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```java
Version: release steam build 146
(Foo's Client Version: c561897, Sep. 5, 2023 Unstable)
Source: mindustry-antigrief/mindustry-client-v7-builds
OS: Windows 10 x64 (amd64)
Java Version: 16.0.1
Runtime Available Memory: 4052mb
Cores: 12
Mods: extra-utilities:1.1.5.4, fooinstaller:1.2.4, new-horizon:0.4.8
java.lang.NoSuchMethodError: 'void mindustry.game.EventType$ConfigEvent.<init>(mindustry.gen.Building, mindustry.gen.Player, java.lang.Object)'
at ExtraUtilities.input.EUInputHandler.lambda$minerPointConfig$1(EUInputHandler.java:33)
at arc.util.TaskQueue.run(TaskQueue.java:17)
at arc.backend.sdl.SdlApplication.loop(SdlApplication.java:195)
at arc.backend.sdl.SdlApplication.<init>(SdlApplication.java:54)
at mindustry.desktop.DesktopLauncher.main(DesktopLauncher.java:57)
```
███████████
Hey, small request/question (more of a question, really.) I'm not sure what you changed to get the Erekir-built Mining Drone building to work, but I'm super stoked with it! I have a different issue now, though.
Specifically, to do with the Quell and Disrupt units (possibly the Anthicus as well, given the similarities these units share with their attacks?) and their projectiles. Currently, with ExtraUtilities on, Quell and Disrupt missiles fly completely through Shield Projectors' massive shield bubbles. You know, the Sandbox block that makes a (nearly) impenetrable shield? Not usually breakable outside of cutting off its power in some fashion, or trying to shoot it with a hit-scan weapon like a Foreshadow or an Omura?
I digress. The point is, the Quell and Disrupt projectiles are not interrupted nor blocked by the large shields of the Shield Projector blocks, and this may also apply to Serpulo-centered Force Projector blocks. Additionally, these projectiles can still hit air! And they CAN'T be shot down by dedicated anti-air turrets, such as the Disperse.
I'm not sure why ExtraUtilities keeps the old pre-V147+ behavior and causes the Quell and Disrupt projectiles to act this way, but it's honestly kind of bothersome to be trying to play a map on Erekir (in general, nothing specific or special here) and out comes a handful of Quells or a Disrupt, and suddenly I'm on the backfoot because of something whose missiles I can't shoot down out of the air like I normally can, when not using any mods, and the Avert and Obviate (whose use cases grew greatly once Quells and Disrupts had their ability to hit other air units taken away) can't even act as actual counter-units anymore once the former T4-T5 units manage to assemble in a larger number. They're essentially a death sentence.
I'm unsure if this is a bug, but I'm also unsure if this is something intended on the mod's part to begin with, so here I am leaving a comment instead of posting in either of the discussion threads.
If it's something that can't be fixed right away, can you at least tell me WHERE the specific line of code is in what ever so I can attempt to possibly fix it myself? Is it located in a .js script file, or is it in a Java .CLASS file? Because one of those is a lot more difficult to work through than the other... and I just want the Quell/Disrupt weapon behavior to be in-line with the regular game as it is right now, like any other standard, vanilla Mindustry experience.
TL;DR — The Issue:
• Erekir, Quell and Disrupt, their weapon
• Can't be shot down, ignores shields/force fields, can hit air units still
• In-line with pre-V147 Mindustry behavior, not in-line with current V147+ behavior
• Appearance of Quells or Disrupts in any map causes sudden imbalance and trouble
Sorry for the bit of a wall, I hope I get my frustration across to you.
Thank you very much for your attention to this mod. I will arrange a setting based on the opinions of some players, which will selectively modify these unit missiles.