[MOD 0.15] Orbital Ion Cannon 1.5.3

Changing/adding/removing one thing of the game. Doesn't break the game completely, if mod is removed.

[MOD 0.15] Orbital Ion Cannon 1.5.3

Postby Supercheese » Fri Nov 20, 2015 9:50 am

Orbital Ion Cannon
OrbitalIonCannon.jpg
OrbitalIonCannon.jpg (91.33 KiB) Viewed 89140 times


Remember these things from Command & Conquer? I know I sure do...

Yeah, it's pretty much what you expect from the title. Here, take a look at these screenshots:

Launch the ion cannon into orbit with a rocket
IonCannon1.jpg
IonCannon1.jpg (1.16 MiB) Viewed 89140 times

Then use the targeting device to fire it when ready
IonCannon2.jpg
IonCannon2.jpg (1.53 MiB) Viewed 89140 times

IonCannon3.jpg
IonCannon3.jpg (1.53 MiB) Viewed 89140 times

IonCannon4.jpg
IonCannon4.jpg (1.5 MiB) Viewed 89140 times

Screw you trees. Or anything else really
IonCannon5.jpg
IonCannon5.jpg (2.05 MiB) Viewed 89140 times


Xterminator also made a great Mod Spotlight video about this mod.
See also: the followup video.

Info:
    Do you have a large, late-game megabase and wish there were more cool things you could build? Do you wish you could do more with the rockets you launch than just increment a single number? Do you really hate biters? If so, then this mod is for you!
    Build a giant ion cannon and launch it into orbit with a rocket, wait for it to charge up, and then you're ready to call down the thunder on those pesky aliens.
    Simply click anywhere with your targeting device and watch the total annihilation ensue. Just be sure not to call it down too close to your position, or you could end up caught in the blast zone.
    If you've played the Command & Conquer series of games (if not, go download them, the classic ones are freeware), you're bound to recognize several features similar to the GDI's Ion Cannons.

  • Name: Orbital Ion Cannon
  • Latest Release: v1.5.3, August 24, 2017
  • Factorio Version: 0.15.34
  • License: MIT License
  • Author: Supercheese
  • Github: https://github.com/Suprcheese/Orbital-Ion-Cannon

Long Description:
This mod allows you to build and launch ion cannons into orbit that you can then fire at any location on the map. You can be caught in the blast if you aim it too close by, so please exercise caution.
You can click on the button added at the top of your screen to check on the status of your ion cannons in orbit.
Launching additional ion cannons allows you to fire whenever one is finished charging.

If you like, you can even automate the destruction of enemy nests by researching Auto-Targeting, which will utilize your radars to scan for enemy nests and automatically fire an ion cannon.

This mod is aware of Bob's mods and will update its recipes and technology requirements if Bob's Warfare and/or Bob's Power mods are installed.

This mod also has configuration options available through the in-game mod options menu (Options -> Mods). There you may adjust many parameters of the mod and customize it as you see fit.


See the bundled readme for more details and credits.


Feedback etc.

I've considered a couple possibilities for future development, if there's interest:

  • With the release of Factorio 0.15 comes nuclear power. Should ion cannons now be powered by a nuclear reactor...?
  • Different types of orbital weaponry? Kinetic projectiles? Missiles?
  • Keep track of how many times each ion cannon has been fired? This would just be a statistic, not really sure if it's worth it.
  • De-orbit ion cannons after they are fired enough times? This would require you to keep launching new ones to replace the old ones...but honestly by the time you can afford to fire off a dozen of these puppies you've got enough resources that this wouldn't be a problem

Anyway, you should have a good time blowing all those biter bases to kingdom come. What are you waiting for, start your assembly machines and get to launching!

Version history
Version 1.5.3 - Auguest 24, 2017
--------------------------------
Just some bug fixes.


