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[MOD 0.12.x] STRS - Radar Systems

Posted: Fri Oct 16, 2015 2:48 am
by SnoopyTiga
Type: Mod
Name: SnoopyTigaRadarSystems
Description: Adds two new radar systems that can be build (after research) beside the vanilla radar.
License: by-nc-nd
Author: SnoopyTiga
Version: 0.0.5
Release: 2015-10-16
Tested-With-Factorio-Version: 0.12.10 Should work with 0.12.x
Category: Item, Entity, SimpleExtension, Gameplay, Other
Tags: radar, RSO, long range

Download-Url: Forum Link https://forums.factorio.com/forum/dow ... hp?id=6487

Long description
Pictures
To Do
Version history
STRS_0.0.6.zip
Minor fixes
(3.41 MiB) Downloaded 749 times
STRS_0.0.5.zip
"New" sprites to differentiate between the 3 radar types.
(3.41 MiB) Downloaded 2731 times

STRS_0.0.4.rar
Without "fancy" new sprites ^.^
(7.52 KiB) Downloaded 1216 times



P.S. wished-for Feedback! - and sorry my bad english

Re: [MOD 0.12.x] STRS - Radar Systems

Posted: Sun Oct 18, 2015 1:49 am
by diegokilla
The file for download is a .rar
I tried renaming it to a .zip but Factorio just crashed on load.

*edit
I figured out that simply pulling the mod folder out of the .rar makes it work just fine

Re: [MOD 0.12.x] STRS - Radar Systems

Posted: Sun Oct 18, 2015 12:17 pm
by SnoopyTiga
Oh, I didn't even knew that the mods work, if you let them in *.zip format. Interesting.
Still waiting for feedback and/or ideas. =)

Re: [MOD 0.12.x] STRS - Radar Systems

Posted: Mon Oct 19, 2015 3:30 pm
by SnoopyTiga
Guys I'm messing around with the sprites of factorio to get use of the "mechanics" behind. Can anyone link me a side/tutorial where i can find what things like "spoiler" mean?
documentations
How I set the rotation speed? Just more sprites?

*Edit

Yes, the sprite-count defines the "rotation speed"
And i figured out what "shift" mean, they could name it "offset".. could they? XD
Still don't have a clue about "apply_projection" and "priority" <.<

Re: [MOD 0.12.x] STRS - Radar Systems

Posted: Mon Oct 19, 2015 10:52 pm
by diegokilla
I wish I could be of more help with the sprites, but that sort of thing is way beyond my skill level. I do have a suggestion; I would love to see a range marker. Something like that in the picture in the first post I think would look very nice. Perhaps even something toggle-able.
Also, The long range radar is named "long range radar". The vanilla one is "Radar". I think capitalizing the first word would make the mod look a bit more polished. ie: "Long range radar"

So far the mod seems to be working great!

Re: [MOD 0.12.x] STRS - Radar Systems

Posted: Tue Nov 03, 2015 4:31 pm
by AlexTheNotsogreat
What biter settings do you have? Holy crap is there a lot of them!


Oh and the mod looks cool.

Re: [MOD 0.12.x] STRS - Radar Systems

Posted: Wed Nov 18, 2015 9:20 am
by Leosmellsgood
Error while loading entity prototype "lr-radar" (radar): conversion of data to type "j" failed
Modifications: STRS
Repeatedly get this error :c

Re: [MOD 0.12.x] STRS - Radar Systems

Posted: Wed Nov 18, 2015 5:45 pm
by SnoopyTiga
@ AlexTheNotsogreat
I don't know, it was a very old savegame ^^ Without RSO or similar mods.

@Leosmellsgood
Mhmm... did a patch was released recently?
With 0.12.10 it worked just fine (beside many other mods)
I'm totally in the Fallout 4 Hypetrain and i don't think it will change the next days..... weeks <.< ....
But I will try to fix this on the we. (maybe, I don't promise >.< )

Re: [MOD 0.12.x] STRS - Radar Systems

Posted: Fri Feb 19, 2016 3:17 pm
by Thomasnotused
Minor bug that I just noticed (and fixed) is that in entity.lua, the impulse radar uses the long range radar's icon. Simple fix, just change the

icon = "__STRS__/graphics/icons/lr-radar.png", on line 58 to icon = "__STRS__/graphics/icons/doppler-radar.png",

I noticed it when you're looking in the power graph, it would show up as impluses, but with long range icons.

