[0.12.x][v0.12.11] Bob's Warfare mod
Moderator: bobingabout
Re: [0.11.22/0.12.x][v0.12.3] Bob's Warfare mod
I think the recent range nerf to sniper turrets is perhaps too much.
Nowadays they barely outrange other turret options, at least for me.
Maybe 30, 35, 42 would be good numbers?
Nowadays they barely outrange other turret options, at least for me.
Maybe 30, 35, 42 would be good numbers?
Re: [0.11.22/0.12.x][v0.12.3] Bob's Warfare mod
hmm mine do just fine with 28 range.
just a line of mk1 sniper turrents can stop nearly anything.
i would suggest more like a range nerf, that you have more reason to upgrade them to mk2/3 =)
just a line of mk1 sniper turrents can stop nearly anything.
i would suggest more like a range nerf, that you have more reason to upgrade them to mk2/3 =)
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Re: [0.11.22/0.12.x][v0.12.3] Bob's Warfare mod
Considering the range of a MK1 sniper turret is the same range as a MK1 laser turret, and a MK3 sniper turret is the same as a MK5 laser turret... I'll increase the range by 5 for every tier.
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Re: [0.11.22/0.12.x][v0.12.3] Bob's Warfare mod
too bad you can not have a miss factor... regular guns miss .05% of the time, snipers miss 15% of the time... imho, that would be more balancing than anything else....
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Re: [0.11.22/0.12.x][v0.12.3] Bob's Warfare mod
Think I've found a minor bug in technology definitions:
I don't have OCD, I have CDO. It's the same, but with the letters in the correct order.
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Re: [0.11.22/0.12.x][v0.12.3] Bob's Warfare mod
The tech tree is as intended, Armor crafting 1 to 4 should craft regular armor, the Fork at 3 (the base game's version of 3) should be Modular Armor Crafting, but I can't rename it without completely removing it and creating a new one, which would mean also redefining the requirements on the 7 technologies it unlocks.Boogieman14 wrote:Think I've found a minor bug in technology definitions:
Re: [0.11.22/0.12.x][v0.12.4] Bob's Warfare mod
ANy news or ideas about new combat robots and their productin chain - flying robot frames and and new engines with using your materials - titan, invar and nitinol?
Nickname on ModPortal - Naron79
Re: [0.11.22/0.12.x][v0.12.4] Bob's Warfare mod
Would you consider implementing autofill (https://forums.factorio.com/forum/vie ... =92&t=1612) support for your ammo and turrets? (Of course, only if autofill mod is installed). I think there is an API inside that mod for use.
Re: [0.11.22/0.12.x][v0.12.4] Bob's Warfare mod
Bob's Warfare mod conflicts with mocombat mod in section hand laser weapons.
Re: [0.11.22/0.12.x][v0.12.4] Bob's Warfare mod
hmm - i thought about the sniper turrets/rifle
maybe a solution would be to make it ineffective againt spawners.
the idea is to make a new damage type for the sniper weapons.
all living things become the same defence as it is now, however buildings and maybe worms get a very high damage resistence against it.(something like 10|95%)
destroying a building with a gun is kind of crazy, but with a slow fireing rifle even more, =)
maybe a solution would be to make it ineffective againt spawners.
the idea is to make a new damage type for the sniper weapons.
all living things become the same defence as it is now, however buildings and maybe worms get a very high damage resistence against it.(something like 10|95%)
destroying a building with a gun is kind of crazy, but with a slow fireing rifle even more, =)
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Re: [0.11.22/0.12.x][v0.12.4] Bob's Warfare mod
It's not quite a building though, it's a giant organic lump. I changed the health of my biters to be bigger in the last version of bobenemies.crysanja wrote:hmm - i thought about the sniper turrets/rifle
maybe a solution would be to make it ineffective againt spawners.
the idea is to make a new damage type for the sniper weapons.
all living things become the same defence as it is now, however buildings and maybe worms get a very high damage resistence against it.(something like 10|95%)
destroying a building with a gun is kind of crazy, but with a slow fireing rifle even more, =)
In any case, I can't change the damage type for a specific weapon, the damage type is specified by the ammo, and I went with the same ammo type as most other guns, the "bullet" catagory.