Version 1.5.2 - June 29, 2017
-----------------------------
New setting "Minimum Cannons Ready Before Auto-Targeting" that allows you to keep a buffer of ready-to-fire cannons that will always be available for manual targeting.
Removed "Verbose Messaging" option -- It is replaced by the new "Custom Alerts" option.
New custom alerts will trigger (if enabled in the mod options) whenever an ion cannon target is designated. These behave just like the alerts for destroyed structures et al.
Switched from using a train stop to show the ion cannon target location on the map to 0.15's new custom map marker feature.
New setting: "Map Marker Duration". This determines for how long the target map markers will remain after the ion cannon fires.
Reworked some text strings & added descriptions to the mod's technologies.


Version 1.5.1 - May 22, 2017
----------------------------
Fixed an error when trying to start a train mini-tutorial.
Reinstated printing the name of the radar that designates an auto-target if Verbose Messaging is enabled.
Fixed a rare bug when both quickbar & inventory slots were completely filled, manually using an ion cannon targeter could cause it to disappear.


Version 1.5.0 - May 14, 2017
----------------------------
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.
Additionally, there is a new option to detect any nest expansions within the always-revealed regions of radar coverage and auto-target them accordingly.
Do be cautious with this option enabled, as biter nests expanding in close proximity to your own structures can result in friendly fire.
Disabled the annoying "Rocket launched without satellite!" message.
Added Orbital Ion Cannons as tracked items in the new "Rocket silo stats" frame.
New research costs.
Added support for the new "Expensive" recipes option in Factorio 0.15.
Auto-targeting now fires the custom "on_ion_cannon_targeted" event.
Auto-targeting should no longer leave spurious "target location" markers on the map; they should now properly disappear after the ion blast.
Added custom event "on_ion_cannon_fired", which now properly activates when the ion cannon blast actually occurs. See the Readme for documentation.
Added support for in-game mod options (Options -> Mods).
Added a mod option to toggle auto-targeting.
Removed the "proximity check" option. Be sure to be careful about your target designation, as always.
Removed the "lockout ticks" option; there are now always 10 lockout ticks (1/6 second).
Renamed remote call "fire_ion_cannon" to "target_ion_cannon".
The Ion Cannon Targeting Device is now unlocked upon research of the technology, rather than upon launching the first ion cannon.
It is no longer possible to switch to the "Full" ion cannon gui when there are 40 or more ion cannons in orbit.


Version 1.4.6 - March 6, 2017
-----------------------------
The ion cannon GUI hotkey now only works when there is at least one cannon in orbit.
Added config option for adjusting how much area Auto-Targeting Stations permanently reveal around themselves.
Reduced "Ion Cannon Ready" spam when firing several ion cannons -- the minimum duration between announces can be found in config.lua.
Renamed custom "on_ion_cannon_fired" event to "on_ion_cannon_targeted", to better reflect that it fires on target designation rather than actual blast impact.
The "on_ion_cannon_targeted" event position is no longer slightly off-center, and now also passes an event.radius variable.


Version 1.4.5 - October 21, 2016
--------------------------------
Reduced "Ion Cannon Ready" spam by allowing multiple cannons to become ready in the same second.
Simplify code now that the StdLib print-force function is available in the base game.


Version 1.4.4 - August 28, 2016
-------------------------------
Updated for Factorio 0.14.


Version 1.4.3 - August 26, 2016
-------------------------------
Close any instance of the old stats window still open.


Version 1.4.2 - August 22, 2016
-------------------------------
It is no longer possible to shift+click with the Targeting Device and place useless ghost entities.
Moved the ion cannon status GUI from gui.top to gui.left.
Added an option in the config file to disable the ion cannon blast flames, should you wish to eliminate the chance to cause wildfires with your orbital bombardment.


Version 1.4.1 - August 9, 2016
------------------------------
Auto-designated targets within a chunk are now randomized, rather than being biased towards the northwest corner of the chunk.
Added radius visualization to the Ion Cannon Targeting Device. Now you can see just how far away from the blast zone you need to be!
Along with the radius visualization, the Targeting Device acquired new tooltip data; feel free to ignore the "Shooting speed" bit, but the rest should reflect the values from config.lua.