Re: [MOD 0.12.x] STRS - Radar Systems

Posted: Thu Mar 03, 2016 9:23 am
by thebacon
Seems pretty well balanced.

I've mainly used LR so far, the power draw on it seems reasonable. I could see it costing a bit more to make. (Possibly 5 Red Circuits & 10 Steel Plates + current cost. [Still negligible for the gains]). And when you get around to modeling them I wouldn't mind it being a 5x5 footprint.

I have to admit I'm unsure of what the IR does that a normal radar doesn't? The Fog of War removal seems the same as the normal radar, and I assume it doesn't scan? I'll have to mess with it a bit more and get back to you.

Re: [MOD 0.12.x] STRS - Radar Systems

Posted: Thu Mar 03, 2016 1:11 pm
by Thomasnotused
thebacon wrote:Seems pretty well balanced.

I've mainly used LR so far, the power draw on it seems reasonable. I could see it costing a bit more to make. (Possibly 5 Red Circuits & 10 Steel Plates + current cost. [Still negligible for the gains]). And when you get around to modeling them I wouldn't mind it being a 5x5 footprint.

I have to admit I'm unsure of what the IR does that a normal radar doesn't? The Fog of War removal seems the same as the normal radar, and I assume it doesn't scan? I'll have to mess with it a bit more and get back to you.
The IR Radar has a much larger FoW removal than the standard radar, it's something like 4 regular radars combined.

Re: [MOD 0.12.x] STRS - Radar Systems

Posted: Tue Mar 22, 2016 12:37 am
by ALittleGreenStone
I'd like some help;
I'm playing with mods that increase the range between resource patches greatly, but this also makes it rather hard to find them.
I'd like to greatly enhanced radar (the reason I've downloaded this mod), but even the LR radar of this mod was almost useless (no offense!), so I've tried to increase the scanning speed, but I've failed.

There's a line;
time between scans; 30kW = 1MJ = 1second
which I kept reducing (down to 30kW 30MJ), yet the scanning rate remained exactly the same.

How could I increase it?
Thank you!

Re: [MOD 0.12.x] STRS - Radar Systems

Posted: Tue Mar 22, 2016 10:31 am
by orzelek
ALittleGreenStone wrote:I'd like some help;
I'm playing with mods that increase the range between resource patches greatly, but this also makes it rather hard to find them.
I'd like to greatly enhanced radar (the reason I've downloaded this mod), but even the LR radar of this mod was almost useless (no offense!), so I've tried to increase the scanning speed, but I've failed.

There's a line;
time between scans; 30kW = 1MJ = 1second
which I kept reducing (down to 30kW 30MJ), yet the scanning rate remained exactly the same.

How could I increase it?
Thank you!
So if you reduce the energy_per_sector value to 1MJ instead of 18MJ scaning speed doesn't increase?
I tried on mine and it started scanning really quickly.

Re: [MOD 0.12.x] STRS - Radar Systems

Posted: Tue Mar 22, 2016 11:33 am
by Yinan
ALittleGreenStone wrote:There's a line;
time between scans; 30kW = 1MJ = 1second
which I kept reducing (down to 30kW 30MJ), yet the scanning rate remained exactly the same.
Could it be that you've changed a Comment line instead of the lines below it what have the actual behaviour in it?
Because that line looks awfully like it would be a comment and not an actual command line.
And changing a comment will obviously have no effect.

