LolQon wrote:Qonsider
Thanks for your updates to another's mod, Qon!
LolQon wrote:Qonsider
Glad you like it!Shrooblord wrote:LolQon wrote:Qonsider
Thanks for your updates to another's mod, Qon!
I have made unofficial updates to both mods. Read last post on page 2 in this thread for the sat radar update.TrojanEnder wrote:Found a mod I'd like compatibility with. Orbital Ion Cannon has a recent feature with auto-targeting. It uses a radar type device kind of like the launch mod. As soon as I place it it get's replaced by your radar. Would love it if you could make this an exception. Thanks!
Skimmed everything looking for the solution. Should have seen this. Thanks! Wish there was an appropriate way to make this version even more visible.Qon wrote:I have made unofficial updates to both mods. Read last post on page 2 in this thread for the sat radar update.TrojanEnder wrote:Found a mod I'd like compatibility with. Orbital Ion Cannon has a recent feature with auto-targeting. It uses a radar type device kind of like the launch mod. As soon as I place it it get's replaced by your radar. Would love it if you could make this an exception. Thanks!
Satellite radar: compatability with ALL mods (past, present, future)
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function BuiltEntity(event)
if event.created_entity.[b]name=="radar" [/b]and event.created_entity.name~="launch-control-center" and event.created_entity.name~="train-tracker" then
local e = event.created_entity
local s = e.surface
local p = e.position
local f = e.force
local d = e.direction
level=CalculateLevel(0)
if level>0 then
e.destroy()
s.create_entity{name = "radar"..level, position = p, force = f, direction = d}
end
end
end
script.on_event(defines.events.on_entity_died, function(event)
local e = event.entity
local X = e.position.x
local Y = e.position.y
local s = e.surface
if [b]e.name=="radar" [/b]and e.name~="launch-control-center" and e.name~="train-tracker" then
local ghost = s.find_entities_filtered({area={{X-0.5,Y-0.5},{X+0.5,Y+0.5}}, type = "entity-ghost"})
if ghost[1]~= nil then
ghost[1].destroy()
end
s.create_entity{name = "entity-ghost", position = {X,Y}, inner_name = "radar", force = e.force}
end
end)
I also updated this mod. Read the posts just above yours. No, you can't use BB code within a code tag. Code tags are there so thatWakaba-chan wrote:Hello,
Thank you for cool mod!
But tried it with Ion Cannon mod and your mod replaced all auto-tracking radars from that mod :c I wish I could have both of them in game. I corrected your control.lua like thisI.e. I changed "e.type = "radar" to "e.name = "radar" so that only vanilla radar would be replaced.Code: Select all
function BuiltEntity(event) if event.created_entity.[b]name=="radar" [/b]and event.created_entity.name~="launch-control-center" and event.created_entity.name~="train-tracker" then local e = event.created_entity local s = e.surface local p = e.position local f = e.force local d = e.direction level=CalculateLevel(0) if level>0 then e.destroy() s.create_entity{name = "radar"..level, position = p, force = f, direction = d} end end end script.on_event(defines.events.on_entity_died, function(event) local e = event.entity local X = e.position.x local Y = e.position.y local s = e.surface if [b]e.name=="radar" [/b]and e.name~="launch-control-center" and e.name~="train-tracker" then local ghost = s.find_entities_filtered({area={{X-0.5,Y-0.5},{X+0.5,Y+0.5}}, type = "entity-ghost"}) if ghost[1]~= nil then ghost[1].destroy() end s.create_entity{name = "entity-ghost", position = {X,Y}, inner_name = "radar", force = e.force} end end)
Is this correct? Or there are some more deep changes need to be done?
Code: Select all
[b][/b]
Uh, sorry, my english is not very good, so I didn't understand the main point: is it possible that your mod will work with Ion Cannon mod or not? Thank you in advance for explanations.Qon wrote:And no, that won't work. There are other places that needs fixes and you can't check for name = "radar" on some of them, like you do on on_entity_died, because the mod replaces all "radar" with satellite radars when built. So no vanilla radar entities will ever be placed down. It also has a script for replacing all satellite radars when you send up satellites that you did not update. Your changes will not be sufficient. Your radars will not be upgraded automatically by launching satellites. If your radars get destroyed they will not have a radar ghost placed, so your qonstruction bots will not rebuild it.
Use my unofficial update version or diff my changes. Good luck
Yes, my mod update should work with all radar mods! I have tested it with Orbital Ion Cannon and it works.Wakaba-chan wrote:Uh, sorry, my english is not very good, so I didn't understand the main point: is it possible that your mod will work with Ion Cannon mod or not? Thank you in advance for explanations.Qon wrote:And no, that won't work. There are other places that needs fixes and you can't check for name = "radar" on some of them, like you do on on_entity_died, because the mod replaces all "radar" with satellite radars when built. So no vanilla radar entities will ever be placed down. It also has a script for replacing all satellite radars when you send up satellites that you did not update. Your changes will not be sufficient. Your radars will not be upgraded automatically by launching satellites. If your radars get destroyed they will not have a radar ghost placed, so your qonstruction bots will not rebuild it.
