[MOD 0.18] Orbital Ion Cannon 1.8.2

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judos
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Re: [MOD 0.12.21] Orbital Ion Cannon

Post by judos »

Hi there,

Just wanted to try out the mod, but it contains an error in the code:

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Unknown key:"Error while running the on_init: __actuator__/control.lua:30: Error while running the event handler: __Orbital Ion Cannon__/control.lua:36: bad argument #1 to 'insert' (table expected, got nil)"

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script.on_event(defines.events.on_force_created, function(event)
	table.insert(global.forces_ion_cannon_table, event.force.name)
	global.forces_ion_cannon_table[event.force.name] = {}
end)
This function is actually called before your On_Load() is executed, because of the other mod. You can easily fix this by adding another call to On_Load() inside the event handler to make sure everything is setup. ;)

Cheers!
Supercheese
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Re: [MOD 0.12.21] Orbital Ion Cannon

Post by Supercheese »

Yep, true enough, the other mod creates a force in init, and the fix is as you describe. Thanks for the bug report.
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Re: [MOD 0.12.22] Orbital Ion Cannon

Post by Supercheese »

Has anyone ever had the unfortunate experience of being caught in your own ion cannon blast? I know I have, and it wasn't fun.

Well, worry no more, for I've released a new mod that should make such an accident a thing of the past: the Satellite Uplink Station.
Now you can target your ion cannon(s) remotely, without having to physically be anywhere nearby! :)
vanatteveldt
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Re: [MOD 0.12.22] Orbital Ion Cannon

Post by vanatteveldt »

These things are a blast! (sorry...)

I really like having something to pour resources in at the end (I don't care about sattelites), and clearing out bases with 10 ion cannons is sooo much fun :). I'm getting good at slowing a bunch of biters, herding them, and timing the ion cannon to kill them (although behemoths aren't even killed directly - good think I have more ion cannons :)).

This is what the combination of fixed biter rally points and ion cannons does:
boom
Supercheese
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Re: [MOD 0.12.22] Orbital Ion Cannon

Post by Supercheese »

New version 1.0.7 is out, which should fix the bug judos reported earlier. Full changelog and download are in the first post like always.
apriori
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Re: [MOD 0.12.22] Orbital Ion Cannon

Post by apriori »

Cool mod, thanks.
Russian locale for v1.0.6
Any code or mods posted by me are WTFPL, unless otherwise copyrights are specified.
Supercheese
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Re: [MOD 0.12.22] Orbital Ion Cannon

Post by Supercheese »

Thanks for the translation, I'll include it in the next release. :)
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Re: [MOD 0.12.22] Orbital Ion Cannon

Post by Supercheese »

Supercheese wrote:Thanks for the translation, I'll include it in the next release. :)
And that release is now, version 1.0.8 is out with the Russian locale added and a performance optimization.
RedStoner_Pro
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Re: [MOD 0.12.24] Orbital Ion Cannon

Post by RedStoner_Pro »

I think my request post was missed - viewtopic.php?f=93&t=17910&start=20#p120411
Any chance of some events for the ION cannon?

Edit - Thinking about it now.. I could just detect a rocket being launched and check that for an ioncannon. Wont be able to detect when one is fired, but should work for now.
Shark
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Re: [MOD 0.12.24] Orbital Ion Cannon

Post by Shark »

I have a problem with this mod. After I load the game, the time to next strike is not moving. How to fix that?
Supercheese
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Re: [MOD 0.12.24] Orbital Ion Cannon

Post by Supercheese »

RedStoner_Pro wrote:I think my request post was missed - viewtopic.php?f=93&t=17910&start=20#p120411
Any chance of some events for the ION cannon?

Edit - Thinking about it now.. I could just detect a rocket being launched and check that for an ioncannon. Wont be able to detect when one is fired, but should work for now.
Yes, you can already detect the launching of an ion cannon just fine. I have added a custom event, on_ion_cannon_fired, which can function just like other lua events (https://wiki.factorio.com/index.php?title=Lua/Events).
In order to use this event in another mod, you should use the following code:

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script.on_event(remote.call("orbital_ion_cannon", "on_ion_cannon_fired"), function(event)
	...
end)
Where the ... can be any code of your choosing. The following variables are available when using this custom event:

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event.force				 The force whose ion cannon is firing
event.player_index		The player index of who fired the ion cannon
event.position			 The position the ion cannon is firing at
Feel free to request more variables or events if you have a need for them.
Shark wrote:I have a problem with this mod. After I load the game, the time to next strike is not moving. How to fix that?
Yep, that's a bug with 1.0.8, thanks for the report; it's fixed in v1.0.9.
Chruschtschow
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Re: [MOD 0.12.24] Orbital Ion Cannon 1.0.9

Post by Chruschtschow »

Hey, there seems to be an incompatibilty between this mod and Rail Tanker - Liquid transport. I cannot load my savegame when both are active at the same time.

I would love to haul lots of oil and strike stuffs with blasts right out of the sky at the same time. ;)
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MalcolmCooks
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Re: [MOD 0.12.26] Orbital Ion Cannon 1.0.9

Post by MalcolmCooks »

Noice!
vanatteveldt
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Re: [MOD 0.12.24] Orbital Ion Cannon 1.0.9

Post by vanatteveldt »

Chruschtschow wrote:I would love to haul lots of oil and strike stuffs with blasts right out of the sky at the same time. ;)
Factorio - Middle East edition :-)
Replicator
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Re: [MOD 0.12.26] Orbital Ion Cannon 1.0.9

Post by Replicator »

I like how you used a sound from "Might & Magic VI - The Mandate of Heaven" for entering the Uplink Station ;)
And Eva of course :)
Supercheese
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Re: [MOD 0.12.26] Orbital Ion Cannon 1.0.9

Post by Supercheese »

Replicator wrote:I like how you used a sound from "Might & Magic VI - The Mandate of Heaven" for entering the Uplink Station ;)
And Eva of course :)
I actually took that sound from C&C: Red Alert... perhaps it just sounds similar? (It's the "Radar/Minimap Activated" sound if you're curious)
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Re: [MOD 0.12.26] Orbital Ion Cannon 1.0.9

Post by Replicator »

Interesting^^
I could swear it's the same as in M&M6, but you made me curious now, since I never played the Red Alert games. I always stuck to the Tiberium games...all three of them ;)
When I have the time I might just play both games and try to trigger and compare both sound effects, maybe I was wrong, but maybe I found a nice piece of trivia^^
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Re: [MOD 0.12.30] Orbital Ion Cannon 1.0.9

Post by Roktaal »

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Error in assignID, technology with name 'laser-turret-damage-6' does not exist.
Supercheese
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Re: [MOD 0.12.30] Orbital Ion Cannon 1.0.9

Post by Supercheese »

Roktaal wrote:

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Error in assignID, technology with name 'laser-turret-damage-6' does not exist.
That's rather odd, since that technology exists in the base game. Did you somehow... disable the Base mod or something?
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Roktaal
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Re: [MOD 0.12.30] Orbital Ion Cannon 1.0.9

Post by Roktaal »

Supercheese wrote:
Roktaal wrote:

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Error in assignID, technology with name 'laser-turret-damage-6' does not exist.
That's rather odd, since that technology exists in the base game. Did you somehow... disable the Base mod or something?
I apologize. This is caused by Peacemod. It removes all the military techs
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