Upgrading kills autoturrets?

One of my players tonight did the /up 4 command on his base after placing around 60 autoturrets, giving them power and ammo, and when the building pieces upgraded it killed every turret he had? 

I recommend that you test first before creating a thread.

I have tested it, and he is correct. I built a foundation, placed a TC with resources for the existing grade (stone) and HQM for the intended HQ upgrade.

I placed a turret on the stone foundation, placed a weapon and ammo in it, then looked at the block and typed / up 4. The turret broke instantly.

mVet9IPZW0E6SdY.PNG LoneWolfAU

I have tested it, and he is correct. I built a foundation, placed a TC with resources for the existing grade (stone) and HQM for the intended HQ upgrade.

I placed a turret on the stone foundation, placed a weapon and ammo in it, then looked at the block and typed / up 4. The turret broke instantly.

I just built two twig foundations put a turret and test generator on them and then typed /up 2 twice to hq, then  /down 3 /down 1,  /up 3 etc for 2 - 3 minutes and in no instance was the turret or test generator damaged both had full health.
Never had a problem with this, i usually build my basic base of wood install a few turrets and when i think things look ok where they are i /up 4 so there might be at least 20 foundations/walls/door frames and no turrets have been damaged or lost health i didnt bother placing a tc as i had the resources on me . my server has no decay on hq or metal so i dont bother putting them in the tc

I'll run another test and try to record it.

Merged post

And now I can't get it to fault again ..... Guess I'll just chalk it up to "Rust" .... 

Maybe caused by another plugin

Seeing as it replicates the facepunch ingame code to change a construction block grade, this never actually happened.

8SecSleeper

Seeing as it replicates the facepunch ingame code to change a construction block grade, this never actually happened.

Still no problems with this, i have a cave base (1 of 4) which (for some reason) has foundations/walls that do decay even though they are in range of the tc (using NoDecay plugin)  so i have to daily go back to that base and type /down 2 then /up 4 which decreases grade for the entire base and then increases it back up to hq, there are 15 turrets armed with various weapons and flame turrets and i have no problems with them being destroyed or losing health.

nMyfFlEnglczTD3.jpg pookins

Still no problems with this, i have a cave base (1 of 4) which (for some reason) has foundations/walls that do decay even though they are in range of the tc (using NoDecay plugin)  so i have to daily go back to that base and type /down 2 then /up 4 which decreases grade for the entire base and then increases it back up to hq, there are 15 turrets armed with various weapons and flame turrets and i have no problems with them being destroyed or losing health.

I tried the nodecay plugin myself and it has does nothing but cause problems, exactly like you have with things random decaying inside of range of tc. Instead I resorted to changing the decay scale to 10 since it's a battlefield server I had, then I do invoke handler to automatically delete on many different temp items if they were placed outside of range of tc. 

 

8SecSleeper

I tried the nodecay plugin myself and it has does nothing but cause problems, exactly like you have with things random decaying inside of range of tc. Instead I resorted to changing the decay scale to 10 since it's a battlefield server I had, then I do invoke handler to automatically delete on many different temp items if they were placed outside of range of tc. 

 

That is a side issue and a rare anomaly as i have been using that plugin since its release, The point is that i have had no issues with Building Grades and no loss of turrets when upgrading