IMO there is nothing wrong with that although I would reduce the total amount granted for IonC laumches.diongham wrote:Also launching the cannon gave space science packs.Supercheese wrote:I'm working on updating for Factorio 0.15, and there are a bunch of new features I'm taking advantage of.
Of course, now that nuclear power is in vanilla, I'm wondering if I should change the recipe for the ion cannon. Maybe include a reactor?
[MOD 0.18] Orbital Ion Cannon 1.8.2
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Re: [MOD 0.14] Orbital Ion Cannon 1.4.6
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Re: [MOD 0.14] Orbital Ion Cannon 1.4.6
That's okay. I'll just edit it in the mods file lolbNarFProfCrazy wrote:
IMO there is nothing wrong with that although I would reduce the total amount granted for IonC laumches.
"men will literally learn everything about ancient Rome instead of going to therapy"
Re: [MOD 0.14] Orbital Ion Cannon 1.4.6
Can't wait to give this a go in 0.15
Re: [MOD 0.14] Orbital Ion Cannon 1.4.6
Amen!pheenix99 wrote:Can't wait to give this a go in 0.15
Till then I'm playing plain vanilla....
Re: [MOD 0.14] Orbital Ion Cannon 1.4.6
Yeah despite the optimizations in 0.15 my UPS has really dipped, I'm guessing due to not being able to use this mod. (More biters nearby base).
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Re: [MOD 0.14] Orbital Ion Cannon 1.4.6
This mod was neat but was always noisy, a bit cheap over all as well. I hope with 0.15 we have to create something a ton more expensive or have the option. I would expect something like this to cost insane amount of materials and density maybe even multiple shipments to modular build it. Maybe I'm a bit crazy..
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Re: [MOD 0.14] Orbital Ion Cannon 1.4.6
A new "Marathon" or "Expensive" option sounds like it could be nice...Kane wrote:This mod was neat but was always noisy, a bit cheap over all as well. I hope with 0.15 we have to create something a ton more expensive or have the option. I would expect something like this to cost insane amount of materials and density maybe even multiple shipments to modular build it. Maybe I'm a bit crazy..
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Re: [MOD 0.14] Orbital Ion Cannon 1.4.6
The game now does support mod settings both when creating a map and during the game...Supercheese wrote:A new "Marathon" or "Expensive" option sounds like it could be nice...Kane wrote:This mod was neat but was always noisy, a bit cheap over all as well. I hope with 0.15 we have to create something a ton more expensive or have the option. I would expect something like this to cost insane amount of materials and density maybe even multiple shipments to modular build it. Maybe I'm a bit crazy..
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Re: [MOD 0.14] Orbital Ion Cannon 1.4.6
Exactly!Jürgen Erhard wrote:The game now does support mod settings both when creating a map and during the game...
Re: [MOD 0.14] Orbital Ion Cannon 1.4.6
Hey @Supercheese,
Your mod was my favorite in 0.14 after resource eraser. I even stopped playing factorio for a week, because I need to go out into the wild to extend my base, and nuking all these biters bores me to death.
When do you plan to release 0.15 update? Will changing the supported version in config file work, or should we wait for the update?
Your mod was my favorite in 0.14 after resource eraser. I even stopped playing factorio for a week, because I need to go out into the wild to extend my base, and nuking all these biters bores me to death.
When do you plan to release 0.15 update? Will changing the supported version in config file work, or should we wait for the update?
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Re: [MOD 0.14] Orbital Ion Cannon 1.4.6
I've attached the preliminary version 1.5.0, in hopes that someone can help figure out the problem. A changelog is bundled, as always.
Sorted, thanks all.
Last edited by Supercheese on Sat May 13, 2017 5:53 pm, edited 3 times in total.
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Re: [MOD 0.14] Orbital Ion Cannon 1.4.6
Is there like a harder version vanilla users for the mod? Something requires 100k's of materials just to launch say was ion cannon?
Re: [MOD 0.14] Orbital Ion Cannon 1.4.6
Localization no longer accepts whitespaces in front of =Supercheese wrote:Ok, I've got some of the new features ready for the 0.15 update, but I've run into a nasty problem: the localization seems to have completely broken, and for the life of me, I cannot figure out why my locale/en/en.cfg file is not being loaded properly -- all I get is a bunch of "unknown key"s.
I've attached the preliminary version 1.5.0 here, in hopes that someone can help figure out the problem. A changelog is bundled, as always.
viewtopic.php?f=34&t=44733&hilit=+localization#p258314
My Mods: mods.factorio.com
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Re: [MOD 0.14] Orbital Ion Cannon 1.4.6
Indeed -- however, I do not have whitespace in front of the equals signs, hence my confusion.Optera wrote:Localization no longer accepts whitespaces in front of =
viewtopic.php?f=34&t=44733&hilit=+localization#p258314
Re: [MOD 0.14] Orbital Ion Cannon 1.4.6
congratulations-first = Congratulations at sending up your first orbital ion cannon!
congratulations-additional = Congratulations at sending up another orbital ion cannon!
congratulations-additional = Congratulations at sending up another orbital ion cannon!
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Re: [MOD 0.14] Orbital Ion Cannon 1.4.6
Thanks, fixed those... but same problem still.Nexela wrote:congratulations-first = Congratulations at sending up your first orbital ion cannon!
congratulations-additional = Congratulations at sending up another orbital ion cannon!
Last edited by Supercheese on Sat May 13, 2017 5:53 pm, edited 1 time in total.
Re: [MOD 0.14] Orbital Ion Cannon 1.4.6
Also I noticed that ion cannon ready ticks is per player, wouldn't this make more sense as a runtime global?
Re: [MOD 0.14] Orbital Ion Cannon 1.4.6
3.414 Error ModManager.cpp:693: Load locale error for mod "Orbital Ion Cannon": Duplicate key "ion-cannon-voice-style" in property tree at ROOT.mod-setting-description
Re: [MOD 0.14] Orbital Ion Cannon 1.4.6
the problem is cause of this line (twice define the same variable) :
but I don't know why.
Code: Select all
ion-cannon-voice-style=Play a klaxon sound whenever a target for an ion cannon is designated.
Re: [MOD 0.14] Orbital Ion Cannon 1.4.6
A simple copy paste error throwing the parser off like that? You should report that as bug.fregate84 wrote:the problem is cause of this line (twice define the same variable) :
but I don't know why.Code: Select all
ion-cannon-voice-style=Play a klaxon sound whenever a target for an ion cannon is designated.
My Mods: mods.factorio.com