[MOD 0.18] Orbital Ion Cannon 1.8.2
Re: [MOD 0.14] Orbital Ion Cannon 1.4.6
Every time I launch a rocket with an Ion Cannon I get the annoying pop-up warning "launched a rocket without a satellite <TAB>".
Is that a known issue or could it perhaps be a conflict with another mod? I am launching automatically with the "Score Extended" mod.
Is that a known issue or could it perhaps be a conflict with another mod? I am launching automatically with the "Score Extended" mod.
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Re: [MOD 0.14] Orbital Ion Cannon 1.4.6
Known issue, but it will be fixed when Factorio 0.15 releases.Nilaus wrote:Every time I launch a rocket with an Ion Cannon I get the annoying pop-up warning "launched a rocket without a satellite <TAB>".
Is that a known issue or could it perhaps be a conflict with another mod? I am launching automatically with the "Score Extended" mod.
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Re: [MOD 0.14] Orbital Ion Cannon 1.4.6
Hmm, I've been thinking it over and I believe I may have a better solution for properly firing the on_ion_cannon_fired event, in addition to on_ion_cannon_targeted. I'll probably feature both events when I update the mod for 0.15.Betep3akata wrote:Ok, thanks for the answer. Now I understand.
1. It seems that the event.position.y is still shifted up.
2. Could you please add the HeatupTime into the event too? (I'm going to add each onTarget event into a queue and execute it on HeatupTime expiration in onTick.)
Thanks,
Alex
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Re: [MOD 0.14] Orbital Ion Cannon 1.4.6
Another reason to wait until .15 era will come.
My mods: Scorched Earth, Will-o-the-wisps
//My nickname is some kind of transliteration from Cyrillic to Latin. Betep3akata stands for WindOfSunset.
//My nickname is some kind of transliteration from Cyrillic to Latin. Betep3akata stands for WindOfSunset.
Re: [MOD 0.14] Orbital Ion Cannon 1.4.6
hey
Thanks for the mod, great job. However the sound is driving me crazy, how can i disable the firing announcements? I recently switched from PC to mac, so i need all the guidence possible, lol
Thanks!
Thanks for the mod, great job. However the sound is driving me crazy, how can i disable the firing announcements? I recently switched from PC to mac, so i need all the guidence possible, lol
Thanks!
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Re: [MOD 0.14] Orbital Ion Cannon 1.4.6
You can, for 0.14, edit the config.lua file in the mod folder (you might need to unzip the mod first). For 0.15, there will be a nice, easy in-game interface for adjusting mod settings.Forzberg wrote:hey
Thanks for the mod, great job. However the sound is driving me crazy, how can i disable the firing announcements? I recently switched from PC to mac, so i need all the guidence possible, lol
Thanks!
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Re: [MOD 0.14] Orbital Ion Cannon 1.4.6
Hello. Really nice mod. I just built the auto targeting radar but it is not detecting any nests. I suspect it has a limited range? My nearest nests are very far away. Others have said you can increase the range in the config? But I'm not sure what to set it to. Is there a way of seeing the auto targeting range in game?
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Re: [MOD 0.14] Orbital Ion Cannon 1.4.6
Auto-targeters will scan like normal radars, so you can monitor their progress on the (mini)map.British_Petroleum wrote:Hello. Really nice mod. I just built the auto targeting radar but it is not detecting any nests. I suspect it has a limited range? My nearest nests are very far away. Others have said you can increase the range in the config? But I'm not sure what to set it to. Is there a way of seeing the auto targeting range in game?
Re: [MOD 0.14] Orbital Ion Cannon 1.4.6
Hey, I have a Suggestion:
I would really like to have a circuit targetting Station, that is a Station that fires an ion cannon at coordinates x,y given by the circuit Input, if eg the "targeter"-Signal is equal to one. This can hopefully be used at lower ups cost then the auto-targetting Station and there is no reason for a maximal range on such a Station.
I would really like to have a circuit targetting Station, that is a Station that fires an ion cannon at coordinates x,y given by the circuit Input, if eg the "targeter"-Signal is equal to one. This can hopefully be used at lower ups cost then the auto-targetting Station and there is no reason for a maximal range on such a Station.
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Re: [MOD 0.14] Orbital Ion Cannon 1.4.6
Hmm, interesting. I suspect you could do this with the help of this mod: https://mods.factorio.com/mods/aahaxor/LuaCombinatorichVII wrote:Hey, I have a Suggestion:
I would really like to have a circuit targetting Station, that is a Station that fires an ion cannon at coordinates x,y given by the circuit Input, if eg the "targeter"-Signal is equal to one. This can hopefully be used at lower ups cost then the auto-targetting Station and there is no reason for a maximal range on such a Station.
Orbital Ion Cannon has a remote call available to fire the ion cannon (cf. Readme.txt):
Code: Select all
remote.call("orbital_ion_cannon", "fire_ion_cannon", force, position, surface, player)
Using this remote call together with the Lua Combinators should allow you to wire up a circuit targeting station -- but I've never done anything with combinators myself, so I cannot say for certain exactly what the details should be.
Re: [MOD 0.14] Orbital Ion Cannon 1.4.6
I keep getting an error. About 3 seconds after i push the LMB to fire the laser this happens:
Error while running event on_entity_died (ID 4)
An area of zero size is not supported. Either don't define area to search the entire surface or use 'position'.
stack traceback:
__Powered_Entities__/scripts.lua:153: in function 'destroyEntity'
__Powered_Entities__/scripts.lua:63: in function 'manualModeOnDestroy'
__Powered_Entities__/control.lua:82: in function <__Powered_Entities__/control.lua:77>
At this point I get kicked back to the main menu. I assume that this is a mod conflict?