Version 1.4.0 - August 7, 2016
------------------------------
The direct damage from the ion cannon blast now only applies within 80% of the full blast radius as defined in the config file. This effectively returns the full damage radius to 20, as it was in version 1.2.3.
All entities within 100% of the blast radius (25 by default) will be instantly set on fire; even if something survives the initial blast, it will continue to burn.
If also playing with my Swarm mod, this makes ion cannon blasts significantly more effective at killing the sub-enemies that spawn after spawners/large enemies die, since they will now catch fire and burn.
Black plumes of smoke will be emitted from ion cannon blast sites, similar to the smoke emitted by forest fires... and indeed, the blast can now ignite forest fires!
(Note: Cheese Orbital Industries™ is not responsible for any property damage and/or pollution caused by rampaging forest fires ignited by ion blasts.)

The "Ion Cannons" text-button at the top of the screen has been changed to an icon-button. Upon first update, the icon will shift position slightly; simply click it a couple times to reset the GUI positions.
Added a custom hotkey that you can press to toggle the Ion Cannon GUI rather than click the button. The keybinding is "I" by default; you can edit this in the game controls options.

Auto-targeting stations now scan for targets on a chunk-by-chunk basis, which should vastly improve performance while also eliminating the tendency for multiple stations to needlessly fire on the same target.
This also makes the auto-targeting stations behave more like vanilla radars; now you can monitor their scanning progress on the map as each chunk is revealed.
The range of the auto-targeting station is now represented in chunks (chunks are 32x32 tiles). The new default range is 10 chunks (for a 20x20 chunk scan region).
Each station now scans a new chunk every 4 seconds.


Version 1.3.1 - July 13, 2016
-----------------------------
Fixed worm auto-targeting config option.


Version 1.3.0 - July 2, 2016
----------------------------
Updated for Factorio 0.13 (thanks to Danielv123 for assisting).
25% more BOOM: Increased default blast radius from 20 to 25.
Add config option to disable printing messages to the console whenever an ion cannon fires or an auto-targeting station acquires a target.
Added a dark_background_icon to the Targeting Device, to improve visibility in some situations.
"Select Target" should now play more promptly upon grabbing a Targeting Device.
The Auto-Targeting Station no longer prints messages when all ion cannons are on cooldown.
Added an option in config.lua to toggle targeting of both worms & spawners or just spawners only (courtesy of madmaxoft).
Performance optimizations.
Increased default Auto-Targeting range to 400.


Version 1.2.3 - May 31, 2016
----------------------------
Increase default Auto-Targeter range to 250 tiles.
Add Worms as valid targets for Auto-Targeters; Spawners are primary targets, Worms secondary.


Version 1.2.2 - May 29, 2016
----------------------------
Fix compatibility with mods that add an Assembling Machine 4 but don't increase the ingredient_count.


Version 1.2.1 - May 20, 2016
----------------------------
Revert use of the Standard Library's event registry function, as it did not behave as I intended.
Use improved graphics for the Auto-Targeting Station, courtesy of the excellent ExtraChests mod by Qumojo (https://forums.factorio.com/viewtopic.php?f=91&t=19970)


Version 1.2.0 - May 18, 2016
----------------------------
Added an Auto-Targeting Station, a radar-type entity that periodically scans for enemy spawners, and automatically fires an ion cannon if it detects one.
Reduced the overlap the klaxon sound can have when firing multiple ion cannons in succession.
Extended the remote interface to allow firing an ion cannon. See the readme for more modding details.
Changed the default config.lua settings:
Damage increased, heatup time increased, cooldown increased, proximity check disabled, voice style reverted to classic C&C.
These are of course just changes to the defaults, you can change them yourself at any time.
Increased the cost of the ion cannon recipe.
The target location for all ion cannons is now shown on the map (when you press M). This is helpful to identify which spawner an Auto-Targeting Station is firing at -- or to detect enemy target locations in PvP!


Version 1.1.0 - April 26, 2016
------------------------------
The mod is now using the Factorio Standard Library (https://github.com/Afforess/Factorio-Stdlib/wiki).
Added German translation (courtesy of bNarFProfCrazy).
Added two new Announcer voice styles to choose from (similar to the Red Alerts mod): Tiberian Sun EVA & Tiberian Sun CABAL. Select your favorite voice in config.lua.


