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rampantarsenal's Issues

Suggestion: min distance for rocket tower and no 360 degree fire radius

I find it difficult to integrate the rocket towers into my wall of defenses, because of their missing minimum range and their 360 degree fire radius.
Since most of the stronger rockets use an area of effect I'm usually hurting my defenses more than the enemy.

I'd like to suggest a tower that has a slightly longer firing range (we're firing rockets after all) at the "price" of having a minimum firing range and a less than 180 degrees radius. Maybe 90-110 degree?

Advanced Laser Turret has a 438MJ per shot power cost

I hope this is a bug.

This cost can overwhelm even lategame power networks, and for a turret fires upwards of once every two seconds, it's impossible to deploy in any significant number without several large nuclear reactors dedicated purely to their function. Couple this with the comparatively petty damage dealt by the shot, the end result is the turret is simply vastly too costly to use and with a horribly inefficient cost to damage ratio.

Artillery Overkill

I am very pleased with all of the new weapon options in this mod - except for artillery. There are a lot of great looking options with pretty explosions, but they suffer from the "overkill bug", making them an ineffective/wasteful way to kill bugs.

Factorio figures out if an enemy should be "considered dead" as weapons are in flight. If enough damage to kill an enemy is already on its way, the enemy won't be shot at anymore. You can see this with rockets as well as artillery. But, it seems this calculation doesn't include any DOT (damage over time). Since incendiary, bio, and nuclear artillery damage is almost all DOT, this causes problems.

Video (Bio zoomed in): https://imgur.com/a/zjZ3o8j
Video (all shell types, map view) https://imgur.com/a/uMdwCTj
Save File: https://drive.google.com/file/d/1nB-4Inf6GiC1ZMyeb4SUFky5WVGlUgxE/view?usp=sharing
(just load and add an inserter from the ammo type you want to see)

The high explosive shells have an instantaneous effect, so those work correctly. The other shells only do a small amount of immediate damage, almost all their damage is in DOT. So the turret keeps firing at the same target even though it should only need to fire 1-2 shells. It's especially annoying how the more artillery upgrades you have (firing speed + range), the more wasteful artillery becomes, since the turret can put a lot of shells in the air before the first shell hits and kills the target.

If you can figure out a nice fix for artillery targeting, that'd be great. But otherwise, moving a large part of the damage from DOT to immediate would reduce the overkill (if I'm right about how the game is calculating it). E.g. if a shell does 5k DOT in some radius, instead turn it into 2.5k DOT and 2.5k immediate damage in the same radius. The turret would still fire too many shells, but it would only be twice as many instead of 10x as many.

Other note: I think the overkill issue is probably what this user was noticing (just didn't explain it very well) https://mods.factorio.com/mod/RampantArsenal/discussion/6266b499e02bf1b7ea277c95

Need help with one recipe update

Hello.
Please help with code to update Repair Capsule (the basic one unlocked with Regeneration tech) recipe for Warmonger.
I tried this code in data-final-fixes.lua according to Factorio API and discussions in forums, but it can't find the recipe

table.insert( data.raw.recipe["repairCapsule"].normal.ingredients, {type="item", name="biomass", amount=2} )

Tried these too:
table.insert( data.raw["recipe"]["repairCapsule"].normal.ingredients, {type="item", name="biomass", amount=2} )

table.insert( data.raw["recipe"]["repairCapsule"].ingredients, {type="item", name="biomass", amount=2} )

Every time the same problem - recipe entity doesn't exist, but RampantArsenal is 100% loaded and initiated.

Light Artillery Damage upgrade

Light Artillery damage isn't affected by either "Capsule Turret Damage Bonus" or "Artillery Turret Damage Bonus". I'm not sure if this is intentional, but it's currently the only turret not affected by a damage upgrade, and it seems fair for capsule damage bonus to apply. The Capsule Launcher and Light Artillery fire the same ammo, but even before infinite levels of tech, the light artillery will only be doing 1/4 the damage of the capsule turret (2.80x damage on the Capsule Launcher, Light Artillery stuck at 0.75x)

tech damage research doesn't bobs turrets

I have noticed a bug when playing with this and bob's warfare mod. The turret extra damage research does not also apply to the upgraded versions of the turret from the bob's mods.

K2 compatibility

Hi Veden,

First of all, thanks a lot for your wonderful mod and all your hard work.

