[MOD 0.14.x] Additional-turret

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stoa
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Re: [MOD 0.14.x] Additional-turret

Post by stoa »

on that elsasha guy, what a load of garbage.

seriously, i can understand both sides, pirates and ppl who just buy the game.
when i found factorio first, i also pirated it, because nowadays you never really know if a game will be worth it, especially thanks to all the games that go out as early access and never get finished.
but how is it okay to say "this game is so nice, i also want mods and everything for free!" in the same sentence as "eh, screw the devs, good games dont need money!"

this is so bullshit.

pirate stuff if you cant afford it or if games tend to be shit, sure.
but if a game is good, help the devs and give them a few bucks.

god, how i hate such kids...

stoa
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Re: [MOD 0.14.x] Additional-turret

Post by stoa »

also, on the more productive site, could you fulfill my biggest wish and add support for macromanaged turrets to this mod?

i'll add the link here, integration and stuff is all listed there^^
would be an awesome addition, since it'll be way easier to automate everything :)

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Re: [MOD 0.14.x] Additional-turret

Post by Wildejackson »

Its it possible to implement modded capsules in the Capsule flower? That would be quite useful.

pnunes515
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Re: [MOD 0.14.x] Additional-turret

Post by pnunes515 »

Hi there!

I've just downloaded this mod and when attempting to load a pre-existing save I got an error with the migrations script 0.0.16.

Looking forward to trying the mod out!

Cheers,
Pedro

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ruyan
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Re: [MOD 0.14.x] Additional-turret

Post by ruyan »

stoa wrote:also, on the more productive site, could you fulfill my biggest wish and add support for macromanaged turrets to this mod?

i'll add the link here, integration and stuff is all listed there^^
would be an awesome addition, since it'll be way easier to automate everything :)
I also would love to see native macromanaged turrets support, it's a pain for inexperienced users to add turrets in the config :(

Macromanaged Turrets Mod:
viewtopic.php?f=93&t=24639
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sore68
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Re: [MOD 0.14.x] Additional-turret

Post by sore68 »

Wildejackson wrote:Its it possible to implement modded capsules in the Capsule flower? That would be quite useful.

Of course it is possible.

mod.zip -> libs -> list_ammo.lua

Code: Select all

ammo_list = {
	capsules = {
		--vanilla
		--{item name, projectile name}
		{"grenade", "grenade"},
		{"cluster-grenade", "cluster-grenade"},
		{"poison-capsule", "poison-capsule"},
		{"slowdown-capsule", "slowdown-capsule"},
		{"defender-capsule", "defender-capsule"},
		{"distractor-capsule", "distractor-capsule"},
		{"destroyer-capsule", "destroyer-capsule"},
		--add here
	},
	
	shells = {
		--vanilla
		{"cannon-shell", "cannon-projectile"},
		{"explosive-cannon-shell", "explosive-cannon-projectile"},
		--additional turret
		{"small-cannon-shell", "small-cannon-shell"},
		{"small-explosive-cannon-shell", "small-explosive-cannon-shell"},
		{"cluster-cannon-shell", "cluster-cannon-shell"},
		{"fire-cannon-shell", "fire-cannon-shell"},
		{"fire-cluster-cannon-shell", "fire-cluster-cannon-shell"},
	},
	
	rockets = {
		--vanilla
		{"rocket", "rocket"},
		{"explosive-rocket", "explosive-rocket"},
		--additional turret
		{"small-rocket", "small-rocket"},
		{"small-explosive-rocket", "small-explosive-rocket"},
		{"explosive-multiple-rocket", nil},
		{"acid-rocket", "acid-rocket"},
		{"acid-multiple-rocket", nil},
	},
	
	artillery_shells = {
		{"Artillery_mk1_Ammo", "Artillery_mk1_Ammo"},
		{"Artillery_mk2_Ammo", "Artillery_mk2_Ammo"},
	}
}

Just keep the rules.
{your capsule entity name, projectile name in entity}

or talk me
then I add list your capsules :D

sore68
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Re: [MOD 0.14.x] Additional-turret

Post by sore68 »

pnunes515 wrote:Hi there!

I've just downloaded this mod and when attempting to load a pre-existing save I got an error with the migrations script 0.0.16.

Looking forward to trying the mod out!

Cheers,
Pedro
Thank you for your bug report.
And sorry. It is my insult.

The migration is being modified.

I'm sorry for the inconvenience.
I will fix it as soon as possible.