Version 1.0.9 - March 1, 2016
-----------------------------
Properly fixed the technology to include Bob's Science Pack 4 if bobtech is loaded.
Fixed that the mod's on_tick function wasn't getting re-registered when loading a saved game.
Added a remote interface to allow other mods to detect when an ion cannon is targeted.


Version 1.0.8 - February 26, 2016
---------------------------------
Added Russian translation (thanks to apriori).
To increase performance, the on_tick function is now only registered upon first launching an ion cannon into orbit - there was no need to run this function in the early game before any ion cannons have been launched.


Version 1.0.7 - February 20, 2016
---------------------------------
Fixed a bug when another mod created a new force in init.
Updated recipes & technologies to use more new ingredients if Bob's Tech and/or Bob's Electronics mods are installed.
Fixed a rare bug when forces merged.


Version 1.0.6 - January 9, 2016
-------------------------------
Multiple forces are now supported. Now, each force can only access the ion cannons they have launched.
Note that if loading a save where ion cannons have already been launched, these ion cannons will be all assigned to the "player" force when updating.
Moved hard-coded text strings out of control.lua into the locale .cfg files. Now all texts in the mod should be localizable into other languages.
The "Select target" notification and switching between closed/full/compact GUI states are now stored on a player-by-player basis.
Added an option in config.lua to disable the check for friendly characters in close proximity to the target zone. It is recommended to disable this check if you are using the "Long Reach" mod.
Added an option in config.lua that controls the minimum time between targeting multiple ion cannons. By changing this value, you can control how often ion cannons are allowed to be fired.


Version 1.0.5 - December 11, 2015
---------------------------------
Added an option in config.lua to enable/disable the klaxon sound that plays whenever an ion cannon target is designated.
Added an option in config.lua to adjust ion cannons' heatup time, i.e. the time between target designation and ion cannon blast impact.
Slightly increased the default value of the ion cannon blast radius. (You can of course still change it in config.lua if you want.)
Adjusted minimum base version requirement to >=0.12.17, due to graphical oddities present in lower versions.
Fixed " Unknown key:"entity-name.ion-cannon-target" " in the defeated enemies list; now it explicitly states that this is the number of times an ion cannon was fired.
Both the light generated by an ion cannon blast (best observed at night) and the size of the crater left behind now scale with the blast radius (as set in config.lua).


Version 1.0.4 - November 23, 2015
----------------------------------
Added a third GUI state; now, clicking the main Ion Cannon button cycles through Closed, Open (Full), and Open (Compact).
This is helpful if you happen to have lots of ion cannons in orbit and would rather not have the GUI take up half of your screen!


Version 1.0.3 - November 22, 2015
----------------------------------
Fixed a bug in multiplayer mode.


Version 1.0.2 - November 22, 2015
----------------------------------
Ion Cannons can now be crafted in vanilla Assembling Machine 3s, if there are no other mods installed which enable higher tiers of assembling machines.


Version 1.0.1 - November 20, 2015
----------------------------------
"Select Target" no longer plays when all ion cannons are on cooldown.
Added damage amount for each ion cannon blast to config.lua.


Version 1.0.0 - November 20, 2015
----------------------------------
Initial release, featuring orbital ion cannons that can pretty much obliterate anything you might come across.
Attachments
Orbital Ion Cannon_1.5.3.zip
(1.66 MiB) Downloaded 144 times
Orbital Ion Cannon_1.4.6.zip
(2.7 MiB) Downloaded 349 times
Orbital Ion Cannon_1.2.3.zip
(2.67 MiB) Downloaded 5254 times
Last edited by Supercheese on Thu Aug 24, 2017 7:30 am, edited 49 times in total.
Supercheese
Filter Inserter
Filter Inserter
 