Re: [MOD 0.12.x] STRS - Radar Systems

Posted: Wed Mar 23, 2016 4:16 am
by ALittleGreenStone
orzelek wrote:
So if you reduce the energy_per_sector value to 1MJ instead of 18MJ scaning speed doesn't increase?
I tried on mine and it started scanning really quickly.
Yinan wrote: Could it be that you've changed a Comment line instead of the lines below it what have the actual behaviour in it?
Because that line looks awfully like it would be a comment and not an actual command line.
And changing a comment will obviously have no effect.
Thank you for the answers.
Yes, (at first) I only reduced that number and failed to notice a difference,
and sorry, I might have not made myself clear; that is (I think) just helping comment next to the command line, which I have not touched, merely based my changes on it.
,,,
After half an hour and changing every number I could find, multiple times, it seems to me that increasing energy_usage increased the scanning speed;

Code: Select all

	[b]energy_per_sector = "15MJ"[/b],				     --time between scans; 30kW = 1MJ = 1second
    max_distance_of_sector_revealed = 40,		 --range to scan max
    max_distance_of_nearby_sector_revealed = 6,  --Revealing FOW in each directions in chuncks
    energy_per_nearby_scan = "50kJ",			 --i dont have an idea

    energy_source =
    {
      type = "electric",
      usage_priority = "secondary-input"
    },
    energy_usage = "2000kW",
I have no idea what I was doing, but now it scans faster.

Re: [MOD 0.12.x] STRS - Radar Systems

Posted: Fri Mar 25, 2016 6:43 pm
by SnoopyTiga
Wow I'm surprised how active this thread is. I guess the steam realease is heating this up.
1,7k downloads WOOOHOOU! xD
ALittleGreenStone wrote: I have no idea what I was doing, but now it scans faster.
If you only changed the

energy_usage = "2000kW"

You would have a faster scanrate, but also a higher energy demand. As I remember correctly.
The 1MJ = 1 second is based on the energy usage. I have the luck that I was an electrician for 5 years, so the calculation wasn't that hard for me to figure out.

I'm interested in the Mod you are using, that split the orepatches so far away, that even my radars are not getting them? O.o
If you only need QUICKER coverage of the area, do it like they do it in real life. Build more radars ;)
You changed the energy_usage to 2000kW. You could place 3 normal (LR) radars with less energy consumption and would get a higher scanrate.


So after a long time playing other games (*coughcough* FO4 *coughcough*)
I am starting to work on this mod again. I wonder, because I was sure that many other mods would do the work better and would have additional possibilities such as train tracking radars, which I wanted to work on after.

Re: [MOD 0.12.x] STRS - Radar Systems

Posted: Sun Mar 27, 2016 10:49 pm
by Blitheness
I'm a mac user trying to run STRS v0.0.5 on factorio 0.12.29 - getting error: "Error while loading entity prototype "lr-radar" (radar): conversion of data to type "j" failed Modifications: STRS" -- please will somebody advise me? Seems to be platform-specific.

Re: [MOD 0.12.x] STRS - Radar Systems

Posted: Sun Mar 27, 2016 11:04 pm
by HanziQ
lr-radar
max_distance_of_nearby_sector_revealed = -1

This creates the error, the variable gets loaded as an unsigned integer. Is it even supposd to be -1?

Re: [MOD 0.12.x] STRS - Radar Systems

Posted: Sun Mar 27, 2016 11:24 pm
by Blitheness
HanziQ wrote:lr-radar
max_distance_of_nearby_sector_revealed = -1

This creates the error, the variable gets loaded as an unsigned integer. Is it even supposd to be -1?
Changing that to 1 worked.

Thank you :-)

Re: [MOD 0.12.x] STRS - Radar Systems

Posted: Mon Mar 28, 2016 10:45 am
by SnoopyTiga
Okay, thanks for reporting this (again I guess?) and enjoy your new radar systems.
Next (rushed) version will be "mac friendly" : )
thebacon wrote:Seems pretty well balanced.
And when you get around to modeling them I wouldn't mind it being a 5x5 footprint.
I tried to rotate the radar quicker with a higher footprint, but then the total hight/lenght of the sprite is too big for factorio -.-
(the shadows are too long) So... I'm figuring out stuff, here and there *sigh*
Also I have trouble to texture my model. Someone practice with blender?
HanziQ wrote:lr-radar
Is it even supposd to be -1?
Yes and no. I don't remember if it works with "0" but the lr-radar shouldn't reveal any chunk.