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Fieldwork update broke the groupings for rocket turrets, so I had to reset them. All fixed now. Also fixed a bug where activating factory 5 would also activate the allied heavy fighter factory. Everything should be running as usual. If you notice anything not working, please let me know here.
WeaponCore (base) works very well with this, I've tested it. It doesn't break the AIs.
I tried to make an Aryx's WeaponCore version, but the turrets wouldn't target properly when printer-built during low sim speeds (which are in inevitable in rebf). So it will vary as to whether specific weapon mods will fully function correctly.
Yes. I built it with the intention that players can spawn in their own ships and test them out. I do so myself regularly.
The scenario runs in creative mode by default (it's needed to build the enemy ships fast enough) so you can just spawn them in with F10 as per usual.
Everything works fine again. For now.
I'll do a hotfix for now, setting each of the printers to only build a single ship type by default.
This version is playable with mods, but how to do so isn't obvious.
Start scenario -> Save game -> quit game -> main menu -> load game menu -> edit save file -> add mods -> load game -> enjoy mods
Fascinating. I wonder why it's removed the turret group? At least we've identified the problem. 'Combat AI' should turn on 'RBF Heavy Corvette Turrets' group in the timer block's 3rd slot, after the defensive AI turn on. If you set that, save the blueprint, and put it into projector4 on the corvette factories, it should solve the problem manually.
I've uploaded the ship blueprints I'm using, could trying sticking these into projector4 on the factories, and see if that reset makes any difference as another faster alternative.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3330822956
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3330825223
In any case, I'm glad your enjoying it (or at least the parts that work lol).
just to make sure im pressing the correct buttons...in the customization area, i press button 4 then button 8. nothing else and i let the system do its own thing from there, right?
i went into the corvette's control panel and took a look at the timer logic setup. to my understanding, after fully built, the Launch Timer activates, starting the AI Timer. AI Timer then starts the Combat AI Timer. In the Combat AI Timer block i see the defense, flight, and antenna blocks but i dont see anything about the turrets. Don't see them in the other two timer blocks either.
If the ships are flying around, then the timers should definitely have turned on the turrets. One of the corvettes has a 30 second delay on the turrets, but even so still arms before reaching the base. There is a thing where shells and rockets turn invisible when there are too many projectiles, but it doesn't sound like your issue.
I double checked my localised copy, and they opened fire on that as well; I've re-uploaded a new copy to steam, so hopefully it might force a fresher download on your end. Other than that, I'm not sure what else I can do.
Also, thanks for taking the time to give the feedback; it's appreciated.
When only activating the Heavy Corvette factories 1-4 and Endless Waves, they are built and as they reach the base they only fly around within weapon range without shooting back.
I unsubscribed and resubscribed hoping it was just an out-of-date issue on my end but the weapons being off is still present on the Heavy Corvettes. To double check, I did test on a clean new world without any mods installed.
Everything else works great.
Edit: I ran the cloud copy and everything seems to be running fine on my end. Some of the older ship AI's only activate turrets 20 seconds after launch, but most do so quite quickly.
Considerations for not firing are usually ownership / factions being incorrect (copied spawns may come in belonging to 'nobody' and not fire, nor be fired at), running on survival which requires ammo loading, or that the turrets are replaced by weapon mod versions (especially weapon core) which may 'disconnect' them from the activation timer, preventing them from being turned on.
Start Scenario -> Save Game -> Quit Scenario -> Main Menu -> Load Game -> Edit Settings -> Add Mods -> Play with Mods
Same method for changing to multiplayer. It's a good question, I'll probably throw those onto an LCD somewhere.
"Is this normal?"
No. Pressing Hell Mode on my side has them building as normal, even with multiple presses. It could be caused by 'memory lag' since Hell Mode activates so much logic.
As a short term fix, what I'd recommend, in the Enemy Customisation Room, activate fighter factories 1+2, then 1+2+3+4, and then all 8, and then press the Hell Mode button. This will start up the factories slower, and should prevent the klang occuring.
In the meantime, I'll add staggered delays on the Hell Mode activation, which help reduce the problem in future.
- w
"Please make it so there is no pcu limit thanks"
I set the PCU limit to 1 million, and PCU limits should also be disabled by default. 'Alt-F10 / admin tools / disable PCU limits' in game should be available. Not sure where the limitation is coming from.
- =Executive Callahan=
"love to see more versions with bigger ships"
I'm already working on it. Got the printer going already with some smaller large grids, but I need the printer to be versatile enough to be able to print multiple types of hull, and also sorting out a logic system so players can choose which ships get printed.
-
"make this a mod and defend an existing survival base"
Making a mod like that is sadly beyond my current abilities, the closest is to delete the command base and copy paste your own base in. Then get a long range antenna + action relay, and send signal 31/32/33/44 to activate the factories. The fighters attack a waypoint in front of the starting asteroid.
"just have it read ships that you've downloaded"
I really wanted to do this, it was my original goal, but there are just too complexities. The code for the spawning ships must be pre-written into the downloaded scenario and also separately downloaded by the user. They can't be built, because NPC factions cannot build DLC blocks (this kills me) which means they must be spawned in via code, which consumes memory like a monster.
The only way around this is to have a massive supply of workshop ships pre-built into the game, and then activate with action relays.
"a mix of enemy fighters, frigates, destroyers, cruisers,"
I'm working on it, but NPC factories can only build vannila blocks, which makes most workshop ships unaccessible, and ships must be built with 'print-ability' in mind.
looks great ✨