Posts: 745
Joined: Mon Sep 14, 2015 7:40 am
Location: Idaho, USA

Re: [MOD 0.12.11+] Orbital Ion Cannon

Postby kinnom » Fri Nov 20, 2015 8:00 pm

a few things you could do:
    -increase cooldown to 15 min
    -decrease the amount of materials needed with bob's mods
    -add a heatup time, so the cannon won't fire immediatly when selecting a target
    -might aswell change the recipies for the rocket parts with bob's mods
no yes yes no yes no yes yes
kinnom
Filter Inserter
Filter Inserter
 
Posts: 668
Joined: Fri Dec 26, 2014 4:20 pm
Location: Netherlands

Re: [MOD 0.12.11+] Orbital Ion Cannon

Postby Supercheese » Fri Nov 20, 2015 8:49 pm

kinnom wrote:a few things you could do:
    -increase cooldown to 15 min
    -decrease the amount of materials needed with bob's mods
    -add a heatup time, so the cannon won't fire immediatly when selecting a target
    -might aswell change the recipies for the rocket parts with bob's mods


You can easily change the cooldown time yourself in config.lua. Additionally, if you think that the materials required for the bob's mods version are too high, you can disable the bob's recipe and revert back to the standard one in config.lua as well.

I'm not sure how long of a heatup time you are thinking of - currently there are a few seconds between target designation and ion cannon activation. Were you thinking of just doubling or tripling this time? I think the time-to-fire is pretty good at the moment.
Supercheese
Filter Inserter
Filter Inserter
 
Posts: 745
Joined: Mon Sep 14, 2015 7:40 am
Location: Idaho, USA

Re: [MOD 0.12.17] Orbital Ion Cannon

Postby kinnom » Sat Nov 21, 2015 10:05 am

I'm thinking of 60 sec of heatup
no yes yes no yes no yes yes
kinnom
Filter Inserter
Filter Inserter
 
Posts: 668
Joined: Fri Dec 26, 2014 4:20 pm
Location: Netherlands

Re: [MOD 0.12.17] Orbital Ion Cannon

Postby Airat9000 » Sat Nov 21, 2015 10:47 am

:o :o cooool!!!
Airat9000
Smart Inserter
Smart Inserter
 
Posts: 1251
Joined: Fri Mar 28, 2014 12:32 am
Location: Russia-Kazan city

Re: [MOD 0.12.17] Orbital Ion Cannon

Postby Evilness » Sat Nov 21, 2015 11:39 am

Such awesome, much wow. Just the thing i've wanted. :D
Evilness
Inserter
Inserter
 
Posts: 28
Joined: Wed Apr 15, 2015 3:53 pm

Re: [MOD 0.12.17] Orbital Ion Cannon

Postby Bisa » Sat Nov 21, 2015 11:48 am

lol, awesome idea :lol: me like
Hosting a factorio server? Take a look at this || init script ||.
Bisa
Filter Inserter
Filter Inserter
 
Posts: 445
Joined: Fri Jul 17, 2015 3:22 pm

Re: [MOD 0.12.17] Orbital Ion Cannon

Postby capthavic » Sat Nov 21, 2015 4:31 pm

Looks awesome and I'm a big fan of the C&C games so that's just icing on the cake. Can't wait to try it out!

BTW what are those modules you have in the rocket silo? Just curious ^^
capthavic
Inserter
Inserter
 
Posts: 25
Joined: Tue Oct 13, 2015 10:05 pm

Re: [MOD 0.12.17] Orbital Ion Cannon

Postby kinnom » Sat Nov 21, 2015 5:17 pm

those are god modules 3 from bob's mods
no yes yes no yes no yes yes
kinnom
Filter Inserter
Filter Inserter
 
Posts: 668
Joined: Fri Dec 26, 2014 4:20 pm
Location: Netherlands

Re: [MOD 0.12.17] Orbital Ion Cannon

Postby capthavic » Sat Nov 21, 2015 11:13 pm

Ah thanks, is that a good mod, what does it do? Can you give a link?
capthavic
Inserter
Inserter
 
