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by Supercheese
Sun May 21, 2017 10:35 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 322158

Re: [MOD 0.15] Orbital Ion Cannon 1.5.1

Checked Github and searched this form, didn't see this bug previously listed. Bug: After mod uninstall, launching a rocket with or without a satellite crashes the game/server. Upon reinstalling the mod the error does not occur. Notice: Error while running event level::on_rocket_launched (ID 10) ......
by Supercheese
Sun May 21, 2017 7:50 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 322158

Re: [MOD 0.15] Orbital Ion Cannon 1.5.0

thelordodin wrote:Bug: an error if trying to open campaign or tutorial if this mod is enabled.
Known issue -- version 1.5.1 is now available containing the fix (et al.).
by Supercheese
Sun May 21, 2017 7:25 pm
Forum: Mods
Topic: [MOD 0.15] Satellite Uplink Station 1.1.1
Replies: 106
Views: 96973

Re: [MOD 0.14] Satellite Uplink Station 1.0.6

Since it seems there is enough demand -- and considering zoom-to-map doesn't let you explore new chunks -- I'll start on an update for v0.15.
by Supercheese
Sat May 20, 2017 1:16 am
Forum: Mods
Topic: [MOD 0.16] Vehicle Wagon 1.2.5
Replies: 100
Views: 50215

Re: [MOD 0.15] Vehicle Wagon 1.1.0

Phasma Felis wrote:Hey! I helped too, a bit. :)
Right you are, sorry I missed ya; I've added you in now.
by Supercheese
Fri May 19, 2017 8:44 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 322158

Re: [MOD 0.15] Orbital Ion Cannon 1.5.0

The two settings for toggling auto-targeting in the visible regions and for auto-targeting as radars scan distant regions are technically independent; Their descriptions definitely need updating, but you can turn off the "Enable Auto-Targeting" setting and leave the "Auto-Target Nest...
by Supercheese
Fri May 19, 2017 3:25 am
Forum: Mods
Topic: [MOD 0.16] Vehicle Wagon 1.2.5
Replies: 100
Views: 50215

Re: [MOD 0.15] Vehicle Wagon 1.1.0

Thanks for the contributions guys, version 1.1.0 is now released. A new feature is blinking arrows that indicate which vehicle you have selected for winching -- try it out and see! :)
by Supercheese
Fri May 19, 2017 1:01 am
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 322158

Re: [MOD 0.15] Orbital Ion Cannon 1.5.0

Targeting queue or other adjustment to auto-targeting would be useful. In my current save with the target "visible" area turned on, I'm still seeing auto-targeting way out in random locations far outside the permanent visible radius. Instead it is still targeting out in the extended scan ...
by Supercheese
Wed May 17, 2017 11:18 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 322158

Re: [MOD 0.15] Orbital Ion Cannon 1.5.0

I seem to get this when starting a Wave Defense Scenario (and similar errors with other scenarios other than Freeplay) Not a deal breaker, just making sure you are aware of it. Error AppManager.cpp:421: Error while running the on_init: Unknown interface: silo_script stack traceback: __Orbital Ion C...
by Supercheese
Wed May 17, 2017 9:15 am
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 322158

Re: [MOD 0.15] Orbital Ion Cannon 1.5.0

Hi, Is it posible to queue ion Cannon targets? I currently have 3 in orbit and im preparing to expand NW of my base, i would like to be able to clear out that region a bit before heading out there in my tank, but the autotarget is random! Yeah, the auto-target can be quite random depending on how y...
by Supercheese
Tue May 16, 2017 8:10 pm
Forum: Modding interface requests
Topic: defines.event.on_entity_crafting_complete
Replies: 4
Views: 1432

Re: defines.event.on_entity_crafting_complete

Rseding91 wrote:Yes, because the player count is not in the 10s of thousands and has a fixed crafting speed.
Indeed, I was just pointing that event out because it seemed the OP wasn't aware of it.
by Supercheese
Tue May 16, 2017 7:05 pm
Forum: Modding discussion
Topic: Need some help about mod license
Replies: 8
Views: 3308

