[MOD 0.12.1] Supreme Warfare - 1.0.5
Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
Hi thanks for the great mod
We are having problems with the small orbs dropped by the critters
In a mp game the orbs are making the save to large and we have to wipe them so the other players can join
Is it hard for me to remove them from the mod and not make problems
On a side note having a setting to have them time out might be helpful for long games
We are having problems with the small orbs dropped by the critters
In a mp game the orbs are making the save to large and we have to wipe them so the other players can join
Is it hard for me to remove them from the mod and not make problems
On a side note having a setting to have them time out might be helpful for long games
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
You could just turn them off. config.lua:grifter1 wrote:Hi thanks for the great mod
We are having problems with the small orbs dropped by the critters
In a mp game the orbs are making the save to large and we have to wipe them so the other players can join
Is it hard for me to remove them from the mod and not make problems
On a side note having a setting to have them time out might be helpful for long games
Code: Select all
SW.ExtraLoot = false --Extra Loot from Aliens (small-alien-artifact)
Give a man fire and he'll be warm for a day. Set a man on fire and he'll be warm for the rest of his life.
Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
Thanks
I was hoping it was that easy
I was hoping it was that easy
Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
For an updated version that should work in Factorio 0.12.11+ please check out this topic:
https://forums.factorio.com/forum/vie ... 72#p113172
https://forums.factorio.com/forum/vie ... 72#p113172
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Noticed the told change in FFF #111 so il continue to use my signature ^_^Thanks for listening to our suggestions, devs !
I would jump of joy if we could specify which tiles spawned in a surfaces
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
Will the mod be updated to version 13?
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
Yes.Insanekiller278 wrote:Will the mod be updated to version 13?
Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
Hi,does this work on vison 0,12,20 .Just saying because everything works find untill i build the arty, and when i try to shoot it,nothing happen
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
[Cross post from the natural evolution thread, sorry for the spam]
Question: I'm using this mod in conjunction with the "natural evolution" mod, and I have the feeling that the combination doesn't work very well. Spawners are impossible to kill except with laser turrets or alien ammo, the artillery from total warfare seems to make hardly a dent - I have the feeling that they are highly resistant to explosion damage? In (late) mid game they are spawning so quickly that I just don't know how to kill a base except by creeping up with laser turrets (which is just lame).
Is there any advice on using both mods simultaneously? Can I disable either mod mid-game?
Question: I'm using this mod in conjunction with the "natural evolution" mod, and I have the feeling that the combination doesn't work very well. Spawners are impossible to kill except with laser turrets or alien ammo, the artillery from total warfare seems to make hardly a dent - I have the feeling that they are highly resistant to explosion damage? In (late) mid game they are spawning so quickly that I just don't know how to kill a base except by creeping up with laser turrets (which is just lame).
Is there any advice on using both mods simultaneously? Can I disable either mod mid-game?
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
Hey I am having trouble with the mod, when I tried to play the game it said. "_ _Supreme warfare_ _/control.lua:46: attempt to index global 'game' (a nil value)" I don't know what that means unless maybe a mod conflicts with that. Would you please let me know what excatly the problem is?
Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
You need to update in control.lua to use script.on_*-functions instead of game.on_*() Functions. This mod works then fine as far as I've tested it.
Here is my version (without any warranties, cause I made also some other changes anywhere):
Here is my version (without any warranties, cause I made also some other changes anywhere):
Code: Select all
require "defines"
require "scripts/conf_artillery"
require "scripts/artillery"
--remote.addinterface("supremewarfare", {version= function()return "1.0.4"end})
local loaded
function reduceCooldown()
if global.listArty ~= nil then
for k,v in pairs(global.listArty) do
if v[1].valid and v[2].valid then
v[3]=v[3]-1
if v[3] <=0 then
processArty(v)
end
else
if v[1].valid then
v[1].destroy()
end
if v[2].valid then
v[2].destroy()
end
table.remove(global.listArty, k)
if #global.listArty == 0 then
global.listArty = nil
end
end
end
end
end
function ticker()
if global.listArty ~= nil then
if global.sbticks == 0 or global.sbticks == nil then
global.sbticks = 60
reduceCooldown()
else
global.sbticks = global.sbticks - 1
end
else
script.on_event(defines.events.on_tick, nil)
end
end
script.on_load(function()
if not loaded then
loaded = true
if global.listArty ~= nil then
script.on_event(defines.events.on_tick, ticker)
end
end
end)
script.on_init(function()
loaded = true
if global.listArty ~= nil then
script.on_event(defines.events.on_tick, ticker)
end
end)