Conflicts how? The game won't load if they're both installed, or they just intefere with each other?Katran wrote:Bob's Warfare mod conflicts with mocombat mod in section hand laser weapons.
Re: [0.11.22/0.12.x][v0.12.4] Bob's Warfare mod
Maybe spawners should be immune to physical/piercing damage then. I wouldn't mind using a flame thrower, whilst keeping biters off me with turrets.bobingabout wrote:It's not quite a building though, it's a giant organic lump. I changed the health of my biters to be bigger in the last version of bobenemies.crysanja wrote:hmm - i thought about the sniper turrets/rifle
maybe a solution would be to make it ineffective againt spawners.
the idea is to make a new damage type for the sniper weapons.
all living things become the same defence as it is now, however buildings and maybe worms get a very high damage resistence against it.(something like 10|95%)
destroying a building with a gun is kind of crazy, but with a slow fireing rifle even more, =)
In any case, I can't change the damage type for a specific weapon, the damage type is specified by the ammo, and I went with the same ammo type as most other guns, the "bullet" catagory.
Re: [0.11.22/0.12.x][v0.12.4] Bob's Warfare mod
You are forgetting that at first you might need to kill spawner while having only physical ammo. And with whole mod pack that might be a longer while since factory is more complex for green science for piercing ammo (still mostly physical there) and specialized ammo requires a lot more.Kayser wrote:Maybe spawners should be immune to physical/piercing damage then. I wouldn't mind using a flame thrower, whilst keeping biters off me with turrets.bobingabout wrote:It's not quite a building though, it's a giant organic lump. I changed the health of my biters to be bigger in the last version of bobenemies.crysanja wrote:hmm - i thought about the sniper turrets/rifle
maybe a solution would be to make it ineffective againt spawners.
the idea is to make a new damage type for the sniper weapons.
all living things become the same defence as it is now, however buildings and maybe worms get a very high damage resistence against it.(something like 10|95%)
destroying a building with a gun is kind of crazy, but with a slow fireing rifle even more, =)
In any case, I can't change the damage type for a specific weapon, the damage type is specified by the ammo, and I went with the same ammo type as most other guns, the "bullet" catagory.
Re: [0.11.22/0.12.x][v0.12.4] Bob's Warfare mod
In studies of two techniques of manual laser weapons.bobingabout wrote:Conflicts how? The game won't load if they're both installed, or they just intefere with each other?
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Re: [0.11.22/0.12.x][v0.12.4] Bob's Warfare mod
I wouldn't really call that conflicting. in fact I'd probably go to the other extreme and say they work side by side without any conflicts at all, there's just no intergration between the 2. If they were conflicting with each other, that would mean that either my version or his couldn't be used because the other breaks it.Katran wrote:In studies of two techniques of manual laser weapons.bobingabout wrote:Conflicts how? The game won't load if they're both installed, or they just intefere with each other?
The only real issue that I can think of, does the ammo from one mod work on the weapons from the other? If this is the case, the upgrade research would effect each others weapons, and effectively have ultra-powerful laser weapons.
Now, I could possibly have a look at mocombat and see if I could make the 2 more easilly work together, but if I were going to do that, it would probably be best I re-write my whole weapons system. From what I hear he also uses different ammo for gun turrets than to portable weapons, that would be an issue to re-write for.
