[MOD 0.18] Orbital Ion Cannon 1.8.2

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wolvenmoon
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Re: [MOD 0.12.34] Orbital Ion Cannon 1.2.3

Post by wolvenmoon »

I figured it out without disabling any mods and without reading the snarky reply by DevilXD that would only identify the conflict without fixing the issue! :) I'm sort of surprised - is it standard practice here to talk down to people who post here?

I thought it involved editing player health values too. So I tried shooting myself with the ion cannon while in the spysat. It didn't work! Only the biters and spitters were tracking on me, the worms couldn't care less. So I figured it had to be something modifying their behavior.

The problem is in Natural Evolution Enemies' libs - the pathfinder script they have is called upon destruction of any alien building and sends enemies to the player without regard for what vehicle they're in. Since the ion cannon mod uses an invisible unarmored vehicle when in the spysat, this meant that the aliens were aware of the player. From how fast I died if they hit me, I'd assume it only had 1 HP.

The way I fixed it was to disable all calls to it in Natural Evolution Enemies' control.lua

In particular, I commented out this line in the area for detecting spawner kills.

Code: Select all

--player.surface.set_multi_command{command = {type=defines.command.attack, target=player.character, distraction=defines.distraction.by_enemy},unit_count = (20+math.floor(game.evolution_factor*100/#game.players)), unit_search_distance = 600}
This of course disabled the improved pathfinding on the AI, but it also means that I'm not sending hordes of enemies at my base every time one of my 25 ion cannons fires from one of the auto targeting stations. Considering the way I explore new regions is to hop in my gunship, fly for lakes, and drop down RSO radars and ion cannon targeting stations, I had a really serious mess on my hands. Maybe a workaround preventing the script from running for a certain amount of time after an ion cannon strike would work?

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Re: [MOD 0.12.34] Orbital Ion Cannon 1.2.3

Post by DevilXD »

Supercheese wrote:Version 1.2.3 uploaded, adding Worms as secondary targets for Auto-Targeting stations.
Thank you very much ! :D
wolvenmoon wrote:(...) without reading the snarky reply by DevilXD that would only identify the conflict without fixing the issue! :) I'm sort of surprised - is it standard practice here to talk down to people who post here?
Hey, I was just trying to be helpful - I'm a mod developer too and if someone made me a bug report saying that "something's not right" and put his 30+ mod list thinking I have the time and courage to go through them one by one, just to find the issue he's describing, I would say the same thing to him. Factorio developers always ask for that kind of mod troubleshooting in the bug section when making a bug report...

orzelek
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Re: [MOD 0.12.34] Orbital Ion Cannon 1.2.3

Post by orzelek »

I'd recommend reporting this to Natural Evolution mod as a bug.
I do have some doubt if it can be fixed in some nice reasonable way. It would need to be able to discern if player is in a "normal" vehicle or just walking.

Most likely it would need to be aware of ion cannon mod and check if player is in the fake vehicle.

You could also make the fake vehicle non-destructable in Ion Cannon mod and see if it helps.

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Re: [MOD 0.12.34] Orbital Ion Cannon 1.2.3

Post by Supercheese »

orzelek wrote:You could also make the fake vehicle non-destructable in Ion Cannon mod and see if it helps.
That is exactly what version 0.1.4 of Satellite Uplink Station did. ;)

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aRatNamedSammy
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Re: [MOD 0.12.34] Orbital Ion Cannon 1.2.3

Post by aRatNamedSammy »

weird.. the targeting device isnt in the menu
bug.JPG
bug.JPG (63.81 KiB) Viewed 6658 times
i use these mods
pack of my mods.zip
(22.14 MiB) Downloaded 132 times
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Qon
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Re: [MOD 0.12.34] Orbital Ion Cannon 1.2.3

Post by Qon »

aRatNamedSammy wrote:weird.. the targeting device isnt in the menu
bug.JPG
i use these mods
pack of my mods.zip
I think you just forgot to send a satellite into space. Because that's the requirement for the targeting device to be unlocked if I remember correctly.

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Re: [MOD 0.12.34] Orbital Ion Cannon 1.2.3

Post by aRatNamedSammy »

doh..lol... ok tks :roll:
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Re: [MOD 0.12.34] Orbital Ion Cannon 1.2.3

Post by aRatNamedSammy »

when your surrounded by a sea of bitters, the auto-targeting give a near non-stop warn .. just a bit annoying in the screen.. just a bit :lol:
good reason to send in multiple cannon in orbit :D
also good reason for auto-launcher ;)
but, only one thing.. the pause.. personally, it happen i leave my seat for few minutes, even an hour :lol: .. but when i come back.. its paused --Rocket sent without satelite--
is there a way to avoid it to pause the game? :?:
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Re: [MOD 0.12.34] Orbital Ion Cannon 1.2.3

Post by Qon »

aRatNamedSammy wrote:when your surrounded by a sea of bitters, the auto-targeting give a near non-stop warn .. just a bit annoying in the screen.. just a bit :lol:
good reason to send in multiple cannon in orbit :D
also good reason for auto-launcher ;)
but, only one thing.. the pause.. personally, it happen i leave my seat for few minutes, even an hour :lol: .. but when i come back.. its paused --Rocket sent without satelite--
is there a way to avoid it to pause the game? :?:
In your save file at factorio_0.12.XX/saves/SAVEFILENAME.zip there is a control.lua file. Row 84 is

Code: Select all

if (#game.players <= 1) then
Change it to

Code: Select all

if false then
.

You probably will have to unzip the savefile and rezip it again after yor changes.