Posts: 25
Joined: Tue Oct 13, 2015 10:05 pm

Re: [MOD 0.12.17] Orbital Ion Cannon

Postby kinnom » Sun Nov 22, 2015 9:43 am

found a bug: the recipe for the cannon tarheting device isn't unlocked
no yes yes no yes no yes yes
kinnom
Filter Inserter
Filter Inserter
 
Posts: 668
Joined: Fri Dec 26, 2014 4:20 pm
Location: Netherlands

Re: [MOD 0.12.17] Orbital Ion Cannon

Postby Supercheese » Sun Nov 22, 2015 10:19 am

kinnom wrote:found a bug: the recipe for the cannon tarheting device isn't unlocked

The recipe should unlock right after you launch your first ion cannon into orbit. Did this not happen for you?
Supercheese
Filter Inserter
Filter Inserter
 
Posts: 745
Joined: Mon Sep 14, 2015 7:40 am
Location: Idaho, USA

Re: [MOD 0.12.17] Orbital Ion Cannon

Postby kinnom » Sun Nov 22, 2015 4:10 pm

wait, really? I thought it would unlock with the research.
no yes yes no yes no yes yes
kinnom
Filter Inserter
Filter Inserter
 
Posts: 668
Joined: Fri Dec 26, 2014 4:20 pm
Location: Netherlands

Re: [MOD 0.12.17] Orbital Ion Cannon

Postby jorgenRe » Sun Nov 22, 2015 6:06 pm

Okay so your ion cannons are in vanilla built with 100 solar panels. Each can run at a greater efficiency in space. Lets say 35% more seeing as they are already pretty good(future stuff got to be better).
That gives us a power production of 8.1 million watts (8100 kilowatt) which when fully recharged should have 7.3 billion joules if the cooldown is 15 minutes. That would be enough power to boil aprox 24 974 liters of water from a temperature of 30 degrees. So i guess it might be a possible thing to do ;)!
Logo
Image

Noticed the told change in FFF #111 so il continue to use my signature ^_^
Thanks for listening to our suggestions, devs :D!
I would jump of joy if we could specify which tiles spawned in a surfaces
jorgenRe
Filter Inserter
Filter Inserter
 
Posts: 547
Joined: Wed Apr 09, 2014 3:32 pm
Location: Tromso Norway

Re: [MOD 0.12.17] Orbital Ion Cannon

Postby Xterminator » Sun Nov 22, 2015 6:13 pm

Holy hellthis is amazing! I am definitely doing a Mod Spotlight on this in the coming week. :D
I am grabbing it for myself and can't wait to test it out.

In regards to future additions to the mod as you suggested in the first post, I think having a limit on how many times it can fire before it is "used up" is a good idea. That way you have something to constantly spend resources on to keep launching them if you want to continue using them. Also for other types of weapons, perhaps something like Rods from God? Essentially it is like a satellite that drops a large (about the size of a telephone pole in real life) metal rod from orbit. With the speed that it gets from dropping, the impact is essentially like a small asteroid hitting.

Either way, I really look forward to the future of this mod. Great work!
Image Image Image
User avatar
Xterminator
Filter Inserter
Filter Inserter
 
Posts: 969
Joined: Sun Jun 15, 2014 4:49 pm

Re: [MOD 0.12.17] Orbital Ion Cannon

Postby Supercheese » Sun Nov 22, 2015 8:03 pm

kinnom wrote:wait, really? I thought it would unlock with the research.


Well, I figured there's really no point in building an ion cannon targeting device before you have any ion cannons to target...

Xterminator wrote:Holy hellthis is amazing! I am definitely doing a Mod Spotlight on this in the coming week. :D
I am grabbing it for myself and can't wait to test it out.

In regards to future additions to the mod as you suggested in the first post, I think having a limit on how many times it can fire before it is "used up" is a good idea. That way you have something to constantly spend resources on to keep launching them if you want to continue using them. Also for other types of weapons, perhaps something like Rods from God? Essentially it is like a satellite that drops a large (about the size of a telephone pole in real life) metal rod from orbit. With the speed that it gets from dropping, the impact is essentially like a small asteroid hitting.

Either way, I really look forward to the future of this mod. Great work!