Re: Need some help about mod license

+1 for MIT license :)
by Supercheese
Tue May 16, 2017 7:00 pm
Forum: Modding interface requests
Topic: defines.event.on_entity_crafting_complete
Replies: 4
Views: 1432

Re: defines.event.on_entity_crafting_complete

Mylon wrote:event = {entity = "assembler", recipe = "recipe" }

I want this for assemblers, but I might be able to see some use for players too.
Don't we already have this for players?
by Supercheese
Mon May 15, 2017 8:52 am
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 322158

Re: [MOD 0.15] Orbital Ion Cannon 1.5.0

Is it now possible to use the ion cannon targeter from map view? It would be a really cool Feature. Yes, it is now possible to use the targeter from 0.15's new zoom-to-map feature. :D Can you read the Radar name and print it out when a firing is taking place? I drop a train stop next to Radar's and...
by Supercheese
Mon May 15, 2017 8:40 am
Forum: Mods
Topic: [MOD 1.1] Squeak Through 1.8.2
Replies: 115
Views: 119523

Re: [MOD 0.15] Squeak Through 1.1.7

NekoDwarf wrote:15.10 update possible ?
Hmm... Version 1.1.7 of the mod works fine for me in Factorio 0.15.10.

Are you seeing any errors on your end?
by Supercheese
Sat May 13, 2017 10:49 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 322158

Re: [MOD 0.15] Orbital Ion Cannon 1.5.0

I did not bother using it since the recipes are cheap base level of things not just the expensive recipes. I always found this mod to be super cheap for the power it offered I always wish there was quite a harder / more complex one cost wise. I guess I'm the only one who feels a death beam from the...
by Supercheese
Sat May 13, 2017 5:44 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 322158

Re: [MOD 0.15] Orbital Ion Cannon 1.5.0

All right, 1.5.0 update finalized! Lengthy changelog this time: Updated for Factorio 0.15. Auto-Targeting of ion cannons no longer requires dedicated Auto-Targeting Stations. Instead, after researching Auto-Targeting, *any* radar scanning activity will scan for nests and target ion cannons as needed...
by Supercheese
Sat May 13, 2017 5:42 am
Forum: Mods
Topic: [MOD 0.16] Vehicle Wagon 1.2.5
Replies: 100
Views: 50215

Re: [MOD 0.14] Vehicle Wagon 1.0.6

Nice, I'll review it when I next have time. :)
by Supercheese
Thu May 11, 2017 1:29 am
Forum: Ideas and Suggestions
Topic: Train wagon to transfer vehicles
Replies: 2
Views: 1361

Re: Train wagon to transfer vehicles

Not updated to 0.15 but .... https://mods.factorio.com/mods/Supercheese/Vehicle%20Wagon In the most recent post in the relevant thread, The_Destroyer kindly offers an unofficial update for 0.15 compatibility! It'll likely be very similar to the official update I'll post to the mod portal once I've ...
by Supercheese
Mon May 08, 2017 6:33 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 322158

Re: [MOD 0.14] Orbital Ion Cannon 1.4.6

Nexela wrote:3.414 Error ModManager.cpp:693: Load locale error for mod "Orbital Ion Cannon": Duplicate key "ion-cannon-voice-style" in property tree at ROOT.mod-setting-description
Thanks, that's sorted it. I didn't think to dive into the log files, hmm.
by Supercheese
Mon May 08, 2017 5:29 am
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 322158

Re: [MOD 0.14] Orbital Ion Cannon 1.4.6

Nexela wrote:congratulations-first = Congratulations at sending up your first orbital ion cannon!
congratulations-additional = Congratulations at sending up another orbital ion cannon!
Thanks, fixed those... but same problem still. :|

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