[MOD 0.18] Orbital Ion Cannon 1.8.2

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apriori
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Re: [MOD 0.12.35] Orbital Ion Cannon 1.2.3

Post by apriori »

Russian locale updated for 1.2.3
Any code or mods posted by me are WTFPL, unless otherwise copyrights are specified.
Supercheese
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Re: [MOD 0.12.35] Orbital Ion Cannon 1.2.3

Post by Supercheese »

apriori wrote:Russian locale updated for 1.2.3
Excellent, thank you. :)
Pasmans23
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Re: [MOD 0.12.35] Orbital Ion Cannon 1.2.3

Post by Pasmans23 »

So let me get this straight: this mod is compatible with Bob's mods, but does not need it? Like I can download and use this mod without any of the Bob's mods installed?
Rockstar04
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Re: [MOD 0.12.35] Orbital Ion Cannon 1.2.3

Post by Rockstar04 »

Pasmans23 wrote:So let me get this straight: this mod is compatible with Bob's mods, but does not need it? Like I can download and use this mod without any of the Bob's mods installed?
That is correct. If you DO have bobs mods, it just makes the cannon use more expensive Bobs mods items.
Pasmans23
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Re: [MOD 0.12.35] Orbital Ion Cannon 1.2.3

Post by Pasmans23 »

Rockstar04 wrote:
Pasmans23 wrote:So let me get this straight: this mod is compatible with Bob's mods, but does not need it? Like I can download and use this mod without any of the Bob's mods installed?
That is correct. If you DO have bobs mods, it just makes the cannon use more expensive Bobs mods items.
Excellent, thank you :D
Sten
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Re: [MOD 0.12.35] Orbital Ion Cannon 1.2.3

Post by Sten »

Will this mod be upgraded for 0.13, it's really nice in large end-game sandbox; pushes those biters waaaaaaay out!
Sunnova
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Re: [MOD 0.12.35] Orbital Ion Cannon 1.2.3

Post by Sunnova »

Was trying to play with the code, but stuck with the following error,

Error while loading entity prototype "ion-cannon-target" (train-stop): No such node (circuit_wire_connection_points)

Looking forward to an updated version of this mod. Really fun to play with.
Pasmans23
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Re: [MOD 0.12.35] Orbital Ion Cannon 1.2.3

Post by Pasmans23 »

Rockstar04 wrote:
Pasmans23 wrote:So let me get this straight: this mod is compatible with Bob's mods, but does not need it? Like I can download and use this mod without any of the Bob's mods installed?
That is correct. If you DO have bobs mods, it just makes the cannon use more expensive Bobs mods items.
They are in the dependencies though... You sure that's not a problem? (I can't run the mod because I have an outdated base version, 0.12.3, will be upgrading soon)
stahlinator13
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Re: [MOD 0.12.35] Orbital Ion Cannon 1.2.3

Post by stahlinator13 »

Pasmans23 wrote:
Rockstar04 wrote:
Pasmans23 wrote:So let me get this straight: this mod is compatible with Bob's mods, but does not need it? Like I can download and use this mod without any of the Bob's mods installed?
That is correct. If you DO have bobs mods, it just makes the cannon use more expensive Bobs mods items.
They are in the dependencies though... You sure that's not a problem? (I can't run the mod because I have an outdated base version, 0.12.3, will be upgrading soon)
It runs totally fine with and without Bob's mod. I never had issues.
Peppe
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Re: [MOD 0.12.35] Orbital Ion Cannon 1.2.3

Post by Peppe »

Unofficial .13 port attached.