Excellent; I'm not good with video recording/editing myself, so I'm greatly looking forward to it. :)
Supercheese
Filter Inserter
Filter Inserter
 
Posts: 745
Joined: Mon Sep 14, 2015 7:40 am
Location: Idaho, USA

Re: [MOD 0.12.17] Orbital Ion Cannon

Postby Supercheese » Sun Nov 22, 2015 8:48 pm

It has been brought to my attention that vanilla assembly machine 3s could not craft the ion cannon recipe because it had too many ingredients. Version 1.0.2 of the mod corrects this issue.
If you have a mod that installs higher-tier assembly machines, however, you will still need to upgrade beyond assembler 3s.

EDIT: Another issue in multiplayer mode has been identified and fixed. Thanks for the bug reports. :)

EDIT #2: Pushed another update, this time to add a Compact GUI state, which is useful if you have a lot of ion cannons in orbit and don't want the Full GUI taking up half your screen.
Supercheese
Filter Inserter
Filter Inserter
 
Posts: 745
Joined: Mon Sep 14, 2015 7:40 am
Location: Idaho, USA

Re: [MOD 0.12.17] Orbital Ion Cannon

Postby SHiRKiT » Tue Nov 24, 2015 2:57 pm

One of the coolest mods out there. It just need a LOT of balancing to get it to work properly. If you want it to be really fancy, let's say a few things:

- To have the most efficient laser being fired at the ground, the Ion Cannon would need to be exactly at the top of the target.
- You can't place it at a geo-stationary orbits otherwise you can't fire at multiple locations.
- Ion Cannons needs to be placed at a low orbit so they can rotate around the world faster.
- Polar orbit covers the full planet, given enough orbits.
- Some of the times, the Ion Cannon will be in the dark side of the planet (close to night time), so it can't fire in such occasions.

Given that the Factorio world rotates so fast for it's size, I don't think that calculating this will lead to anything relevant. It's better to do something like:

- There are two phases in the heatup: getting the Cannon to be in the right place, and actually gathering the energy. Let's place a lower limit at 120 seconds to heatup, and a higher limit of 60 seconds.
+ f(x) = (x-1) / ( (x-1) + a )
+ We grab 'a' reasonable a like 10
+ Let's say we have 50 Ion Cannons, the math would be f(50) = 49 / 59 = 0.83 speed up from 60, so 0.83 * 60 = 49.8 seconds speedup, so would take a 70.1 seconds to heat up.
+ If you want a bigger 'a', then you need more Cannon on the space to have a lower heatup. The same goes if you want a higher speedup, in that case you should pick a smaller 'a'.
User avatar
SHiRKiT
Filter Inserter
Filter Inserter
 
Posts: 687
Joined: Mon Jul 14, 2014 11:52 pm
Location: Brazil

Re: [MOD 0.12.17] Orbital Ion Cannon

Postby Evilness » Sat Dec 05, 2015 1:28 pm

When i try to use your mod with research queue mod i get error when i start the game. It would be nice if mods were compatible. I also posted this on research queue thread.
Attachments
error.png
error.png (6.04 KiB) Viewed 28034 times
Evilness
Inserter
Inserter
 
Posts: 28
Joined: Wed Apr 15, 2015 3:53 pm

Re: [MOD 0.12.17] Orbital Ion Cannon

Postby Supercheese » Sat Dec 05, 2015 8:32 pm

Evilness wrote:When i try to use your mod with research queue mod i get error when i start the game. It would be nice if mods were compatible. I also posted this on research queue thread.

Hmm, 'tis quite the error. I get the same thing on my end when attempting to use both Research Queue and Ion Cannon, and I'm afraid I don't know what could be causing the conflict. I know both mods add a GUI element at the top of the screen, and perhaps that has something to do with it, but I really can't say for sure.
Supercheese
Filter Inserter
Filter Inserter
 
Posts: 745
Joined: Mon Sep 14, 2015 7:40 am
Location: Idaho, USA

Next

Return to New Items, Entities, Extensions

Who is online

Users browsing this forum: No registered users and 4 guests