the latter, so that smaller (narrower) ships are a viable option for shattered planet runs.
Re: [2.0.9][Space Age] Railgun turrets do not obey railgun speed upgrades
I'd just like to chime in with a suggestion.
With infinite production researches you've implemented UI notifications to let the player know that further research won't bring benefits by showing productivity 300% = max.
I don't think it's a nice solution as it may still lead players to waste their science packs for virtually no return after lvl30 of any production research other than research productivity, but at least it gives the player feedback with the max value shown.
I personally would cap the production research levels which stop giving bonuses at lvl30 instead of them being infinite to stop potentional player frustration, but at the very least in the railgun shooting speed's case if it does remain animation speed locked and the research still remains infinite despite this, I would like you to consider showing the 0,5+0,36 = max in the railgun's tooltip as you do for productivity's 300% = max, both for consistency's sake as well as to give at least some form of information to the player that further research won't help them.
With infinite production researches you've implemented UI notifications to let the player know that further research won't bring benefits by showing productivity 300% = max.
I don't think it's a nice solution as it may still lead players to waste their science packs for virtually no return after lvl30 of any production research other than research productivity, but at least it gives the player feedback with the max value shown.
I personally would cap the production research levels which stop giving bonuses at lvl30 instead of them being infinite to stop potentional player frustration, but at the very least in the railgun shooting speed's case if it does remain animation speed locked and the research still remains infinite despite this, I would like you to consider showing the 0,5+0,36 = max in the railgun's tooltip as you do for productivity's 300% = max, both for consistency's sake as well as to give at least some form of information to the player that further research won't help them.