New bug with version 18.6:
Spamming lower left corner of screen with the message:
__Bio_Industries__/control.lua:689: attempt to concatenate local 'tree_name' (a nil value)
[edit] Fixed it on my end by moving the debug print statement on line 689 down one line to below the if nil check.
Search found 24 matches
- Fri Mar 27, 2020 6:12 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 346215
- Mon Dec 03, 2018 2:39 am
- Forum: Mods
- Topic: [MOD 0.13.x] Artillery Cannon - v1.2.0
- Replies: 47
- Views: 37508
Re: [MOD 0.13.x] Artillery Cannon - v1.2.0
I wasn't planning on updating this mod anymore due to vanilla having an artillery cannon now. Is there some reason you cannot update your game to version 0.16.x?
- Wed Apr 19, 2017 5:41 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Artillery Cannon - v1.2.0
- Replies: 47
- Views: 37508
Re: [MOD 0.13.x] Artillery Cannon - v1.2.0
I will update the mod for version .15 when it comes out. Thank you guys for your support.
- Sat Jul 09, 2016 3:25 am
- Forum: Modding help
- Topic: Help with deviation
- Replies: 0
- Views: 718
Help with deviation
I have been having a problem getting direction_deviation and range_deviation to function properly in my mod. I have my cannon set up to test it right now by making it fire 10 shots instead of 1 so it is easy to see what deviations are working and what ones are not. If I have the field "directio...
- Wed Jul 06, 2016 10:30 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Artillery Cannon - v1.2.0
- Replies: 47
- Views: 37508
Re: [MOD 0.11.x] Artillery Cannon - v1.0.1
New version is up with minimum fire range implemented. Mod is also available on the new mod repository and therefore available in game from the "Install mods" list.
- Wed Jul 06, 2016 10:00 pm
- Forum: Modding interface requests
- Topic: Turret targeting API
- Replies: 7
- Views: 3592
Re: Turret targeting API
After many hours I was able to get my mod back up and running with 0.13. The min_range field works perfectly, even showing the green highlight! I'm so pleased! Sorry to steal the topic. While I would still like to see the ability to command the turrets implemented, the min_range field is good enough...
- Wed Jul 06, 2016 12:20 am
- Forum: Modding interface requests
- Topic: Turret targeting API
- Replies: 7
- Views: 3592
Re: Turret targeting API
Good advice. Flamethrower turrets have a "min_range" field that I do not remember existing in previous versions. If this works for regular turrets and/or ammo, then the long standing problem my mod suffered from will be fixed, and so easily as well. Hope I can figure it out.
- Tue Jul 05, 2016 6:47 pm
- Forum: Modding interface requests
- Topic: Turret targeting API
- Replies: 7
- Views: 3592
Re: Turret targeting API
I made an artillery mod a long time ago, and this issue caused me to lose interest in it fairly quickly. I used a turret prototype so that I could have animations for it raising and lowering as well as 64 degrees of rotation. This initially was great until I realized that the turret was auto-targeti...
- Fri Jun 12, 2015 12:48 am
- Forum: Mods
- Topic: [MOD 0.13.x] Artillery Cannon - v1.2.0
- Replies: 47
- Views: 37508
Re: [MOD 0.11.x] Artillery Cannon - v1.0.1
By manual control, i meant ME being able to control the targeting through scripts. Supreme Warfare has scripted targeting controls to allow min range, but the graphics only allow 4 directions of rotation (Last I checked), he may be able to increase that to full smooth rotation, but no other animatio...
- Sat Jun 06, 2015 4:41 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Artillery Cannon - v1.2.0
- Replies: 47
- Views: 37508
Re: [MOD 0.11.x] Artillery Cannon - v1.0.1
To be fair to everyone who likes this mod, I really should have posted something like this up earlier. I have not been able to make any progress on getting the arty to be completely under manual control and still keep the graphics working as they are. A gun turret object is the only in game object t...
- Wed May 06, 2015 4:33 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Artillery Cannon - v1.2.0
- Replies: 47
- Views: 37508
Re: [MOD 0.11.x] Artillery Cannon - v1.0.1
Working on a complete re-write of the mod. I will handle all orientation and firing sequences in script, granting me complete control over accuracy, firing rate, what/where to target, etc. Should be able to get full auto and manual control working.
