[MOD 0.17] Orbital Ion Cannon 1.7.2

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Diohi
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Re: [MOD 0.16] Orbital Ion Cannon 1.6.3

Post by Diohi » Tue Mar 20, 2018 2:41 pm

hey there
got a gui bug
attached a screenshot :)
greetings
jojo
Attachments
ion cannon bug.jpg
ion cannon bug.jpg (788.07 KiB) Viewed 2037 times

Game4Lols
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Re: [MOD 0.16] Orbital Ion Cannon 1.6.3

Post by Game4Lols » Mon Apr 23, 2018 5:43 am

Diohi wrote:hey there
got a gui bug
attached a screenshot :)
greetings
jojo
Also having this problem. Doesn't do anything bad except be there and be annoying. Please fix!

Utterbob
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Re: [MOD 0.16] Orbital Ion Cannon 1.6.3

Post by Utterbob » Wed May 30, 2018 7:41 am

I'm having issues with the new GUI. It seems to be UI scale related but to get it all to show I have to make the UI far too small. At 100%, it sits off the bottom left, with only the 'Ion Cannon Details' heading showing. Also, toggling the show admin option from that menu with no cannons launched causes a crash.

CandySquirrel
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Re: [MOD 0.16] Orbital Ion Cannon 1.6.3

Post by CandySquirrel » Sat Jun 02, 2018 3:59 pm

Heya. Maybe I'm doing something wrong, but I can't auto-targetting function for ion cannons doesn't seem to work. I researched it, have two orbital cannons, have spawners showing up on radar and present in my always-visible zone as well, but cannons aren't firing. Also, I can't fire them over the map, only when I approach the spawner personally.

nosports
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Re: [MOD 0.16] Orbital Ion Cannon 1.6.3

Post by nosports » Mon Jun 04, 2018 11:00 pm

hello,

i tried out the mod.

Currently i have 10 orbital Ion cannon in orbit.
But max of 2 are ready to shot.
When a counter of other as the last two, which are ready, reach zero, they each start again from 300 sec without fired any of the cannons :(

Cutemine
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Re: [MOD 0.15] Orbital Ion Cannon 1.5.3

Post by Cutemine » Thu Jun 14, 2018 7:59 pm

Supercheese wrote:
babbos wrote:I have disabled auto-targeting and it won't take effect on my game.

My problem is the constant alerts of the ion auto-targeting which ruins the game for me as the sound is very disruptive.

Please let me know how to disable auto-targeting or set the alarm sound to something more discreet.

I don't want to disable the mod altogether, awesome work!
You can disable the klaxon sound in the mod options menu under the Per Player tab rather than the Startup tab shown here:

Image

Unchecking the "Play Klaxon" option in the Per Player tab will mute the klaxon.
This appears to be broken. I've disabled both the "Canon Ready" and the "Klaxon" sounds but still get them in game, even after restarting factorio.
I'm on 0.16.50.
Attachments
16bugAfter.zip
(17.47 MiB) Downloaded 17 times
factorio-current.log
(4.77 KiB) Downloaded 18 times

Cutemine
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Re: [MOD 0.16] Orbital Ion Cannon 1.6.3

Post by Cutemine » Wed Jun 27, 2018 1:15 am

Nevermind. The error was related to this: viewtopic.php?f=23&t=61223

rwilkinson
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Re: [MOD 0.16] Orbital Ion Cannon 1.6.3

Post by rwilkinson » Sun Sep 30, 2018 11:52 pm

Is there a way to disable the cheat menu in singleplayer?

Vas
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Re: [MOD 0.16] Orbital Ion Cannon 1.6.3

Post by Vas » Wed Oct 03, 2018 12:04 am

I'd like to know if there's a way to insert an ion cannon or other "orbitals" without launching a rocket. Like in my alternate starts mod, I'd like to be able to add compatibility with mods like this so people can start the game with an ion cannon or two already in orbit. Even better if I can have it set to start with a certain amount of charge up time like 30 minutes of time on its clock or some such.