Re: [0.11.22/0.12.x][v0.12.4] Bob's Warfare mod
I didn't say it would be easy. You would just have to expand in another direction then until you had enough to get laser tower, grenades, flame thrower, or tank. (Or, you could add a simpler fire weapon to red sience tier; like a Molotov cocktail or a torch (hack with fire damage.))orzelek wrote:You are forgetting that at first you might need to kill spawner while having only physical ammo. And with whole mod pack that might be a longer while since factory is more complex for green science for piercing ammo (still mostly physical there) and specialized ammo requires a lot more.Kayser wrote:Maybe spawners should be immune to physical/piercing damage then. I wouldn't mind using a flame thrower, whilst keeping biters off me with turrets.bobingabout wrote:It's not quite a building though, it's a giant organic lump. I changed the health of my biters to be bigger in the last version of bobenemies.crysanja wrote:hmm - i thought about the sniper turrets/rifle
maybe a solution would be to make it ineffective againt spawners.
the idea is to make a new damage type for the sniper weapons.
all living things become the same defence as it is now, however buildings and maybe worms get a very high damage resistence against it.(something like 10|95%)
destroying a building with a gun is kind of crazy, but with a slow fireing rifle even more, =)
In any case, I can't change the damage type for a specific weapon, the damage type is specified by the ammo, and I went with the same ammo type as most other guns, the "bullet" catagory.
Re: [0.11.22/0.12.x][v0.12.3] Bob's Warfare mod
Very nicemtadd wrote:Here's a stab at having Bob's Warfare interoperate with the autofill mod to have the upgraded
gun turrets also autofill in the same manner as the base gun turret.
...
- I added a for loop with an ipairs
- Then it works for multiplayer too.
Code: Select all
-- control.lua for Bob's Warfare to enable Autofill for bullet turrets
require "defines"
game.on_init(function()
for index,player in ipairs(game.players) do
initAutofill(player.name)
end
end
)
game.on_event(defines.events.on_player_created, function(event)
local player = game.get_player(event.player_index)
initAutofill(player.name)
end)
function initAutofill(username)
if remote.interfaces.af then
local turretFillset = {priority=1, group="turrets", limits= {10}, "ammo-bullets"}
remote.call("af","insertset",username,"bob-gun-turret-2",turretFillset)
remote.call("af","insertset",username,"bob-gun-turret-3",turretFillset)
remote.call("af","insertset",username,"bob-gun-turret-4",turretFillset)
remote.call("af","insertset",username,"bob-gun-turret-5",turretFillset)
remote.call("af","insertset",username,"bob-sniper-turret-1",turretFillset)
remote.call("af","insertset",username,"bob-sniper-turret-2",turretFillset)
remote.call("af","insertset",username,"bob-sniper-turret-3",turretFillset)
end
end
Re: [0.11.22/0.12.x][v0.12.4] Bob's Warfare mod
error on startup:
I'm guessing it is easily fixable. any ideas? running latest experimental version of Factorio.
Referencing HeilTec's autofill addon. I put it in bobwarfare config.lua
Code: Select all
__bobwarfare__/data.lua:1__bobwarfare__/config.lua:15 attempt to index global 'game' (a nil value)
Referencing HeilTec's autofill addon. I put it in bobwarfare config.lua
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Re: [0.11.22/0.12.x][v0.12.4] Bob's Warfare mod
I looked into the issue before reading that you added that yourself. I was going to say, not only is there no line 15, but the error doesn't make sense, because I wouldn't try and access the runtime variable "game" in a data setup file.bouncebag wrote:error on startup:
I'm guessing it is easily fixable. any ideas? running latest experimental version of Factorio.Code: Select all
__bobwarfare__/data.lua:1__bobwarfare__/config.lua:15 attempt to index global 'game' (a nil value)
Referencing HeilTec's autofill addon. I put it in bobwarfare config.lua
Read his instructions on how to set it up again, he said he put it in "control.lua", which is an ingame scripting file, not a data setup file. that is a file that doesn't exist in my mod.
Re: [0.11.22/0.12.x][v0.12.4] Bob's Warfare mod
I placed it at the bottom of the config.lua file infile path: bobwarfare_0.12.4.zip/bobwarfare_0.12.4/config.lua
I could do a work around and add them to autofill itself, but that would make this mod a dependency for autofill then.
I could do a work around and add them to autofill itself, but that would make this mod a dependency for autofill then.