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P.S. The getting it immediately part was when I was mid-campaign and first installed your mod, sorry for the confusion.
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.
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!
@Kittamaru what DLC do you have?
Might need to have separate DLC2 and DLC3 mods.
Remove and Reinstall did nothing
Yet when I got DLC3 the tower started working again
Maybe remove and re-add the mod?
Are you using another mod that has a modified scanner.lua file?
Im not much for audio files myself but I also dont want to affect manual scanning.
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
I am not sure but you could try this:
rename "projectiles/bioscanner_active" to "projectiles/bioscanner_idle" (row 137)
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)
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.
How can I report bugs to developers?
Discord server?
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.
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
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.