Some 0.17.6 changes in the campaign

Post all other topics which do not belong to any other category.
User avatar
CDarklock
Filter Inserter
Filter Inserter
Posts: 342
Joined: Sun Dec 03, 2017 2:17 am
Contact:

Some 0.17.6 changes in the campaign

Post by CDarklock »

I'm not 100% sure these weren't in an earlier version, this is just where I noticed them. They don't seem to be in the changelog.

First, logistics is now researchable in the second area, around the same time you're asked to research Active Defence and build a turret. So rejoice, you can get your undergrounds and splitters.

Second... logistics science is researchable at the same time. This seems like a bug, since it's the technology you have to research to complete the scenario. I did, of course, research it immediately to see what happened. I got no full attack waves. Just the occasional two-biter raids.

I spent some time researching other stuff before placing and loading my turret. Once I got to the production challenge, on completion, it just straight-up completed the scenario with no biter attacks at all. I had just over half my previous "minimum kill" run, in a much shorter timeframe. (This is the fastest I've ever successfully finished the campaign.)

finished2.png
finished2.png (21.11 KiB) Viewed 6359 times

I'm going to mess around a little more and see what else I can find. I originally started this run to check whether the game ever explains power (it doesn't), whether pollution is still displayed on the map and in tooltips (it is), and whether reducing production during the attacks will help lower the difficulty (I couldn't test this because I got no attacks).

But it is Mardi Gras, and I have got hurricanes to drink and jambalaya to eat, so I'm probably not going to make another cut at this for a while yet. ;)

bartekltg
Inserter
Inserter
Posts: 47
Joined: Fri Feb 06, 2015 12:40 pm
Contact:

Re: Some 0.17.6 changes in the campaign

Post by bartekltg »

Is Compilatron still killing our buildings?

User avatar
Light
Filter Inserter
Filter Inserter
Posts: 678
Joined: Mon Oct 10, 2016 6:19 pm
Contact:

Re: Some 0.17.6 changes in the campaign

Post by Light »

bartekltg wrote:
Wed Mar 06, 2019 1:40 am
Is Compilatron still killing our buildings?
Yes, he still destroys your iron miners.

User avatar
CDarklock
Filter Inserter
Filter Inserter
Posts: 342
Joined: Sun Dec 03, 2017 2:17 am
Contact:

Re: Some 0.17.6 changes in the campaign

Post by CDarklock »

Light wrote:
Wed Mar 06, 2019 1:53 am
bartekltg wrote:
Wed Mar 06, 2019 1:40 am
Is Compilatron still killing our buildings?
Yes, he still destroys your iron miners.
I really wisdh they would do something about thatm I hate it. Sorry it's too hartd to type right now, I'm a little drunk

bartekltg
Inserter
Inserter
Posts: 47
Joined: Fri Feb 06, 2015 12:40 pm
Contact:

Re: Some 0.17.6 changes in the campaign

Post by bartekltg »

Light wrote:
Wed Mar 06, 2019 1:53 am
Yes, he still destroys your iron miners.
Fraking toasters!

In 0.17.04 he not only run over them but also builds the automated iron mine over the one built by me.
Also, run over a turret if placed in a nice spot on a cliff near south-east entrance.
The turret was expendable, the fat stack of ammo on the other hand... :)

User avatar
CDarklock
Filter Inserter
Filter Inserter
Posts: 342
Joined: Sun Dec 03, 2017 2:17 am
Contact:

Re: Some 0.17.6 changes in the campaign

Post by CDarklock »

bartekltg wrote:
Wed Mar 06, 2019 11:18 am
In 0.17.04 he not only run over them but also builds the automated iron mine over the one built by me.
Also, run over a turret if placed in a nice spot on a cliff near south-east entrance.
I was building walls into a chest in the second area. A quick count told me I needed about 200 walls. As it was getting close, I was hovering near the chest to collect the walls when I had enough. Compy came over to tell me a miner was out of fuel or something, and ran over my chest full of walls.

This is probably why they gave him so many hit points.

User avatar
Ranakastrasz
Smart Inserter
Smart Inserter
Posts: 2124
Joined: Thu Jun 12, 2014 3:05 am
Contact:

Re: Some 0.17.6 changes in the campaign

Post by Ranakastrasz »

Hmm. Have him force-place a blueprint, remove the stuff in the way, and put it in a chest.
Anything in his way is kept, and you can see what he is going to do before he does it.
Plus, as a robot, you get to see blueprints in action early. Not something you get to mess with til later, but would be cool.

-----

Hurray, Logistics FTW.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

User avatar
CDarklock
Filter Inserter
Filter Inserter
Posts: 342
Joined: Sun Dec 03, 2017 2:17 am
Contact:

Re: Some 0.17.6 changes in the campaign

Post by CDarklock »

Ranakastrasz wrote:
Wed Mar 06, 2019 2:42 pm
Hmm. Have him force-place a blueprint, remove the stuff in the way, and put it in a chest.
I have more frequent problems with him randomly running over my stuff.

User avatar
Ranakastrasz
Smart Inserter
Smart Inserter
Posts: 2124
Joined: Thu Jun 12, 2014 3:05 am
Contact:

Re: Some 0.17.6 changes in the campaign

Post by Ranakastrasz »

CDarklock wrote:
Wed Mar 06, 2019 2:50 pm
I have more frequent problems with him randomly running over my stuff.
That does seem mildly inconvenient, yes.
I understand this is a large part of the reason why they have flying robots in the game.