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Re: [MOD 0.12.34] Orbital Ion Cannon 1.2.3

Post by aRatNamedSammy »

tks,, i just notice an other little thingy...
icon bug.JPG
icon bug.JPG (14.95 KiB) Viewed 6624 times
first assembler is the targeting device, second is auto targeting station.... the icon didnt show properly for targeting device
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Re: [MOD 0.12.34] Orbital Ion Cannon 1.2.3

Post by bNarFProfCrazy »

I guess this can be fixed using the item's prototype's property called:

Code: Select all

dark_background_icon
See coal in base/property/items/demo-items.lua.

Here some suggestions for that (dark-background) image:
crosshairs_backNWhite.png
crosshairs_backNWhite.png (904 Bytes) Viewed 7792 times
(The above image with dark background.)
crosshairs_blackNWhiteNBlack.png
crosshairs_blackNWhiteNBlack.png (852 Bytes) Viewed 7792 times
An inverted image
crosshairs_white.png
crosshairs_white.png (576 Bytes) Viewed 7792 times
(The above image with dark background.)
crosshairs_whiteNBlack.png
crosshairs_whiteNBlack.png (557 Bytes) Viewed 7792 times


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Re: [MOD 0.12.34] Orbital Ion Cannon 1.2.3

Post by Panasonic1 »

Hello! Thank you for your mod! I am playing with a big pleasure!

I have small suggestion: the spawn scanning and attacking begins from the upper left corner. Maybe it is good idea to make it random? Like turning on lamps in vanilla

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Re: [MOD 0.12.34] Orbital Ion Cannon 1.2.3

Post by DevilXD »

Panasonic1 wrote:Hello! Thank you for your mod! I am playing with a big pleasure!

I have small suggestion: the spawn scanning and attacking begins from the upper left corner. Maybe it is good idea to make it random? Like turning on lamps in vanilla
To Supercheese:

You can do it by changing this:

Code: Select all

return spawners[1]
to this:

Code: Select all

return spawners[math.random(#spawners)]
And same thing for worms of course =)

charlie3782
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Re: [MOD 0.12.34] Orbital Ion Cannon 1.2.3

Post by charlie3782 »

I would for sure like to see the cannons fall out of orbit after being used a certain number of times. Sure the player has a lot of resources by the time they get to this level, might as well make them use em up!

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Re: [MOD 0.12.34] Orbital Ion Cannon 1.2.3

Post by DevilXD »

charlie3782 wrote:I would for sure like to see the cannons fall out of orbit after being used a certain number of times. Sure the player has a lot of resources by the time they get to this level, might as well make them use em up!
It would be a cool addition, if configurable of course :)

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Re: [MOD 0.12.34] Orbital Ion Cannon 1.2.3

Post by Wakaba-chan »

Hello,

Thank you very much for this mod! It makes late-game much more fun when you should wipe dozens of biters nests to conquer new fields. :D
But each time I launch Ion Cannon, Vanilla Factorio disappoints me with the message "Rocket was launched without satellite" and does not increase launched rocket counter. :c Could you probably fix this, please? I don't play Bob's mods, only Base + RSO.

And about your question in 1st post
I've considered a couple possibilities for future development, if there's interest:
Different types of orbital weaponry? Kinetic projectiles? Missiles?
Missiles - yes. If you love C&C series as me, you should be aware of devastating NOD's missiles! How about nuclear weapon, hm? Say, it should have much-much more AoE than Ion Cannon and vipe everything on whole continent (with default map generator settings): rocks, trees... and biters of course. But also it will make this territory unusable for you. For example, for 5 hours of real time. If you enter this area - you will just get periodical damage from radiation and die soon.

I think THIS is what rockets should be launched for :mrgreen:

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Re: [MOD 0.12.34] Orbital Ion Cannon 1.2.3

Post by Qon »

Wakaba-chan wrote: But each time I launch Ion Cannon, Vanilla Factorio disappoints me with the message "Rocket was launched without satellite" and does not increase launched rocket counter. :c Could you probably fix this, please? I don't play Bob's mods, only Base + RSO.
Not possible in 0.12 to do this with a mod. But you can fix it yourself. viewtopic.php?f=93&t=17910&start=130#p164292

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Re: [MOD 0.12.34] Orbital Ion Cannon 1.2.3

Post by Wakaba-chan »

Qon wrote:
Wakaba-chan wrote: But each time I launch Ion Cannon, Vanilla Factorio disappoints me with the message "Rocket was launched without satellite" and does not increase launched rocket counter. :c Could you probably fix this, please? I don't play Bob's mods, only Base + RSO.
Not possible in 0.12 to do this with a mod. But you can fix it yourself. viewtopic.php?f=93&t=17910&start=130#p164292
Thank you for advice! Though it's better to change line 65 to "if true then" to make game not only hide annoying message, but to count rockets correctly. I tested it right now and it seems working!

I love Factorio for such flexibility.

Also I love this mod. Finally, game deals with enemies by itself. Brilliant. Now I finally can do something interesting, not boring cleaning territory.

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Re: [MOD 0.12.34] Orbital Ion Cannon 1.2.3

Post by Qon »

Wakaba-chan wrote: Thank you for advice! Though it's better to change line 65 to "if true then" to make game not only hide annoying message, but to count rockets correctly. I tested it right now and it seems working!

I love Factorio for such flexibility.

Also I love this mod. Finally, game deals with enemies by itself. Brilliant. Now I finally can do something interesting, not boring cleaning territory.
I don't know how satellite radar mod counts radars and if it uses that number or it's own counter. It would be cheaty if I get better radars from launching IC also and not just satellites q: And I'm not sure yet if I want points for launching IC's.

If I wanted to I could just increase the counter with a command if I feel like adding the IC counter to my score so I might do this later.

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