Use my unofficial update version or diff my changes. Good luck
-------
UPD: I mean, how to make them work together in correct way
"Your update" - you mean 0.2.2 version, or something you mentioned above? (sorry, I didn't read all the thread :c)Qon wrote:Yes, my mod update should work with all radar mods! I have tested it with Orbital Ion Cannon and it works.Wakaba-chan wrote:Uh, sorry, my english is not very good, so I didn't understand the main point: is it possible that your mod will work with Ion Cannon mod or not? Thank you in advance for explanations.Qon wrote:And no, that won't work. There are other places that needs fixes and you can't check for name = "radar" on some of them, like you do on on_entity_died, because the mod replaces all "radar" with satellite radars when built. So no vanilla radar entities will ever be placed down. It also has a script for replacing all satellite radars when you send up satellites that you did not update. Your changes will not be sufficient. Your radars will not be upgraded automatically by launching satellites. If your radars get destroyed they will not have a radar ghost placed, so your qonstruction bots will not rebuild it.
Use my unofficial update version or diff my changes. Good luck
-------
UPD: I mean, how to make them work together in correct way
Latest version is 0.2.5 found at page 2: viewtopic.php?f=93&t=23704&start=10#p160661Wakaba-chan wrote:
"Your update" - you mean 0.2.2 version, or something you mentioned above? (sorry, I didn't read all the thread :c)
First off, thanks for the open criticism. When I first made the mod, I was really only thinking of my own personal use case. The first bug free version worked with everything I would ever use. Then when people started requesting compatibility, I took the shortcut and added in exceptions for the handful of mods people wanted.Qon wrote:Try to make it compatible with all mods ever made or will be made in the future by at least checking if the item you are replacing is a regular radar or satellite radar.
You name the radars things like "radar2" which could potentially collide with someone elses mod though. Qonsider naming it "satellite-radar-2" or similar instead in case someone makes a Mk2 radar and calls it "radar2"
Nope. You can only set radar properties in the .lua files which are read at loadtime, so a new entity for every increment was my solution.Qon wrote:Isn't it possible to modify the radars instead of making new ones?
Again, the default settings are balanced exactly how I want them for my personal use, but I realize people may not like with my settings. I added in a settings file in 0.2.0 for just this reason. You can change the progression curve as you see fit. I don't think it's fair to compare the power of this mod's radars with those of others. I wanted a progression curve that made sense logically, didn't alter the game too far away from a vanilla install, and allowed a large amount of playtime before maxing out.Qon wrote:I haven't tested balance yet but from the numbers it sounds like these are a very expensive way to get very underwhelming results. All other radar mods I've tried are more powerful than this without sending a single rocket.
Thanks for pointing this out. I'll admit, this was the first time I've had to put a license on my work. I chose NC initially since I did not want future updated versions or other derivatives of the mod created by others such as yourself to require a purchase to use since all our mods should be free and I certainly don't plan on profiting from it. I'll be switching to CC BY-SA 4.0 as you suggested.Qon wrote:Please read http://freedomdefined.org/Licenses/NC
NC is not gaining you anything.
A picture has been added to the main post with some ranges drawn. In the current settings, the max scanning range is always 11 chunks outside the permanent visible range. Now that I have visualized what level 17 looks like, I may adjust the default (or at least my own private settings for now) scanning range parameters in the next update to keep the scanning range in the same ratio as the vanilla parameters.Qon wrote:I would like to request some screenshots
Yes! This please! This is what I always expected this mod to be. It would also match better with RSO-Radar. Also maybe detect if RSO-Radar is present don't replace it until level 3 or whatever.catalyst518 wrote:Now that I have visualized what level 17 looks like, I may adjust the default (or at least my own private settings for now) scanning range parameters in the next update to keep the scanning range in the same ratio as the vanilla parameters.
Nice! That makes comparison so much easier. What are your map settings? (Terrain segmentation and water size, or just map string)catalyst518 wrote:A picture has been added to the main post with some ranges drawn.Qon wrote:I would like to request some screenshots
Qon wrote: What are your map settings?
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>>>AAAMACMAAAADAwYAAAAEAAAAY29hbAMDAgoAAABjb3BwZXItb3Jl
AwMCCQAAAGNydWRlLW9pbAMDAgoAAABlbmVteS1iYXNlAwMCCAAAAGl
yb24tb3JlAwMCBQAAAHN0b25lAwMCbvc1eOcmAAB5LgAAAAAAAAAAAA
ADAL+2clo=<<<
Alright, I have updated the formulas in both the .12 version and the .13 version. I've updated the picture and the table in the main post as well. Level 17 will have 41x41 visible range and 169x169 scanning range, the same ratio as the vanilla radars and quite the increase from the original formula of this mod.TrojanEnder wrote:Yes! This please! This is what I always expected this mod to be. It would also match better with RSO-Radar. Also maybe detect if RSO-Radar is present don't replace it until level 3 or whatever.catalyst518 wrote:Now that I have visualized what level 17 looks like, I may adjust the default (or at least my own private settings for now) scanning range parameters in the next update to keep the scanning range in the same ratio as the vanilla parameters.