Any chance you can help me figure this out? I was looking at a few mods to try and guess at this but they didn't help, all were complex for me.
You can get my mods by clicking here, and use discussions there or PMs here to suggest or report issues.
Want some blueprints made by me? Click here then!

nosports
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do not shot beacon

Post by nosports » Mon Dec 03, 2018 7:50 pm

i use the ion-cannon to cledar and keep my freed area clean from biters and spawners…..
Currently I have aroud 100 Ion-canons in orbit which occasionaly blot out any sun so far…..



But now I want to create a mod which will supply some meat getting out from the biggest biters.
I try to construct a area for some spawner as a Zoo which will be then slaughtered to get me some food.

But for such a farm I can’t use the Ion-cannons because sooner or later they will destroy the spawners…..

So I want to ask for some beacon which will mark the area as a non target-area for the Ion-canons….

Would that be possible ??

Supercheese
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Re: [MOD 0.16] Orbital Ion Cannon 1.6.3

Post by Supercheese » Tue Dec 04, 2018 10:53 pm

Hmm, it's definitely not a situation I have considered specifically; However, an immediate method I can see is to have those regions covered by Radar(s) closeby such that they are always revealed on the map. This should ensure that they are not auto-targeted during Radar scanning cycles.

nosports
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Re: [MOD 0.16] Orbital Ion Cannon 1.6.3

Post by nosports » Tue Dec 04, 2018 11:04 pm

Supercheese wrote:
Tue Dec 04, 2018 10:53 pm
Hmm, it's definitely not a situation I have considered specifically; However, an immediate method I can see is to have those regions covered by Radar(s) closeby such that they are always revealed on the map. This should ensure that they are not auto-targeted during Radar scanning cycles.
You mean when covered the Ion-cannon will not autotarget them ?
That would explain somehting - i thought the close visible spawners will be readied later on.... :oops:

If thats so then this is like i wanted that....

dgw
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Re: [MOD 0.16] Orbital Ion Cannon 1.6.3

Post by dgw » Wed Dec 05, 2018 12:37 am

Been a while since I poked at the settings for this mod, but by default it doesn't auto-target anything in the "always revealed" area around a radar. There's a setting to change that, if memory serves.

DTSephiroth
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Re: [MOD 0.16] Orbital Ion Cannon 1.6.3

Post by DTSephiroth » Fri Mar 01, 2019 8:20 pm

Any plans to update this mod for version 0.17?

Supercheese
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Re: [MOD 0.16] Orbital Ion Cannon 1.6.3

Post by Supercheese » Wed Mar 06, 2019 2:25 am

DTSephiroth wrote:
Fri Mar 01, 2019 8:20 pm
Any plans to update this mod for version 0.17?
Yes, I have a couple small features I want to add in addition to 0.17 compatibility.

wurststulle
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Re: [MOD 0.16] Orbital Ion Cannon 1.6.3

Post by wurststulle » Thu Mar 07, 2019 4:27 pm

it would be nice to have this updated to 0.17. i tried it, its not just changed version number :)

dgw
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Re: [MOD 0.16] Orbital Ion Cannon 1.6.3

Post by dgw » Thu Mar 07, 2019 9:57 pm

Mod portal thread links to a fork that's updated.

wurststulle
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Re: [MOD 0.16] Orbital Ion Cannon 1.6.3

Post by wurststulle » Fri Mar 08, 2019 9:24 pm

thanks!

Darkov
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Re: [MOD 0.16] Orbital Ion Cannon 1.6.3

Post by Darkov » Mon Mar 11, 2019 12:28 am

can you get rid of ion cannons that you spawned by accident via the cheat/admin panel?

Supercheese
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Re: [MOD 0.16] Orbital Ion Cannon 1.6.3

Post by Supercheese » Mon Mar 11, 2019 1:37 am

Darkov wrote:
Mon Mar 11, 2019 12:28 am
can you get rid of ion cannons that you spawned by accident via the cheat/admin panel?
I'll add that for the 1.7.1 update.

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