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Would love to have a version of this using a more Tek looking control unit. Maybe like a re-adapted Tek Surveillance Console - but red.
we have the problem on our server, the "ADVTURRET Crafting Station", cannot place and also can produce no Turrets. is there for it a solution?
Matt: Are you planning on maintaining this mod? Please consider posting the project or handing it off to another modder to continue if you are going to be leaving the Ark community. Too many good mods are sentenced to the island of misfit toys because the owners went AWOL, and this one still has so much great potential.
Either way since the server manages the mod turret entities properly, there's no need to pick up and replace the turrets anymore, which is the important part.
This could simply be bugs in the bRawSockets code in the server that aren't reporting entity data to the clients correctly for turrets, and that causes the client to think the turrets are somewhere they are not. But if you log out and back in next to the raft, they'll draw onto the raft again until you go far enough away that the desyncronization bug occurs. I have no idea if that's something within your control or if it's a core game problem...it really depends on "who" is responsible for entity syncronization on multiplayer server/client setups.
Either way didn't want to forget to provide feedback on what I saw.
This seems to be most re-creatable if the client either goes away from the raft long enough that it's unloaded out of the client memory, or logs in far away from the chunk that contains the raft. A different client that logged in near the raft and stays close by will always see the turrets still attached even when the raft is moved. Once that client goes far enough away to unload it out of client-side memory, the detachment "appearance" problem will occur. It certainly seems to be a syncronization problem between the client and the server.
(continued)
Now if only v271 didn't completely crash on me I'd give it a try.... thanks WC! ( https://imgur.com/a/Dxba2 ... not this mod's fault! Something stupid with the Tek underwater cubes)
FYI you'll want "Normal List" and "Prevent from attacking list"
It'll be a while before I can look into it as the dev kit is crashing.
I'm doing some additional testing with vanilla and mod rafts, same setup--one vanilla turret and one mod turret on a bare raft. I will test these under various conditions to see if I can learn more.
I found an interesting bug--if you bring a turret (G=0) on a boat into range of a controller (G=0) on the ground, it will fill the turret with ammo but not take control of it....it will stay "unpowered".
https://steamhost.cn/steamcommunity_com/app/346110/discussions/0/351660338679473437/
So I'm guessing I will have to play around with the vanilla ones tonight when I play.
I also asked over at the Advanced Rafts mod (749466101) since that's the type of boat it's placed on.
If that is a vanilla problem I really hope they fix it!
I hate that I can't outfit my boat with these turrets because if I leave and come back, then try to move the boat all the turrets are floating in the air where they were before I moved it. Not a client side issue, either. The other players see them floating, and you can pick them up/destroy them.
@Eroticpublichair I'll look into that, you can pick up vanilla and some modded turrets with the controller and convert them.
I ask because I use the King Jerboa mod (I like those little guys) and would love to be able to whitelist them.
Minor suggestions but food for inspiration if you get bored :)
Haven't tried to test the plant turrets/controller since that's a little more time consuming and not able to be spawned instantly for testing... but otherwise looking pretty good!