[MOD 0.18] Orbital Ion Cannon 1.8.2

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bNarFProfCrazy
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Re: [MOD 0.14] Orbital Ion Cannon 1.4.6

Post by bNarFProfCrazy »

diongham wrote:
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?
Also launching the cannon gave space science packs.
IMO there is nothing wrong with that although I would reduce the total amount granted for IonC laumches.

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Re: [MOD 0.14] Orbital Ion Cannon 1.4.6

Post by ZombieMooose »

bNarFProfCrazy wrote:
IMO there is nothing wrong with that although I would reduce the total amount granted for IonC laumches.
That's okay. I'll just edit it in the mods file lol
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Re: [MOD 0.14] Orbital Ion Cannon 1.4.6

Post by pheenix99 »

Can't wait to give this a go in 0.15

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Re: [MOD 0.14] Orbital Ion Cannon 1.4.6

Post by Biker »

pheenix99 wrote:Can't wait to give this a go in 0.15
Amen!

Till then I'm playing plain vanilla....

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Re: [MOD 0.14] Orbital Ion Cannon 1.4.6

Post by Slayn25 »

Yeah despite the optimizations in 0.15 my UPS has really dipped, I'm guessing due to not being able to use this mod. (More biters nearby base).

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Re: [MOD 0.14] Orbital Ion Cannon 1.4.6

Post by Kane »

This mod was neat but was always noisy, a bit cheap over all as well. I hope with 0.15 we have to create something a ton more expensive or have the option. I would expect something like this to cost insane amount of materials and density maybe even multiple shipments to modular build it. Maybe I'm a bit crazy..

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Re: [MOD 0.14] Orbital Ion Cannon 1.4.6

Post by Supercheese »

Kane wrote:This mod was neat but was always noisy, a bit cheap over all as well. I hope with 0.15 we have to create something a ton more expensive or have the option. I would expect something like this to cost insane amount of materials and density maybe even multiple shipments to modular build it. Maybe I'm a bit crazy..
A new "Marathon" or "Expensive" option sounds like it could be nice... :idea:

Jürgen Erhard
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Re: [MOD 0.14] Orbital Ion Cannon 1.4.6

Post by Jürgen Erhard »

Supercheese wrote:
Kane wrote:This mod was neat but was always noisy, a bit cheap over all as well. I hope with 0.15 we have to create something a ton more expensive or have the option. I would expect something like this to cost insane amount of materials and density maybe even multiple shipments to modular build it. Maybe I'm a bit crazy..
A new "Marathon" or "Expensive" option sounds like it could be nice... :idea:
The game now does support mod settings both when creating a map and during the game... ;-)

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Re: [MOD 0.14] Orbital Ion Cannon 1.4.6

Post by Supercheese »

Jürgen Erhard wrote:The game now does support mod settings both when creating a map and during the game... ;-)
Exactly!

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Re: [MOD 0.14] Orbital Ion Cannon 1.4.6

Post by Oleksij »

Hey @Supercheese,

Your mod was my favorite in 0.14 after resource eraser. I even stopped playing factorio for a week, because I need to go out into the wild to extend my base, and nuking all these biters bores me to death. :)

When do you plan to release 0.15 update? Will changing the supported version in config file work, or should we wait for the update?

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Re: [MOD 0.14] Orbital Ion Cannon 1.4.6

Post by Supercheese »

Ok, I've got some of the new features ready for the 0.15 update, but I've run into a nasty problem: the localization seems to have completely broken, and for the life of me, I cannot figure out why my locale/en/en.cfg file is not being loaded properly -- all I get is a bunch of "unknown key"s.

I've attached the preliminary version 1.5.0, in hopes that someone can help figure out the problem. A changelog is bundled, as always.

Sorted, thanks all.
Last edited by Supercheese on Sat May 13, 2017 5:53 pm, edited 3 times in total.

Kane
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Re: [MOD 0.14] Orbital Ion Cannon 1.4.6

Post by Kane »

Is there like a harder version vanilla users for the mod? Something requires 100k's of materials just to launch say was ion cannon?

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Re: [MOD 0.14] Orbital Ion Cannon 1.4.6

Post by Optera »

Supercheese wrote:Ok, I've got some of the new features ready for the 0.15 update, but I've run into a nasty problem: the localization seems to have completely broken, and for the life of me, I cannot figure out why my locale/en/en.cfg file is not being loaded properly -- all I get is a bunch of "unknown key"s.

I've attached the preliminary version 1.5.0 here, in hopes that someone can help figure out the problem. A changelog is bundled, as always.
Localization no longer accepts whitespaces in front of =
viewtopic.php?f=34&t=44733&hilit=+localization#p258314

Supercheese
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Re: [MOD 0.14] Orbital Ion Cannon 1.4.6

Post by Supercheese »

Optera wrote:Localization no longer accepts whitespaces in front of =
viewtopic.php?f=34&t=44733&hilit=+localization#p258314
Indeed -- however, I do not have whitespace in front of the equals signs, hence my confusion.

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Re: [MOD 0.14] Orbital Ion Cannon 1.4.6

Post by Nexela »

congratulations-first = Congratulations at sending up your first orbital ion cannon!
congratulations-additional = Congratulations at sending up another orbital ion cannon!

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Re: [MOD 0.14] Orbital Ion Cannon 1.4.6

Post by Supercheese »

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. :|
Last edited by Supercheese on Sat May 13, 2017 5:53 pm, edited 1 time in total.

Nexela
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Re: [MOD 0.14] Orbital Ion Cannon 1.4.6

Post by Nexela »

Also I noticed that ion cannon ready ticks is per player, wouldn't this make more sense as a runtime global?

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Re: [MOD 0.14] Orbital Ion Cannon 1.4.6

Post by Nexela »

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

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Re: [MOD 0.14] Orbital Ion Cannon 1.4.6

Post by fregate84 »

the problem is cause of this line (twice define the same variable) :

Code: Select all

ion-cannon-voice-style=Play a klaxon sound whenever a target for an ion cannon is designated.
but I don't know why.

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Re: [MOD 0.14] Orbital Ion Cannon 1.4.6

Post by Optera »

fregate84 wrote:the problem is cause of this line (twice define the same variable) :

Code: Select all

ion-cannon-voice-style=Play a klaxon sound whenever a target for an ion cannon is designated.
but I don't know why.
A simple copy paste error throwing the parser off like that? You should report that as bug.

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