[0.13]|[0.12.30] Tankwerkz Ltd

Topics and discussion about specific mods
vlczero
Inserter
Inserter
Posts: 47
Joined: Sun Oct 05, 2014 1:51 pm
Contact:

Re: [0.13]|[0.12.30] Tankwerkz Ltd

Post by vlczero »

stoa wrote:just a quick addition to the damage research and all the stuff^^

thing is, you added a research, however, you didnt add an ammo type to any of your weapons, so its not gonna matter, the research isnt going to do anything besides making the vanilla cannon shells stronger.

just wanted to point that out, since the mod in general is really good, but without the research its not gonna matter later in the game.

i edited in my game. hell, the flame tank is a beast this way!


*edit: i'm retarded :^)

forget about the ammo type.
however, the category was kinda... off on some weapons. the flamethrower, the hydra rockets and the heavy mg.
they all had names with no research bound to them there.
Haha, yea the tank flamethrower ammo, hydra rockets and heavy mg ammo are different types to make sure that they cannot be used in handheld weapons (immersion). I am testing extra effects on for example bullet damage so the heavy mg will benefit from that research, but i think it will make it to OP (have to do more testing). This is the same for the hydra rocket and tank flamethrower ammo.
stoa
Burner Inserter
Burner Inserter
Posts: 16
Joined: Mon Jul 20, 2015 7:46 pm
Contact:

Re: [0.13]|[0.12.30] Tankwerkz Ltd

Post by stoa »

but right now, they are pretty much useless compared to the handheld weapons.

i mean, you can use the tank flamethrower for example, and have ok damage early, which goes to rather useless later, or use the handheld version which gets way more powerful. thats not too immersive.

gotta say tho, i'm playing with the evolution mods, so biters are stronger generally.
the point still stands tho. there is no reason to use weapons that dont get stronger with research, because there are just better counterparts
vlczero
Inserter
Inserter
Posts: 47
Joined: Sun Oct 05, 2014 1:51 pm
Contact:

Re: [0.13]|[0.12.30] Tankwerkz Ltd

Post by vlczero »

stoa wrote:but right now, they are pretty much useless compared to the handheld weapons.

i mean, you can use the tank flamethrower for example, and have ok damage early, which goes to rather useless later, or use the handheld version which gets way more powerful. thats not too immersive.

gotta say tho, i'm playing with the evolution mods, so biters are stronger generally.
the point still stands tho. there is no reason to use weapons that dont get stronger with research, because there are just better counterparts
I retested the weapons in my own game and they could indeed use a bit of a buff. I am working on a new version that makes sure the heavy machine-gun, hydra rockets and tank flamethrower benefit from vanilla Factorio research. However i can't get the mod migration file to work properly to update existing saves so i am not releasing it just yet.

For some reason the following does not work

Code: Select all

game.reload_script()

for index, force in pairs(game.forces) do
  force.reset_recipes()
  force.reset_technologies()
end
The damage on the ammo just stays the same with no bonus damage from research :(
vlczero
Inserter
Inserter
Posts: 47
Joined: Sun Oct 05, 2014 1:51 pm
Contact:

Re: [0.13]|[0.12.30] Tankwerkz Ltd

Post by vlczero »

Version 0.6.0
- The heavy machine-gun, hydra rockets and tank flamethrower now benefit from vanilla Factorio research. This works with exsisting saves!
- Changed turret mount on Perseus tank to use the builtin Factorio car turret
- Fixed cannon projectiles
User avatar
steinio
Smart Inserter
Smart Inserter
Posts: 2638
Joined: Sat Mar 12, 2016 4:19 pm
Contact:

Re: [0.13]|[0.12.30] Tankwerkz Ltd

Post by steinio »

Hello,

under 0.14 i get this error:
Tankwerkz.png
Tankwerkz.png (9.59 KiB) Viewed 7155 times
It seems there is a double with Tanks for Bobs.

Greetings steinio
Image

Transport Belt Repair Man

View unread Posts
vlczero
Inserter
Inserter
Posts: 47
Joined: Sun Oct 05, 2014 1:51 pm
Contact:

Re: [0.13]|[0.12.30] Tankwerkz Ltd

Post by vlczero »

steinio wrote:Hello,

under 0.14 i get this error:
Tankwerkz.png
It seems there is a double with Tanks for Bobs.

