The Riftbreaker 银河破裂者

The Riftbreaker 银河破裂者

Scanner Tower
33 条留言
Cybermithral  [作者] 8 月 26 日 上午 4:04 
Updated to Riftbreaker 2.0
ZXZdanding 8 月 25 日 下午 11:05 
need to Update to 2.0,thanks
Tanelorn 2024 年 12 月 6 日 下午 5:58 
@Cybermithral yes, I thought that was the case! Then it must be a mod conflict. I do have that tab, but the text just gives a pathname. something/GUI/something. So it must be another mod that is causing the references to fail. I'll toy around with disabling other mods. Thanks for the tip!!!

P.S. The getting it immediately part was when I was mid-campaign and first installed your mod, sorry for the confusion.
Cybermithral  [作者] 2024 年 12 月 4 日 下午 7:00 
@Tanelorn there is a new Tech Tree with just this tech in it that needs to be researched once Alien Tech 1 has been completed. In the research window there should be a 4th section/tab.
This was done as editing the default research tree has massive headaches and can cause issues esp if the devs change the default tree.

This dedicated tech tree has been in place since launch so not sure how to were getting it immediately unless you had a mod/file that granted it immediately?

As for scanning only when near thats a game design issue.
Tanelorn 2024 年 11 月 27 日 上午 8:02 
I am dealing with a weird issue. When I first installed this mod, the tower was immediately available and I used it alot. I started a new playthrough, and the tower was not available (because nothing was researched). I'm now very close to end-game and I still have not unlocked the tower. I'm at something like the 4th tier of alien technology and still no scanner tower.

Is there something specific that unlocks it, like completing a certain campaign mission? Or should it be available as soon as you research alien tech level 1?

Also, I'm sure this is a known issue due to game mechanics... it only scans when you are nearby. I wonder if that can be changed so it will scan when you are far away. Do the deployable scanner turrets also not scan when you are too far away?

I love this mod, BTW! Especially useful to mix in with cultivators!
Cybermithral  [作者] 2024 年 7 月 18 日 上午 2:03 
The mod was modified to work with DLC3 and I had no way to test without DLC3.
@Kittamaru what DLC do you have?
Might need to have separate DLC2 and DLC3 mods.
grilledcheesemonkey 2024 年 7 月 13 日 下午 4:59 
had the same problem as kittamaru, tower would fire but never actually scan.
Remove and Reinstall did nothing
Yet when I got DLC3 the tower started working again
Kittamaru 2024 年 7 月 12 日 上午 7:49 
It's possible - I'll have to double check my mods and see what might touch the scanner info. I'll let you know asap
Cybermithral  [作者] 2024 年 7 月 10 日 上午 12:27 
I have retested and it works fine for me.
Maybe remove and re-add the mod?

Are you using another mod that has a modified scanner.lua file?
Kittamaru 2024 年 7 月 5 日 上午 6:06 
Not sure if it's just me, but the tower will lock onto something, scan... and just scan forever, never actually completing the scan. If I use the bioscanner on the object, it works, but the tower doesn't seem able to actually scan.
Archerbob 2024 年 7 月 1 日 上午 1:10 
Unfortunately that didn't work. Thanks for trying but will probably just ignore it for now and just build the tower in an area I wont be in.
Cybermithral  [作者] 2024 年 6 月 29 日 上午 7:42 
Ohh its in the lua file "\lua\buildings\defense\scanner_tower.lua".

Im not much for audio files myself but I also dont want to affect manual scanning.
Archerbob 2024 年 6 月 29 日 上午 12:10 
@Cybermithral
I'm not seeing that in tower_scanner.ent. Was it in another file? The issue improved somewhat when I lowered the range as it seems it is targeting things off the map. I also managed to find the audio file the game is playing in the mod tools but unfortunately I have absolutely no knowledge in editing audio files. Regardless thanks for looking
Cybermithral  [作者] 2024 年 6 月 28 日 上午 12:01 
@archerbob
I am not sure but you could try this:
rename "projectiles/bioscanner_active" to "projectiles/bioscanner_idle" (row 137)
Archerbob 2024 年 6 月 26 日 上午 12:12 
Any way to turn off the sound effect of it scanning? I increased the range but now it scans all the time and I'm not sure what line effects the sound effect.
Cybermithral  [作者] 2024 年 6 月 22 日 下午 11:33 
Just published an update to make it work with DLC3 and also moved the research icon up. Tried to rename the entire tree but it will break existing games,
Pokked! 2024 年 6 月 22 日 下午 12:14 
Conflicts with X-Morph Tower mod in research category AND icon position. I have to move it to a new research category to be able to click and start researching on it.
WasteLandCaravaner 2024 年 3 月 9 日 下午 12:57 
@cybernithral i did what you said but the range is still 50m for me?
Sensenmann01 2023 年 6 月 14 日 下午 11:30 
schade das man entweder deinen mod oder x morph tower nutzen kann und nicht beide
Piisfun 2023 年 3 月 24 日 下午 10:14 
For a more standard map size, (5,000 by 5,000), it would be 7,100. Again, this will almost certainly result in massive lag spikes every time the tower looks for a new target.
Piisfun 2023 年 3 月 24 日 下午 10:00 
@cybermithral
Maximum map size is 12,000 by 12,000, so taking the diagonal and rounding... just under 17,000.