function isArty(name)
if name =="sb-artillery-mk1" or name =="sb-artillery-mk2" or name =="sb-artillery-mk3" or name =="sb-rocketlauncher-mk3" or name =="sb-artillery-mk4" then
return true
else
return false
end
end
function isTarget(name)
if name == "sb-smoke-cloud" then
return true
else
return false
end
end
function builtEntity(event)
local newArty
local newArtyI
local artyName
if isArty(event.created_entity.name) then
artyName=event.created_entity.name
end
if artyName ~= nil then
newArty = game.surfaces["nauvis"].create_entity({name = artyName, position = event.created_entity.position, direction = event.created_entity.direction, force = game.forces.player})
newArtyI = game.surfaces["nauvis"].create_entity({name = artyName.."i", position = event.created_entity.position, direction = event.created_entity.direction, force = game.forces.player})
newArtyI.health = event.created_entity.health
newArty.health = event.created_entity.health
newArty.destructible = false
event.created_entity.destroy()
newArty.operable = false
newArtyI.operable = true
if global.listArty == nil then
global.listArty = {}
script.on_event(defines.events.on_tick, ticker)
end
table.insert(global.listArty, {newArty,newArtyI,0})
end
end
--[[
function destroyArty(event)
if event.entity.name == "sb-artillery-mk1i" or event.entity.name =="sb-artillery-mk2i" or event.entity.name =="sb-artillery-mk3i" or event.entity.name =="sb-artillery-mk4i" then
for k,v in pairs(global.listArty) do
if v[1].valid ==false or v[2].valid == false then
if v[1].valid then
v[1].destroy()
end
if v[2].valid then
v[2].destroy()
end
table.remove(global.listArty, k)
if #global.listArty == 0 then
global.listArty = nil
end
end
end
end
end
]]
function addTarget(event)
if isTarget(event.entity.name) then
if global.listTarget == nil then
global.listTarget = {}
end
table.insert(global.listTarget, event.entity)
end
end
script.on_event(defines.events.on_built_entity, builtEntity)
script.on_event(defines.events.on_robot_built_entity, builtEntity)
script.on_event(defines.events.on_trigger_created_entity, addTarget)
--script.onevent(defines.events.onpreplayermineditem, destroyArty)
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I still like small signatures...
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
Can you update the mod so it's not dependent on Dytech? DyTech is broken as f@#K, and makes it impossible to play with this mod because every time I close a game DyTech's terrible code messes up the loading, making me unable to load any game with it. Would love to play with long ranged rockets and artillery, but it's dependency on DyTech is kind of it's downfall
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
the mod does not depend on Dytech, you can use it without Dytech just fine. It only detects and uses Dytech if it is installed.
But i have one little problem.... the Rocket Launcher does nothing. It has Ammo but does not fire at all. If the range of 200 is correct, there should be enough targets (at least the artillery next to it fires fine).
But i have one little problem.... the Rocket Launcher does nothing. It has Ammo but does not fire at all. If the range of 200 is correct, there should be enough targets (at least the artillery next to it fires fine).
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
If DyTech isn't a dependency, then it shouldn't be listed as one. That tells me when I see it, that it's required to run the mod
Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
DyTech is an optional dependency, as seen from the ? in front of the name.DaysofKnight wrote:If DyTech isn't a dependency, then it shouldn't be listed as one. That tells me when I see it, that it's required to run the mod
This means that it is not required to run the mod, but if you have it also installed it will integrate with it. Although it probably would make more sense if it wasn't colored red then, but yellow or orange.
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
Yeah, most (if not all) games that can use mods mark them as red if they're required and/or not there. I would agree that a yellow would be perfect (If possible to change that color. Probably not, I don't know). Yellow wouldn't tell me that I *need* the mod, but I can have it if I want to.daniel34 wrote:DyTech is an optional dependency, as seen from the ? in front of the name.
This means that it is not required to run the mod, but if you have it also installed it will integrate with it. Although it probably would make more sense if it wasn't colored red then, but yellow or orange.
Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
After I installed 1.0.5 i got this error using factorio 0.12.25
Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
See here for an unofficial update that works with 0.12.11+ (including 0.12.25):babbos wrote:After I installed 1.0.5 i got this error using factorio 0.12.25
[Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
Hi, I've got an error using the RAPID FIRE ARTILLERY ammo: "Unknown Key:"item-name.he-rocket-mk3". It affects the smart loaders not recognizing the object. Anybody fixed this yet?
Thanks,
Dead
Thanks,
Dead
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Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
Ok I got it. There is a duplicate entry for shell mk3 in projectiles-entity.lua. Change the section starting on line 128 from dup of shell mk3 to he rocket mk3. Here ya go Facto's:
Corrected (partially) projectiles-entity.lua
Related projectiles-item.lua
Still a work in progress. Any input appreciated. Thanks!
