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Re: [MOD 0.12.33] Orbital Ion Cannon 1.2.1
Posted: Sat May 28, 2016 6:50 am
by Supercheese
malk0lm wrote:I just launched a cannon and when I try to use it I get the error: Friendly character in critical proximity to target zone. I have it fully zoomed out and no one is near the target, only the biter base. Why won't it fire?
I'm on 12.34.
Sounds like you're using both the Long Reach mod and an older version of Orbital Ion Cannon; just update to 1.2.1 and the problem should be resolved for you.
Re: [MOD 0.12.33] Orbital Ion Cannon 1.2.1
Posted: Sun May 29, 2016 1:53 am
by Frosty_Alan
Cant seem to auto-craft it. Attached image, I tried tweaking the recipes. However doesnt work. List of mods if so.. "Custom" Is my bergius process barrel mod.
{
"mods": [
{
"name": "base",
"enabled": "true"
},
{
"name": "advanced-logistics-system",
"enabled": "false"
},
{
"name": "Aircraft",
"enabled": "true"
},
{
"name": "alien-science",
"enabled": "true"
},
{
"name": "Belts+",
"enabled": "false"
},
{
"name": "Bergius_Process",
"enabled": "true"
},
{
"name": "Custom",
"enabled": "false"
},
{
"name": "Electric Furnaces",
"enabled": "false"
},
{
"name": "FactorioBasics-Core",
"enabled": "true"
},
{
"name": "FactorioBasics-Equipment",
"enabled": "true"
},
{
"name": "FactorioBasics-Logistics",
"enabled": "true"
},
{
"name": "FactorioBasics-Machines",
"enabled": "true"
},
{
"name": "FactorioBasics-Power",
"enabled": "true"
},
{
"name": "FactorioBasics-Transport",
"enabled": "true"
},
{
"name": "FactorioBasics-Weaponry",
"enabled": "true"
},
{
"name": "fluid-barrel",
"enabled": "false"
},
{
"name": "Foreman",
"enabled": "true"
},
{
"name": "Landfill",
"enabled": "true"
},
{
"name": "LogisticsMining",
"enabled": "false"
},
{
"name": "no-evo",
"enabled": "true"
},
{
"name": "Orbital Ion Cannon",
"enabled": "true"
},
{
"name": "RailTanker",
"enabled": "false"
},
{
"name": "Roboport_Quick_Charge",
"enabled": "false"
},
{
"name": "Satellite Uplink Station",
"enabled": "true"
},
{
"name": "ShuttleTrain",
"enabled": "false"
},
{
"name": "Terraforming",
"enabled": "false"
},
{
"name": "TheFatController",
"enabled": "true"
},
{
"name": "Ultra Inserters",
"enabled": "false"
},
{
"name": "VanillaEx",
"enabled": "true"
},
{
"name": "Warehousing",
"enabled": "true"
}
]
}
Re: [MOD 0.12.33] Orbital Ion Cannon 1.2.2
Posted: Sun May 29, 2016 7:42 am
by Supercheese
Hmm, I see the problem. It should be fixed in version 1.2.2, freshly uploaded.
Re: [MOD 0.12.33] Orbital Ion Cannon 1.2.1
Posted: Sun May 29, 2016 9:12 am
by DevilXD
Supercheese wrote:I'll add worms as valid auto-targets for the next version.
So, are you planning on adding those ?
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Re: [MOD 0.12.34] Orbital Ion Cannon 1.2.2
Posted: Sun May 29, 2016 4:45 pm
by Frosty_Alan
Its actually up to assembly machine 5 not 4 only >:) Wopsie.
EDIT: It doesnt work for assembly machine 1-3 too >:(
EDIT-2:I found the code for support. Ill tweek around with it >:)
Re: [MOD 0.12.34] Orbital Ion Cannon 1.2.2
Posted: Sun May 29, 2016 4:55 pm
by bNarFProfCrazy
I'm not 100%ly sure what this is about, but I can produce the orbital ion cannon in my yellow assembly machine.
(And it takes 8 different item types to be build)
Factorio 0.12.34
Orbital Ion Cannon_1.2.2
+lots more
Re: [MOD 0.12.34] Orbital Ion Cannon 1.2.2
Posted: Sun May 29, 2016 5:28 pm
by Frosty_Alan
It seems like the issues came when i had more then 3 default assembly machines, from the Factorio-Basics machines.
Re: [MOD 0.12.34] Orbital Ion Cannon 1.2.2
Posted: Sun May 29, 2016 10:57 pm
by wolvenmoon
I have a really fantastically funny issue. The mobs are spotting me in the little ion cannon mode and are attacking me. Also, the auto targeter draws them directly to me.
It was rather surprising when a mob walked up and just chomped me in one hit.