I've noticed some bugs using a K2 (custom) modpack along Rampant Arsenal:

  • AAI laser tank damage (specific laser ammo pack) do not scale up with the laser damage tech, they are just removed from the tech (the damage scaling works fine without Rampant Arsenal it seems) ==> I didn't try any other AAI vehicle mod
  • K2 impulse rifle damage do not scale up neither with the related laser damage tech (specific laser ammo pack also), when your mod is active (once again, seems to work well without Rampant Arsenal).

For the laser shooting speed tech, it seems fine.

Sorry if you had those already in mind.
And thanks in advance if you plan a fix ! :)

AAI compatibility

Hi Veden,

First of all, thanks a lot for your wonderful mod and all your hard work.

I've noticed some bugs using a K2 (custom) modpack along Rampant Arsenal:

  • AAI laser tank damage (specific laser ammo pack) do not scale up with the laser damage tech, they are just removed from the tech (the damage scaling works fine without Rampant Arsenal it seems) ==> I didn't try any other AAI vehicle mod
  • K2 impulse rifle damage do not scale up neither with the related laser damage tech (specific laser ammo pack also), when your mod is active (once again, seems to work well without Rampant Arsenal).

For the laser shooting speed tech, it seems fine.

Sorry if you had those already in mind.
And thanks in advance if you plan a fix ! :)

Basic wall not immune to 'poison' apparently.

Poison not in the list of immunities, gets destroyed by bio capsules and such.

This seems related to me using Krastorio 2 with it, as even though RA adds a poison damage resistance (20%? For concrete??, seems a little low), there is no resistance in game shown and the walls die to bio grenades instantly.

I can fix this, I guess, though I'll have to figure out why RA resistances are not added to a basic object, somehow.

Локализация на русский язык. Исправления и дополнения

Я исправил перевод на русский язык так, чтобы он выглядел более логично, согласовав в родах и падежах слова между собой, а также исправив глупые ошибки машинного перевода, когда mortar переведено как "строительный раствор". Прошу ознакомиться и добавить в архив

locale.zip

Poison and fire artillery doesn't scale

basic ammo is stronger than poison and flame after certain point, even though it's an ingredient item for both ammo: https://imgur.com/a/UhWDrAy

Poison at least pretty powerful mid-late game, fire ammo is the most underwhelming. unlike poison which 'infected' biter with disease that may kill it once it leave the area, Flame Cloud still apply lower dps, I think the duration should be lowered and dps applied higher for Flame Cloud.

The alternative is to make the instant damage higher and lower the cloud dps. at least the instant damage would scale where as the elemental variety is still there.

Optimize advanced flamethrower turrets

Hi Veden,

I am not sure if you are aware of this or if this is even an addressable issue but the Advanced Flamethrowers from Arsenal appear to be quite UPS intensive. If there's any possibility of optimizing them that would be great.

A save to illustrate this: https://mega.nz/file/5tRkWBIa#TCNItDJ_bw_zfa_WkYPkzMpR2k6g-K1s_oztEk2E1Hg

I think it has roughly 140 of the flamethrowers and if you run a deconstruction planner for them all while in /editor the UPS for the save shoots up.

Decrease damage stickers for bio and incendiary

Hello,

I noticed, that damage sticker for Incendiary and Bio types of ammo is quite big, if comparing to other weapons (rockets, capsules, cannon-shells). Yes, it is close combat (20 tiles or even less) and should have bonus, but why a dozen times?
Here is shotgun ammo vs incendiary vs high-explosive (uranium is almost the same). First two look way more serious.
https://imgur.com/aUp1TAF
I have already decreased bullet-toxic sticker damage from 5 to 2 (2.5 times bigger without change).
Every pellet applies a sticker. In the endgame it is over 50k poison damage per second (if all pellets reach the target, but vs big biters/nests or big squads it will be all 16 pellets), while rocket/cannon shell do about 5k. In terms of economics it's only 1 shell of 10. One magazine will do 500k vs 5k for almost the same resources consumed in production.
The same is about incendiary damage, also from sticker, which is good for flamethrower, but OP for guns.

Bullet damage is less effective, because of only one bullet in a shot -> one sticker applied. But still over 30k damage per magazine. Probably that is good for close combat, if not mentioning turret bonuses (technologies and gunturret mk2 multiplier).

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