Corrected (partially) projectiles-entity.lua
Code: Select all
-- He Shell MK3
{
type = "projectile",
name = "sb-heshell-mk3",
flags = {"not-on-map"},
acceleration = SWVariables.heshell_mk3.acceleration,
action =
{
{
type = "area",
perimeter = SWVariables.heshell_mk3.perimeter,
action_delivery =
{
type = "instant",
target_effects =
{
SWVariables.heshell_mk3.damage,
{
type = "create-entity",
entity_name = "explosion"
}
}
}
},
{
type = "direct",
action_delivery =
{
type = "instant",
target_effects =
{
{
type = "create-entity",
entity_name = "small-scorchmark",
check_buildability = true
},
{
type = "create-entity",
entity_name = "explosion-gunshot"
}
}
}
}
},
light = {intensity = 0.5, size = 6},
animation =
{
filename = "__SupremeWarfare__/graphics/projectiles/he-shell-mk3.png",
priority = "extra-high",
width = 9,
height = 30,
frame_count = 1
},
shadow =
{
filename = "__SupremeWarfare__/graphics/projectiles/he-shell-mk3-shadow.png",
priority = "extra-high",
width = 9,
height = 30,
frame_count = 1
}
},
-- He Rocket MK3
{
type = "projectile",
name = "he-rocket-mk3",
flags = {"not-on-map"},
acceleration = SWVariables.herocket_mk3.acceleration,
action =
{
{
type = "area",
perimeter = SWVariables.herocket_mk3.perimeter,
action_delivery =
{
type = "instant",
target_effects =
{
SWVariables.herocket_mk3.damage,
{
type = "create-entity",
entity_name = "explosion"
}
}
}
},
{
type = "direct",
action_delivery =
{
type = "instant",
target_effects =
{
{
type = "create-entity",
entity_name = "small-scorchmark",
check_buildability = true
},
{
type = "create-entity",
entity_name = "explosion-gunshot"
}
}
}
}
},
light = {intensity = 0.5, size = 6},
animation =
{
filename = "__SupremeWarfare__/graphics/projectiles/he-shell-mk3.png",
priority = "extra-high",
width = 9,
height = 30,
frame_count = 1
},
shadow =
{
filename = "__SupremeWarfare__/graphics/projectiles/he-shell-mk3-shadow.png",
priority = "extra-high",
width = 9,
height = 30,
frame_count = 1
}
},
-- HE Shell MK4
Code: Select all
...
-- HE Shell MK3
{
type = "ammo",
name = "sb-heshell-mk3",
icon = "__SupremeWarfare__/graphics/projectiles/icon/he-shell-mk3.png",
flags = { "goes-to-main-inventory" },
ammo_type =
{
category = "he-shell-mk3",
target_type = "direction",
action =
{
{
type = "direct",
action_delivery =
{
type = "projectile",
projectile = "muzzle-flash",
starting_speed = 0.01,
direction_deviation = 0.0,
range_deviation = 0.0,
max_range = .50
}
},
{
type = "direct",
action_delivery =
{
type = "projectile",
projectile = "sb-heshell-mk3",
starting_speed = 1,
direction_deviation = 0.8,
range_deviation = 0.8,
max_range = 200
}
}
}
},
subgroup = "sb-shells",
order = "a[mk3]",
stack_size = SWVariables.heshell_mk3.stack_size
},
-- HE Rocket MK3
{
type = "ammo",
name = "he-rocket-mk3",
icon = "__SupremeWarfare__/graphics/projectiles/icon/he-shell-mk3.png",
flags = { "goes-to-main-inventory" },
ammo_type =
{
category = "he-rocket-mk3",
target_type = "direction",
action =
{
{
type = "direct",
action_delivery =
{
type = "projectile",
projectile = "muzzle-flash",
starting_speed = 0.01,
direction_deviation = 0.0,
range_deviation = 0.0,
max_range = .50
}
},
{
type = "direct",
action_delivery =
{
type = "projectile",
projectile = "he-rocket-mk3",
starting_speed = 1,
direction_deviation = 0.8,
range_deviation = 0.8,
max_range = 200
}
}
}
},
subgroup = "sb-shells",
order = "a[mk3]",
stack_size = SWVariables.herocket_mk3.stack_size
},
-- HE Shell MK4
{
type = "ammo",
name = "sb-heshell-mk4",
icon = "__SupremeWarfare__/graphics/projectiles/icon/he-shell-mk4.png",
flags = { "goes-to-main-inventory" },
ammo_type =
{
category = "he-shell-mk4",
target_type = "direction",
action =
{
{
type = "direct",
action_delivery =
{
type = "projectile",
projectile = "muzzle-flash",
starting_speed = 0.01,
direction_deviation = 0.0,
range_deviation = 0.0,
max_range = .50
}
},
{
type = "direct",
action_delivery =
{
type = "projectile",
projectile = "sb-heshell-mk4",
starting_speed = 1,
direction_deviation = 0.8,
range_deviation = 0.8,
max_range = 2000
}
}
}
},
subgroup = "sb-shells",
order = "a[mk4]",
stack_size = SWVariables.heshell_mk4.stack_size
},
--Capsule
...
Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
A have a problem with this mod. It's very nice, but it cause jerk on my game.
I have only about 14 Rapid Fire Artillery.
trace of lag :
I have only about 14 Rapid Fire Artillery.
trace of lag :