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?
Upgrading kills autoturrets?
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.
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.
8SecSleeperSeeing 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.
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.
8SecSleeperI 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