Error while running event on_entity_died (ID 4)
An area of zero size is not supported. Either don't define area to search the entire surface or use 'position'.
stack traceback:
__Powered_Entities__/scripts.lua:153: in function 'destroyEntity'
__Powered_Entities__/scripts.lua:63: in function 'manualModeOnDestroy'
__Powered_Entities__/control.lua:82: in function <__Powered_Entities__/control.lua:77>
At this point I get kicked back to the main menu. I assume that this is a mod conflict?
Re: [MOD 0.14] Orbital Ion Cannon 1.4.6
Yes with powered entities.chrisb2e9 wrote:I keep getting an error. About 3 seconds after i push the LMB to fire the laser this happens:
Error while running event on_entity_died (ID 4)
An area of zero size is not supported. Either don't define area to search the entire surface or use 'position'.
stack traceback:
__Powered_Entities__/scripts.lua:153: in function 'destroyEntity'
__Powered_Entities__/scripts.lua:63: in function 'manualModeOnDestroy'
__Powered_Entities__/control.lua:82: in function <__Powered_Entities__/control.lua:77>
At this point I get kicked back to the main menu. I assume that this is a mod conflict?
You could remove the mod and try again to confirm the conflict.
Greetings steinio
Re: [MOD 0.14] Orbital Ion Cannon 1.4.6
Thanks! Turned the mod off and the error went away.steinio wrote:
Yes with powered entities.
You could remove the mod and try again to confirm the conflict.
Greetings steinio
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Re: [MOD 0.14] Orbital Ion Cannon 1.4.6
Hi,
I've encountered a problem in a save using your mods along with Bob's and Angel's mods, where the Targeting Device doesn't appear as a craftable item when the Ion Cannon (or the Auto-Targeting station) is researched.
The Ion Cannon itself appears in the inventory crafting with a mod listing of "Orbital Ion Cannon > angelsrefining > ShinyBob".
The Targeting Device appears in the filter list (for requesting items, etc) but not in the crafting list, nor in the research page, and is included in the recipe for the Auto-targeting station.
Apologies if this is an Angels problem and nothing to do with you! Thanks for the mod and all the hard work associated with it
I've encountered a problem in a save using your mods along with Bob's and Angel's mods, where the Targeting Device doesn't appear as a craftable item when the Ion Cannon (or the Auto-Targeting station) is researched.
The Ion Cannon itself appears in the inventory crafting with a mod listing of "Orbital Ion Cannon > angelsrefining > ShinyBob".
The Targeting Device appears in the filter list (for requesting items, etc) but not in the crafting list, nor in the research page, and is included in the recipe for the Auto-targeting station.
Apologies if this is an Angels problem and nothing to do with you! Thanks for the mod and all the hard work associated with it
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Re: [MOD 0.14] Orbital Ion Cannon 1.4.6
Have you launched an ion cannon into orbit yet? The targeting device won't be craftable until you do so.improbablytall wrote:Hi,
I've encountered a problem in a save using your mods along with Bob's and Angel's mods, where the Targeting Device doesn't appear as a craftable item when the Ion Cannon (or the Auto-Targeting station) is researched.
The Ion Cannon itself appears in the inventory crafting with a mod listing of "Orbital Ion Cannon > angelsrefining > ShinyBob".
The Targeting Device appears in the filter list (for requesting items, etc) but not in the crafting list, nor in the research page, and is included in the recipe for the Auto-targeting station.
Apologies if this is an Angels problem and nothing to do with you! Thanks for the mod and all the hard work associated with it
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Re: [MOD 0.14] Orbital Ion Cannon 1.4.6
Doh! That'd do it! ThanksSupercheese wrote: Have you launched an ion cannon into orbit yet? The targeting device won't be craftable until you do so.
Re: [MOD 0.14] Orbital Ion Cannon 1.4.6
Hi , and thanks for the great mod!
It would be great if you could target the Ion cannnon(s) with the AAI mod, that way one could have a bit more control of where they shoot
It would be great if you could target the Ion cannnon(s) with the AAI mod, that way one could have a bit more control of where they shoot
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Re: [MOD 0.14] Orbital Ion Cannon 1.4.6
I'm working on updating for Factorio 0.15, and there are a bunch of new features I'm taking advantage of.
Of course, now that nuclear power is in vanilla, I'm wondering if I should change the recipe for the ion cannon. Maybe include a reactor?
Of course, now that nuclear power is in vanilla, I'm wondering if I should change the recipe for the ion cannon. Maybe include a reactor?
Re: [MOD 0.14] Orbital Ion Cannon 1.4.6
Supercheese wrote:I'm working on updating for Factorio 0.15, and there are a bunch of new features I'm taking advantage of.
Of course, now that nuclear power is in vanilla, I'm wondering if I should change the recipe for the ion cannon. Maybe include a reactor?
Yes! and require uranium to power it!
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Re: [MOD 0.14] Orbital Ion Cannon 1.4.6
Also launching the cannon gave space science packs.Supercheese wrote:I'm working on updating for Factorio 0.15, and there are a bunch of new features I'm taking advantage of.
Of course, now that nuclear power is in vanilla, I'm wondering if I should change the recipe for the ion cannon. Maybe include a reactor?
"men will literally learn everything about ancient Rome instead of going to therapy"