Wish me luck.
Wish me luck.
- Wed May 06, 2015 2:47 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Artillery Cannon - v1.2.0
- Replies: 47
- Views: 37508
Re: [MOD 0.11.x] Artillery Cannon - v1.0.1
Maybe only a bad idea for manual fire, but i itry it. Create a Maker (like a granate) but with a huge radius to throw. Use a as example a light that is not attackable but visible. And your artillery fire only at that marked point until u remove the marker. Make the marker with a countdown (5 min as...
- Wed May 06, 2015 2:42 pm
- Forum: Modding help
- Topic: Artillery Cannon help required
- Replies: 12
- Views: 4686
Re: Artillery Cannon help required
You can't simply use the entity as a table index, as they change. So to find a specific one (or to prevent adding the same biter multiple times) you'll have to loop the table and compare them with entity.equals() This is about to change as they are ready to remove equals-method, because LuaObjects ...
- Wed May 06, 2015 12:43 am
- Forum: Modding help
- Topic: Artillery Cannon help required
- Replies: 12
- Views: 4686
Re: Artillery Cannon help required
Good news, and bad news. Thanks to the help I received here (Thank you all by the way! Greatly appreciated)I was able to run some tests. If I add an entity to a list, (such as George from the example above), all of its stats do update in real time to show current values. This made things easy to imp...
- Wed May 06, 2015 12:26 am
- Forum: Mods
- Topic: [MOD 0.13.x] Artillery Cannon - v1.2.0
- Replies: 47
- Views: 37508
Re: [MOD 0.11.x] Artillery Cannon - v1.0.1
The artillery looks nice, but I wouldn't want automatically firing artillery. I'd definitely try your mod if they would only fire on map click, coordinates fed via a GUI, or click in the game world with a remote. It might be especially interesting if you had to choose the amount of propellant, elev...
- Sat May 02, 2015 8:00 pm
- Forum: Modding help
- Topic: Artillery Cannon help required
- Replies: 12
- Views: 4686
Re: Artillery Cannon help required
In reply to Koub, that's my issue. There is no biter ID. I can get his type, name, current position, all kinds of stuff, but nothing UNIQUE to THAT biter like an ID. In order to find my own turrets on my list, I have to use the position data, which works fine because they are buildings and do not mo...
- Sat May 02, 2015 2:32 pm
- Forum: Modding help
- Topic: Artillery Cannon help required
- Replies: 12
- Views: 4686
Artillery Cannon help required
What I want to do in psedocode: If turret is placed, add turret to THELIST -- have this working, and THELIST is just a psedoname If turret is removed/destroyed, remove turret from THELIST -- have this working Cycle through THELIST -- have this working If turret has target if targetRange > 50 break e...
- Sat May 02, 2015 1:45 am
- Forum: Mods
- Topic: [MOD 0.13.x] Artillery Cannon - v1.2.0
- Replies: 47
- Views: 37508
Re: [MOD 0.11.x] Artillery Cannon - v1.0.1
Mod thoughts about this mod from what I saw. Pros: -Great potential weapon system Cons: -Gun too big (3x3), I would recommend (2x2) or maybe a mortar to be added as well. -As stated before no minimum range, they blow themselves up. Hope your idea works out. -Physical damage is more than the explosi...
- Thu Apr 30, 2015 9:14 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Artillery Cannon - v1.2.0
- Replies: 47
- Views: 37508
Re: [MOD 0.11.x] Artillery Cannon - v1.0.1
To ZTStrike: sadly that video does not have the new muzzle flash I put in, but the base functionality is the same.SuicidalKid wrote:https://www.youtube.com/watch?v=FkfY-Olt5nYZTStrike wrote:Anyone got video of this thing working?
General update: I think I may have a way to implement minimum range. I'm working on that now.
- Wed Apr 29, 2015 12:19 am
- Forum: Mods
- Topic: [MOD 0.13.x] Artillery Cannon - v1.2.0
- Replies: 47
- Views: 37508
Re: [MOD 0.11.x] Artillery Cannon
This mod just adds 2 new items (the cannon, and the ammo) with vanilla recipe components. It should be compatible with any other mods. It does borrow the tank shell graphic for the ammo icon temporarily and the explosion2 sound effect from vanilla, so if a mod alters those it might cause something w...