Greetings steinio
Hi, thank you for reminding me. I am currently working on a new version where everything in the tankwerkz mod is prefixed so errors like that won't happen anymore. This version needs some testing because of migrations for old saves. I will test this tomorrow 21 sep and if all works well i will update the mod.
User avatar
steinio
Smart Inserter
Smart Inserter
Posts: 2638
Joined: Sat Mar 12, 2016 4:19 pm
Contact:

Re: [0.13]|[0.12.30] Tankwerkz Ltd

Post by steinio »

Thank you
Image

Transport Belt Repair Man

View unread Posts
vlczero
Inserter
Inserter
Posts: 47
Joined: Sun Oct 05, 2014 1:51 pm
Contact:

Re: [0.13]|[0.12.30] Tankwerkz Ltd

Post by vlczero »

I have updated the mod on the mod portal.

Version 2.0.0
- Prefixed every item, entity and technology to solve mod conflicts that happen when another mod adds a similar item, entity or technology with the same name.
etcetera
Burner Inserter
Burner Inserter
Posts: 9
Joined: Fri Oct 16, 2015 5:27 pm
Contact:

Re: [0.13]|[0.12.30] Tankwerkz Ltd

Post by etcetera »

Error while applying migration: Tankwerkz Ltd: tankwerkz_0.6.0.lua

Cannot execute command. Error: Unknown category name: heavy-mg
stack traceback:
[string "for index, force in pairs(game.forces) do..."]:15: in main chunk
Works on a new game, but not on a save with the mod never installed.
vlczero
Inserter
Inserter
Posts: 47
Joined: Sun Oct 05, 2014 1:51 pm
Contact:

Re: [0.13]|[0.12.30] Tankwerkz Ltd

Post by vlczero »

etcetera wrote:
Error while applying migration: Tankwerkz Ltd: tankwerkz_0.6.0.lua

Cannot execute command. Error: Unknown category name: heavy-mg
stack traceback:
[string "for index, force in pairs(game.forces) do..."]:15: in main chunk
Works on a new game, but not on a save with the mod never installed.
Oh i forgot to test that. I just uploaded a new version (2.0.1) that does not include that migration file because it is not needed anymore. Could you test this version for me?

EDIT: just did a test and it should work now
etcetera
Burner Inserter
Burner Inserter
Posts: 9
Joined: Fri Oct 16, 2015 5:27 pm
Contact:

Re: [0.13]|[0.12.30] Tankwerkz Ltd

Post by etcetera »

Works fine now, thanks
Zaflis
Filter Inserter
Filter Inserter
Posts: 514
Joined: Sun Apr 24, 2016 12:51 am
Contact:

Re: [0.13]|[0.12.30] Tankwerkz Ltd

Post by Zaflis »

Goliath tank has 6000 health, but Goliath Heavy tank only 1500. Bug? I see the "Heavy" version is much cheaper to craft though.. odd.
Cyrlynx
Burner Inserter
Burner Inserter
Posts: 13
Joined: Fri Oct 02, 2015 9:39 pm
Contact:

Re: [0.13]|[0.12.30] Tankwerkz Ltd

Post by Cyrlynx »

vlczero wrote:Version 0.6.0
- The heavy machine-gun, hydra rockets and tank flamethrower now benefit from vanilla Factorio research. This works with exsisting saves!
On my game, these bonus don't work.
If i switch the ammo type for these gun to the normal one, the bonus apply.

Can you check again this issue please?
vlczero
Inserter
Inserter
Posts: 47
Joined: Sun Oct 05, 2014 1:51 pm
Contact:

Re: [0.13]|[0.12.30] Tankwerkz Ltd

Post by vlczero »

Zaflis wrote:Goliath tank has 6000 health, but Goliath Heavy tank only 1500. Bug? I see the "Heavy" version is much cheaper to craft though.. odd.
The Goliath heavy tank is from this mod and is made for vanilla the 1500 health is not a bug. I think the Goliath tank with 6000 health is added by another mod.

I'm going to rebalance all the tanks for the 0.15 version of Factorio because of the combat changes the devs made.
vlczero
Inserter
Inserter
Posts: 47
Joined: Sun Oct 05, 2014 1:51 pm
Contact:

Re: [0.13]|[0.12.30] Tankwerkz Ltd

Post by vlczero »

Cyrlynx wrote:
vlczero wrote:Version 0.6.0
- The heavy machine-gun, hydra rockets and tank flamethrower now benefit from vanilla Factorio research. This works with exsisting saves!
On my game, these bonus don't work.
If i switch the ammo type for these gun to the normal one, the bonus apply.

Can you check again this issue please?
Hi, sorry for the late reply ( didn't get a email from the forum ). In my testing I did not have that problem :| but I would like to help.
Could you send me your save game + mod folder so I can try to solve it for you.
Post Reply

Return to “Mods”