Thank you!

pnunes515
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Re: [MOD 0.14.x] Additional-turret

Post by pnunes515 »

Not a problem! Many thanks :)

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Mooncat
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Re: [MOD 0.14.x] Additional-turret

Post by Mooncat »

sore68 wrote:
Wildejackson wrote:Its it possible to implement modded capsules in the Capsule flower? That would be quite useful.

Of course it is possible.

mod.zip -> libs -> list_ammo.lua

Code: Select all

ammo_list = {
	capsules = {
		--vanilla
		--{item name, projectile name}
		{"grenade", "grenade"},
		{"cluster-grenade", "cluster-grenade"},
		{"poison-capsule", "poison-capsule"},
		{"slowdown-capsule", "slowdown-capsule"},
		{"defender-capsule", "defender-capsule"},
		{"distractor-capsule", "distractor-capsule"},
		{"destroyer-capsule", "destroyer-capsule"},
		--add here
	},
	
	shells = {
		--vanilla
		{"cannon-shell", "cannon-projectile"},
		{"explosive-cannon-shell", "explosive-cannon-projectile"},
		--additional turret
		{"small-cannon-shell", "small-cannon-shell"},
		{"small-explosive-cannon-shell", "small-explosive-cannon-shell"},
		{"cluster-cannon-shell", "cluster-cannon-shell"},
		{"fire-cannon-shell", "fire-cannon-shell"},
		{"fire-cluster-cannon-shell", "fire-cluster-cannon-shell"},
	},
	
	rockets = {
		--vanilla
		{"rocket", "rocket"},
		{"explosive-rocket", "explosive-rocket"},
		--additional turret
		{"small-rocket", "small-rocket"},
		{"small-explosive-rocket", "small-explosive-rocket"},
		{"explosive-multiple-rocket", nil},
		{"acid-rocket", "acid-rocket"},
		{"acid-multiple-rocket", nil},
	},
	
	artillery_shells = {
		{"Artillery_mk1_Ammo", "Artillery_mk1_Ammo"},
		{"Artillery_mk2_Ammo", "Artillery_mk2_Ammo"},
	}
}

Just keep the rules.
{your capsule entity name, projectile name in entity}

or talk me
then I add list your capsules :D

How about use data-final-fixes.lua to loop through data.raw["capsule"] and add support to them automatically? :)

Edit: hm... I just checked your code (so I know you haven't used data-final-fixes.lua), and found that your capsule tower is a little bit over complicated.... :shock:

I haven't got the time to try your updated mod yet, correct me if I get it wrong, it seems you are using script to simulate the action of capsule throw.

Would it be possible to create a set of ammo with the same effect of those capsules, and also an ammo turret that accepts the ammo? :P
I think no one will complain if it takes a few more assembling machines and materials to make capsule throw to be automatic.
(I was planing to make a mod that has capsule turret, so this idea has been in my brain for some time. :P )

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ruyan
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Re: [MOD 0.14.x] Additional-turret

Post by ruyan »

The Destroyer Turret is available from the start in my game (headless 14.20), is that a feature or could it somehow be related to my wide arrange of mods I'm running?

Oh and I totally forgot to thank you for this mod, so far we haven't had a chance to actually test it, because we get mauled by NE and bobs enemies combined with Rampant AI... But the more we get our asses kicked, the more I look forward to return the favor with you turrets! :twisted:
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pnunes515
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Re: [MOD 0.14.x] Additional-turret

Post by pnunes515 »

Hi ruyan.

I'm using the mod (I got it running after removing the migrations script, since I wasn't upgrading from a previous version of the mod) and didn't get the Destroyer turret from the beginning!

For me it's actually quite deep in the research tree.

sore68
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Re: [MOD 0.14.x] Additional-turret

Post by sore68 »

Mooncat wrote:
sore68 wrote:
Wildejackson wrote:...
...

How about use data-final-fixes.lua to loop through data.raw["capsule"] and add support to them automatically? :)

Edit: hm... I just checked your code (so I know you haven't used data-final-fixes.lua), and found that your capsule tower is a little bit over complicated.... :shock:

I haven't got the time to try your updated mod yet, correct me if I get it wrong, it seems you are using script to simulate the action of capsule throw.