Not really sure how to fix this. Make him fly, let him teleport if he gets stuck for 1 second, and have him path "properly".
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

User avatar
CDarklock
Filter Inserter
Filter Inserter
Posts: 342
Joined: Sun Dec 03, 2017 2:17 am
Contact:

Re: Some 0.17.6 changes in the campaign

Post by CDarklock »

Ranakastrasz wrote:
Wed Mar 06, 2019 2:52 pm
Not really sure how to fix this. Make him fly, let him teleport if he gets stuck for 1 second, and have him path "properly".
Just don't destroy what he drives over. Compy is special and can drive over anything without affecting it.

User avatar
Ranakastrasz
Smart Inserter
Smart Inserter
Posts: 2124
Joined: Thu Jun 12, 2014 3:05 am
Contact:

Re: Some 0.17.6 changes in the campaign

Post by Ranakastrasz »

CDarklock wrote:
Wed Mar 06, 2019 2:54 pm


Just don't destroy what he drives over. Compy is special and can drive over anything without affecting it.
Ranakastrasz wrote:
Wed Mar 06, 2019 2:52 pm
Not really sure how to fix this. Make him fly, let him teleport if he gets stuck for 1 second, and have him path "properly".
yea, I guess that works too. Just that his design, well....
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

User avatar
BlueTemplar
Smart Inserter
Smart Inserter
Posts: 2420
Joined: Fri Jun 08, 2018 2:16 pm
Contact:

Re: Some 0.17.6 changes in the campaign

Post by BlueTemplar »

Have him not immediately destroy stuff, but just bump against it for a while, slowly damaging it, until the player gets the point ?
BobDiggity (mod-scenario-pack)

User avatar
CDarklock
Filter Inserter
Filter Inserter
Posts: 342
Joined: Sun Dec 03, 2017 2:17 am
Contact:

Re: Some 0.17.6 changes in the campaign

Post by CDarklock »

BlueTemplar wrote:
Wed Mar 06, 2019 3:13 pm
Have him not immediately destroy stuff, but just bump against it for a while, slowly damaging it, until the player gets the point ?
We have literally had toys that know to drive around what they just bumped into since the 1960s.

User avatar
BlueTemplar
Smart Inserter
Smart Inserter
Posts: 2420
Joined: Fri Jun 08, 2018 2:16 pm
Contact:

Re: Some 0.17.6 changes in the campaign

Post by BlueTemplar »

I know, but it doesn't solve the problem that can happen if he cannot drive around something, or if he wants to place something where there's already a player building/belt/insterter/whatever...
BobDiggity (mod-scenario-pack)

User avatar
Ranakastrasz
Smart Inserter
Smart Inserter
Posts: 2124
Joined: Thu Jun 12, 2014 3:05 am
Contact:

Re: Some 0.17.6 changes in the campaign

Post by Ranakastrasz »

BlueTemplar wrote:
Wed Mar 06, 2019 3:26 pm
I know, but it doesn't solve the problem that can happen if he cannot drive around something, or if he wants to place something where there's already a player building/belt/insterter/whatever...
Ranakastrasz wrote:
Wed Mar 06, 2019 2:52 pm
Not really sure how to fix this. Make him fly, let him teleport if he gets stuck for 1 second, and have him path "properly".
Have him fly/phase through, deconstruct then reconstruct, or teleport. This after he decides there is no path, obviously.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

User avatar
BlueTemplar
Smart Inserter
Smart Inserter
Posts: 2420
Joined: Fri Jun 08, 2018 2:16 pm
Contact:

Re: Some 0.17.6 changes in the campaign

Post by BlueTemplar »

IMHO bumping/breaking would be less weird...
(Also teaches the player that you usually want to leave some space to move around...)
Last edited by BlueTemplar on Wed Mar 06, 2019 3:30 pm, edited 1 time in total.
BobDiggity (mod-scenario-pack)

User avatar
Ranakastrasz
Smart Inserter
Smart Inserter
Posts: 2124
Joined: Thu Jun 12, 2014 3:05 am
Contact:

Re: Some 0.17.6 changes in the campaign

Post by Ranakastrasz »

BlueTemplar wrote:
Wed Mar 06, 2019 3:29 pm
IMHO bumping/breaking would be less weird...
BlueTemplar wrote:
Wed Mar 06, 2019 3:26 pm
I know, but it doesn't solve the problem that can happen if he cannot drive around something, or if he wants to place something where there's already a player building/belt/insterter/whatever...
Yea, but you just rejected that.

But yes, it would be less weird. Hence why I think he ought to fly.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

User avatar
BlueTemplar
Smart Inserter
Smart Inserter
Posts: 2420
Joined: Fri Jun 08, 2018 2:16 pm
Contact:

Re: Some 0.17.6 changes in the campaign

Post by BlueTemplar »

No, I didn't reject it ?
EDIT : What I meant is that pathfinding around doesn't solve the problem when there's no path, or if the target space is blocked.
BobDiggity (mod-scenario-pack)

User avatar
Ranakastrasz
Smart Inserter
Smart Inserter
Posts: 2124
Joined: Thu Jun 12, 2014 3:05 am
Contact:

Re: Some 0.17.6 changes in the campaign

Post by Ranakastrasz »

BlueTemplar wrote:
Wed Mar 06, 2019 3:31 pm
No, I didn't reject it ?
EDIT : What I meant is that pathfinding around doesn't solve the problem when there's no path, or if the target space is blocked.
Yep. Hence why if pathfinding fails it should teleport/fly or something.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

User avatar
CDarklock
Filter Inserter
Filter Inserter
Posts: 342
Joined: Sun Dec 03, 2017 2:17 am
Contact:

Re: Some 0.17.6 changes in the campaign

Post by CDarklock »

BlueTemplar wrote:
Wed Mar 06, 2019 3:29 pm
IMHO bumping/breaking would be less weird...
(Also teaches the player that you usually want to leave some space to move around...)
There's plenty of space to move around, he just happens to think he should be right where my stuff is for no good reason.

Post Reply

Return to “General discussion”