HOWEVER, setting it to this WILL RESULT in MASSIVE lag spikes.
The game absolutely hates massive search/effect radii.
Honestly, I would hesitate to set the value to anything over 200. (For reference, Heavy Artillery has an aiming radius of 170)
Cybermithral  [作者] 2023 年 3 月 24 日 下午 8:24 
@Zombieknc if you open the file itself navigate to the Entities > Buildings > Defense folder and open the tower_scanner.ent file.

Find the TurretDesc section in the file and then edit the "range_max" and "aiming_range" values from "50" to the desired range (not sure what the max range of the map is.
Save the changes and reload the game.
Cybermithral  [作者] 2023 年 3 月 24 日 下午 8:18 
@DefinitelyNotFrank not possible but thats the way the game works.
Zombieknc 2023 年 3 月 23 日 上午 2:56 
any chance that there is option to make the scan range to cover the whole map?
Piisfun 2023 年 3 月 22 日 上午 10:39 
You probably have to be on the same map, at least.
🌊hi midnite 𝓭𝓻𝓲𝓿 2023 年 3 月 22 日 上午 9:04 
Does this passively research as in if I'm not at an outpost with the scanner turret, does scanner turret still passively collect?
Piisfun 2023 年 2 月 9 日 下午 6:50 
Yes
ponomaryow.dmitry 2023 年 2 月 7 日 下午 11:04 
@Piisfun
How can I report bugs to developers?
Discord server?
Piisfun 2023 年 2 月 7 日 下午 7:35 
This issue's core cause has now been reported to the developers.
Piisfun 2023 年 2 月 7 日 下午 7:23 
A different fix is being pushed than that, but thanks to your comment, I just located a notable bug potentially affecting multiple other buildings.

The base class for buildings is supposed to use _OnRelease() to prevent override problems like this, and doesn't.

And it isn't the only method... OnLoad() also has significant code being potentially turned off by overrides.
ponomaryow.dmitry 2023 年 2 月 7 日 下午 2:03 
Great mod.

The same bug appears if you sell a scanner turret.

The bug appears because the scaner turret and scaner tower scripts overrides the OnRelease method, but does not call the parent's base method.

The bug does not appear when selling mobile, tesla turrets and mini miner because their scripts do not override the OnRelease method.

To fix the bug, the code should be like this

function scanner_tower:OnRelease()
if ( self.lastTarget ~= INVALID_ID) then
QueueEvent( "EntityScanningEndEvent", self.lastTarget )
EffectService:DestroyEffectsByGroup( self.lastTarget, "scannable" )

end

if ( self.effect ~= INVALID_ID ) then
EntityService:RemoveEntity( self.effect )
end

building.OnRelease(self)
end
Cybermithral  [作者] 2023 年 1 月 27 日 下午 7:35 
I dont think you can as the research tree is loaded when a new game starts.
You can try this (may work):

1- In the /steam/steamapps/common/riftbreaker/mods folder create a new folder called anything you want.
2- In that folder create this folder /lua (/steam/steamapps/common/riftbreaker/mods/lua)
3- In the lua folder create a file called tower_scanner_autoexec.lua
4- In that file paste in the following text:

RegisterGlobalEventHandler("PlayerCreatedEvent", function(arg)
local BUILDING_BLUEPRINT = "buildings/defense/tower_scanner"
BuildingService:UnlockBuilding(BUILDING_BLUEPRINT)
end)


5- Save the file and load the game.
Куколдун 2023 年 1 月 26 日 上午 6:09 
Hey! Recently started a new company and then downloaded your mod. I have already upgraded the technology Alien Research level 3, so I can't upgrade lvl 1. Is it possible to open the scanning tower technology through the console?