[Mod 11.1] Hi-EX Tank shells

Topics and discussion about specific mods
thegreyman
Inserter
Inserter
Posts: 23
Joined: Tue Jul 15, 2014 1:08 pm
Contact:

[Mod 11.1] Hi-EX Tank shells

Post by thegreyman »

Super Edit: This project was rolled into my other mod Tankwerkz Unlimted (c) at https://forums.factorio.com/forum/vie ... =14&t=6751. Head over there for the latest and greatest!


I like the tank, but I was unhappy with the ammunition. The original tank round felt more like an Armor Piercing round, complete with being able to hit multiple foes in a line while dealing significant damage. Great for nests, bad for mobs.

Enter the Hi-EX tank shell. This shell explodes on contact with any object, still dealing decent impact damage to the target, but exploding over a much wider area, comparable to a Hi-ex rocket.

Edit: Thanks to cartmen180 and atgc for help and improvements
Hi-EX Gif

Version 0.2
Attachments
tankmod_0.2.0.zip
(7.5 KiB) Downloaded 308 times
tankmod.zip
(3.14 KiB) Downloaded 261 times
Last edited by thegreyman on Mon Nov 17, 2014 5:23 pm, edited 2 times in total.
wanyfer
Burner Inserter
Burner Inserter
Posts: 11
Joined: Thu Jun 19, 2014 5:45 pm
Contact:

Re: [Mod 11.1] Hi-EX Tank shells

Post by wanyfer »

is there any way to have this mod on a game that is already running?
it wont appear on my current save that has the tank already unlocked but it seems if i re-do the research it will unlock
thegreyman
Inserter
Inserter
Posts: 23
Joined: Tue Jul 15, 2014 1:08 pm
Contact:

Re: [Mod 11.1] Hi-EX Tank shells

Post by thegreyman »

I think running "/c game.player.force.resettechnologies()" from the console will help.
"/c game.player.force.resetrecipes()" is helpful when recipes change.
LoSboccacc
Filter Inserter
Filter Inserter
Posts: 253
Joined: Wed Feb 20, 2013 9:35 pm
Contact:

Re: [Mod 11.1] Hi-EX Tank shells

Post by LoSboccacc »

does it replace the existing ammo or do you get a different item?
thegreyman
Inserter
Inserter
Posts: 23
Joined: Tue Jul 15, 2014 1:08 pm
Contact:

Re: [Mod 11.1] Hi-EX Tank shells

Post by thegreyman »

New item. Cosmetically, it looks the same and appears right next to the old version.
Image
cartmen180
Filter Inserter
Filter Inserter
Posts: 358
Joined: Fri Jul 25, 2014 2:53 pm
Contact:

Re: [Mod 11.1] Hi-EX Tank shells

Post by cartmen180 »

thegreyman wrote:I think running "/c game.player.force.resettechnologies()" from the console will help.
"/c game.player.force.resetrecipes()" is helpful when recipes change.
That won't do it. Include this in your data.lua:

Code: Select all

for index, force in pairs(game.forces) do
  if force.technologies["tanks"].researched then
    force.recipes["hiex-cannon-shell"].enabled = true
  end
end
Check out my mods
atgc
Manual Inserter
Manual Inserter
Posts: 2
Joined: Fri Nov 07, 2014 10:24 pm
Contact:

Re: [Mod 11.1] Hi-EX Tank shells

Post by atgc »

Took the liberty of slapping another icon on it, waiting for something more professional.
Attachments
cannon-shell-hiex.png
cannon-shell-hiex.png (3.5 KiB) Viewed 9653 times
thegreyman
Inserter
Inserter
Posts: 23
Joined: Tue Jul 15, 2014 1:08 pm
Contact:

Re: [Mod 11.1] Hi-EX Tank shells

Post by thegreyman »

Thanks for the help and improvements guys. First mod, so I'm still learning! Version 0.2 is up.
Airat9000
Smart Inserter
Smart Inserter
Posts: 1418
Joined: Fri Mar 28, 2014 12:32 am
Contact:

Re: [Mod 11.1] Hi-EX Tank shells

Post by Airat9000 »

good man! good work! more arms in tank (ammo) , in compartible in other resout\rses (nickel . tungsten (bob mod))
User avatar
Stx3
Fast Inserter
Fast Inserter
Posts: 201
Joined: Wed Nov 05, 2014 9:04 am
Contact:

Re: [Mod 11.1] Hi-EX Tank shells

Post by Stx3 »

make diferent aoe damage.
Image
Image
Post Reply

Return to “Mods”