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Tank with water cannon

Posted: Thu Mar 10, 2022 12:30 am
by MateuszCOMPANY
In whole game not exist equipment to extinguish burning forest.
To not complicate this idea, just tank could be used as water cannon.
It could be also use as no damage weapon to push back biters.

Re: Tank with water cannon

Posted: Thu Mar 10, 2022 3:31 am
by robot256
A mod to try out! Water tank would be a good addition.

https://mods.factorio.com/mod/WaterTurret

Re: Tank with water cannon

Posted: Thu Mar 10, 2022 4:14 am
by FuryoftheStars
https://mods.factorio.com/mod/extinguisher

All my personal opinion, of course, but a water tank doesn’t make much sense.

Re: Tank with water cannon

Posted: Thu Mar 10, 2022 5:19 am
by ssilk
If you have a tank, you can drive it around the burning forest part to make a fire-break. That’s also how it’s made in reality.

Re: Tank with water cannon

Posted: Thu Mar 10, 2022 9:09 am
by Pi-C
robot256 wrote:
Thu Mar 10, 2022 3:31 am
A mod to try out! Water tank would be a good addition.

https://mods.factorio.com/mod/WaterTurret
Thanks for advertising my mod, but I will not add a water tank in the foreseeable future. Letting the water turrets extinguish fire causes problems that I don't know what to do about:
  • Looking for fires within range of a turret and aiming that turret at the fire too expensive if done by script (you'd have to search the surface around each turret in very short intervals, because once there is fire it could spread). It's better to take advantage of the turrets' targeting mechanism and let the game find fires.
  • Fire is not an entity, but in order to "kill" something, you'll need an entity with health. Therefore, whenever a fire is created, I mark it with an invisible entity that has health. This way, the turrets will automatically target the invisible entities, and when those die, I can remove the fire.
  • It would be ridiculous if a gun or laser turret (or throwing a grenade) would be able to extinguish fire by killing the dummies. Therefore, the fire dummies are 100% resistant against any damage type but that used by the water turrets. Also, by using attack and ignore masks, I can tell my own turrets to target the fire dummies, and all other turrets to leave the fires alone. However …
  • … such masks only work for turrets, not for individual weapons. For instance, artillery turrets are not like gun, laser, or flamethrower turrets. They are just a turret base with a gun prototype mounted on top (the same that's also used on artillery wagons). The attack and ignore masks only apply to turrets, not guns, so it could happen that artillery will try to fight the hidden fire markers. It can't hurt them, so it will fire shell after shell at the dummy's position until the fire expires on its own -- and if there's just a minor fire in your base, the artillery shells going down there will happily wreak havoc. :-) The same problem exists with automatically firing weapons on vehicles, spidertrons, or the player's character (PLD).
Trying to put the fire markers on a new force that is on friendly terms with all other forces doesn't work either. Sure, artillery or spidertrons wouldn't fire at fire anymore, but neither would the water turrets. Creating separate forces for fire and turrets also wouldn't work because the water turrets are also supposed to target (and slow down) normal enemies. Moreover, the maximum number of forces allowed in a game is 64, so spamming new forces could easily cause trouble in heavily modded multiplayer games.

Currently, I've run out of ideas how to solve this problem and I see no point in adding new stuff to the mod until there's a solution.