Port for Satellite uplink:viewtopic.php?f=97&t=19883 * obsolete
Attachments
Orbital Ion Cannon_1.2.3.zip
.13 (Unofficial)
(2.67 MiB) Downloaded 149 times
Last edited by Peppe on Sat Jul 02, 2016 3:22 pm, edited 2 times in total.
BULIGO
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Re: [MOD 0.12.35] Orbital Ion Cannon 1.2.3

Post by BULIGO »

Thank you! :mrgreen:
Image
zingo2
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Re: [MOD 0.12.35] Orbital Ion Cannon 1.2.3

Post by zingo2 »

If the unofficial mod works for 0.13 why not place in the mod portal?
hoho
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Re: [MOD 0.12.35] Orbital Ion Cannon 1.2.3

Post by hoho »

zingo2 wrote:If the unofficial mod works for 0.13 why not place in the mod portal?
probably because it's not really nice for the original authors. If the original author gets around to updating it then there would be two versions of same mod in the mod portal.
Supercheese
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Re: [MOD 0.12.35] Orbital Ion Cannon 1.2.3

Post by Supercheese »

Yes, I'm working on some extra features, not just a direct port to 0.13 -- please be patient, I'll try and get it on the mod portal soon.
Supercheese
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Re: [MOD 0.13.3] Orbital Ion Cannon 1.3.0

Post by Supercheese »

Ok, updated for Factorio 0.13 -- among other features!
  • 25% more BOOM: Increased default blast radius from 20 to 25.
  • Add config option to limit printing messages to the console whenever an ion cannon fires or an auto-targeting station acquires a target (limited by default, less spammy messages now).
  • Added a dark_background_icon to the Targeting Device, to improve visibility in some situations. (Recipes in assemblers are still ugly for now)
  • "Select Target" should now play more promptly upon grabbing a Targeting Device.
  • The Auto-Targeting Station no longer prints messages when all ion cannons are on cooldown.
  • Added an option in config.lua to toggle targeting of both worms & spawners or just spawners only (courtesy of madmaxoft).
  • Performance optimizations.
  • Increased default Auto-Targeting range to 400.
Please report bugs should you find any.
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Optera
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Re: [MOD 0.13.3] Orbital Ion Cannon 1.3.0

Post by Optera »

Performance seems to have increased a lot on my big test map.
However having a bunch of auto targeting stations now fire at greater range results in most annoying "Ion Cannon ready" spam. Could you add a message cooldown so we hear only 1 ready message every minute? Klaxon should ofc play every single time.

Did you remove the train station on targets or is the timer just so short I don't find any? It would help me if you made their despawn timer configurable.
DevilXD
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Re: [MOD 0.13.3] Orbital Ion Cannon 1.3.0

Post by DevilXD »

Optera wrote:Did you remove the train station on targets or is the timer just so short I don't find any? It would help me if you made their despawn timer configurable.
The train stations on targets still exist, but the station names are not appearing on higher zoom levels and the delay is still 7 seconds, so you have to open a map and pan it quickly to see where it is. The station disappears as soon as the cannon is fired.
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Re: [MOD 0.13] Orbital Ion Cannon 1.3.0

Post by Timjfjdd »

could you change the radius of the sound effect played when it strikes, it seems i can only hear it if i am in range of ultimate death, which isnt great because i like the sound, but i dont like the death, at least when im the being killed, other thins yeah sure
Supercheese
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Re: [MOD 0.13] Orbital Ion Cannon 1.3.0

Post by Supercheese »

Timjfjdd wrote:could you change the radius of the sound effect played when it strikes, it seems i can only hear it if i am in range of ultimate death, which isnt great because i like the sound, but i dont like the death, at least when im the being killed, other thins yeah sure
I'd like to, but it seems you're limited in being able to specify how far away you should hear the sound, especially since you mostly want to be far, far away from the blast zone.
DevilXD
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Re: [MOD 0.13] Orbital Ion Cannon 1.3.0

Post by DevilXD »

Bug report - The Ion Cannon Autotargeter is not targeting worms. I'm using the latest 1.3.0 version.

The autotargetter.lua says:

Code: Select all

if targetWorms then
But the config.lua says:

Code: Select all

-- Whether the Auto-Targeting Station should target worms as well as nests
autoTargetWorms = true
Also, the button for switching between Compact, Full and None modes is gone.
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