Why don't you just create a set of ammo with the same effect of those capsules, and also an ammo turret that accepts the ammo? :P
I think no one will complain if it takes a few more assembling machines and materials to make capsule throw to be automatic.
(I was planing to make a mod that has capsule turret, so this idea has been in my brain for some time. :P )

As you say, Maybe I can create tables using code.
And it certainly is the ideal way.
game script

The reason I do not use this is
1. I don't know how to distinguish. It is damage capsules or function capsules in other mods.
2. I want be able to use capsules of different mods.
3. To be easy to manage.(The shell's create_entity is used only projectile name, not entity name :()
...

well... My way is not clear yet.
I will compare both sides and take good things! :D
Thank you for your advice!!

sore68
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Re: [MOD 0.14.x] Additional-turret

Post by sore68 »

ruyan wrote:
stoa wrote:also, on the more productive site, could you fulfill my biggest wish and add support for macromanaged turrets to this mod?

i'll add the link here, integration and stuff is all listed there^^
would be an awesome addition, since it'll be way easier to automate everything :)
I also would love to see native macromanaged turrets support, it's a pain for inexperienced users to add turrets in the config :(

Macromanaged Turrets Mod:
viewtopic.php?f=93&t=24639
ruyan wrote:The Destroyer Turret is available from the start in my game (headless 14.20), is that a feature or could it somehow be related to my wide arrange of mods I'm running?

Oh and I totally forgot to thank you for this mod, so far we haven't had a chance to actually test it, because we get mauled by NE and bobs enemies combined with Rampant AI... But the more we get our asses kicked, the more I look forward to return the favor with you turrets! :twisted:

It has not been stabilized yet, so I can not give an answer.

and missing recipe enabled value so sorry.

I will review mod by tomorrow and upload the revision.

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ruyan
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Re: [MOD 0.14.x] Additional-turret

Post by ruyan »

sore68 wrote:
ruyan wrote:
stoa wrote:

It has not been stabilized yet, so I can not give an answer.

and missing recipe enabled value so sorry.

I will review mod by tomorrow and upload the revision.
Thanks mate, take your time, we won't go anywhere :)
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Re: [MOD 0.14.x] Additional-turret

Post by doktorstick »

Typos.

"Ston wall mk2"
"Ston wall mk3"

sore68
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Re: [MOD 0.14.x] Additional-turret

Post by sore68 »

doktorstick wrote:Typos.

"Ston wall mk2"
"Ston wall mk3"

Oh! I got it! Thank you :D

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Re: [MOD 0.14.x] Additional-turret

Post by Touhma »

Hey ! Is it possible to tweak manually your mod to keep only the artillery/canon/missile turrets with basics research and upgrades and keep only vanilla ammunitions ? :) ( for only got some new stuff without be completely insane. better suit for vannilla :)


Edit :

I finnaly did it by myself :) If someone want the modified mod ask for it and i'll share it !
My modifications :

-deleted acid thrower turrets
-deleted all ammunitions added by the mod excepted howitzers
-deleted the need of piranhna in the howitzer bullet recipes ( 1 bullet = 6*90 sulfur to have the same cost instead of 6 pirahna solutions )
-deleted the Capsule Flower
-deleted new walls ( imo : textures are creepy )
-Only vanilla ammos are usable

My plans :

- Add the artillery from suprem warfare if i figure how to do that :)

Anyway ! your mod and the textures are amazing ! thanks all of the contributors :)

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Re: [MOD 0.14.x] Additional-turret

Post by Kromko »

Good day!

I've experienced an issue with this mod in multiplayer. Specifically with Howitzer range upgrade.
What happened was:

- I loaded the save game as host.
- The mod posts a message that Howitzer range was been set to 200 (default).
- A client attempts to join and the game desyncs.

Unresearching the tech through the command helped fix the issue.

It appears that client thinks the howitzer range is expanded, but for some reason host's range was reduced back to the default value.
I think it is related to how howitzer range tech is implemented since the usual [+] icon that appears on the upgrade techs isn't on the howitzer range upgrade.

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Re: [MOD 0.14.x] Additional-turret

Post by Nexela »

Unfortunately in its current state this mod is not multiplayer friendly.

sore68
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Re: [MOD 0.14.x] Additional-turret

Post by sore68 »

Kromko wrote:Good day!

I've experienced an issue with this mod in multiplayer. Specifically with Howitzer range upgrade.
What happened was:

- I loaded the save game as host.
- The mod posts a message that Howitzer range was been set to 200 (default).
- A client attempts to join and the game desyncs.

Unresearching the tech through the command helped fix the issue.

It appears that client thinks the howitzer range is expanded, but for some reason host's range was reduced back to the default value.
I think it is related to how howitzer range tech is implemented since the usual [+] icon that appears on the upgrade techs isn't on the howitzer range upgrade.
Nexela wrote:Unfortunately in its current state this mod is not multiplayer friendly.
I will refer to that problem. But I can not give a definite answer to multiplayer.
I can not test the multiplayer. :(

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