Here's my mod list:
Code: Select all
{
"mods": [
{
"name": "base",
"enabled": "true"
},
{
"name": "advanced-logistics-system",
"enabled": "true"
},
{
"name": "Advanced-Weaponry",
"enabled": "true"
},
{
"name": "AdvancedEquipment",
"enabled": "true"
},
{
"name": "air-filtering",
"enabled": "true"
},
{
"name": "Aircraft",
"enabled": "true"
},
{
"name": "Alien Oil",
"enabled": "true"
},
{
"name": "AssemblyZero",
"enabled": "true"
},
{
"name": "autofill",
"enabled": "true"
},
{
"name": "AutoTrash",
"enabled": "true"
},
{
"name": "Better_Beacon",
"enabled": "true"
},
{
"name": "BigDrill",
"enabled": "true"
},
{
"name": "BulletBillTrain",
"enabled": "true"
},
{
"name": "eco-trees",
"enabled": "true"
},
{
"name": "EvoGUI",
"enabled": "true"
},
{
"name": "Factorio, Directed by Michael Bay",
"enabled": "true"
},
{
"name": "FactorioBasics",
"enabled": "true"
},
{
"name": "FARL",
"enabled": "true"
},
{
"name": "Foreman",
"enabled": "true"
},
{
"name": "InitialScan",
"enabled": "true"
},
{
"name": "Landfill",
"enabled": "true"
},
{
"name": "Larger Inventory",
"enabled": "true"
},
{
"name": "Logistic-Gun-Turret",
"enabled": "true"
},
{
"name": "Logistics Railway",
"enabled": "true"
},
{
"name": "long-reach",
"enabled": "true"
},
{
"name": "MoreLight",
"enabled": "true"
},
{
"name": "Natural_Evolution_Buildings",
"enabled": "true"
},
{
"name": "Natural_Evolution_Enemies",
"enabled": "true"
},
{
"name": "Natural_Evolution_Expansion",
"enabled": "true"
},
{
"name": "Orbital Ion Cannon",
"enabled": "true"
},
{
"name": "original-music-hd",
"enabled": "true"
},
{
"name": "Peace_And_Prosperity",
"enabled": "true"
},
{
"name": "PersonalTeleporter",
"enabled": "true"
},
{
"name": "RailTanker",
"enabled": "true"
},
{
"name": "rso-mod",
"enabled": "true"
},
{
"name": "RSORadar",
"enabled": "true"
},
{
"name": "Satellite Uplink Station",
"enabled": "true"
},
{
"name": "ShuttleTrain",
"enabled": "true"
},
{
"name": "sleaf-Treehouse",
"enabled": "true"
},
{
"name": "specialized_refineries",
"enabled": "true"
},
{
"name": "tanks_for_bob",
"enabled": "true"
},
{
"name": "TheFatController",
"enabled": "true"
},
{
"name": "Train-position-and-length-fix",
"enabled": "true"
},
{
"name": "tree_collision",
"enabled": "true"
},
{
"name": "upgrade-planner",
"enabled": "true"
},
{
"name": "Vanilla++",
"enabled": "true"
},
{
"name": "Warehousing",
"enabled": "true"
},
{
"name": "Wind_Turbine",
"enabled": "true"
},
{
"name": "YARM",
"enabled": "true"
}
]
}
Re: [MOD 0.12.34] Orbital Ion Cannon 1.2.2
Posted: Mon May 30, 2016 5:39 am
by DevilXD
wolvenmoon wrote:
I have a really fantastically funny issue. The mobs are spotting me in the little ion cannon mode and are attacking me. Also, the auto targeter draws them directly to me.
It was rather surprising when a mob walked up and just chomped me in one hit.
Here's my mod list: (...)
Frosty_Alan wrote:It seems like the issues came when i had more then 3 default assembly machines, from the Factorio-Basics machines.
The obvious thing to do in this situation guys, would be to test which mod causes interaction in the first place.
Disable half of your mods and try again. If the problem persisted, the "bad" mod is in the active half, if it disappeared - in the disabled half. Repeat until you come across that one mod that when active causes your issues - then post it here so the mod author can deal with it properly.
Re: [MOD 0.12.34] Orbital Ion Cannon 1.2.3
Posted: Mon May 30, 2016 11:17 pm
by Supercheese
Version 1.2.3 uploaded, adding Worms as secondary targets for Auto-Targeting stations.
I'll look into the Satellite Uplink bug, it sounds like another mod might be editing player health values.
Re: [MOD 0.12.34] Orbital Ion Cannon 1.2.3
Posted: Tue May 31, 2016 1:29 am
by wolvenmoon
I figured it out without disabling any mods and without reading the snarky reply by DevilXD that would only identify the conflict without fixing the issue!
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I'm sort of surprised - is it standard practice here to talk down to people who post here?
I thought it involved editing player health values too. So I tried shooting myself with the ion cannon while in the spysat. It didn't work! Only the biters and spitters were tracking on me, the worms couldn't care less. So I figured it had to be something modifying their behavior.
The problem is in Natural Evolution Enemies' libs - the pathfinder script they have is called upon destruction of any alien building and sends enemies to the player without regard for what vehicle they're in. Since the ion cannon mod uses an invisible unarmored vehicle when in the spysat, this meant that the aliens were aware of the player. From how fast I died if they hit me, I'd assume it only had 1 HP.
The way I fixed it was to disable all calls to it in Natural Evolution Enemies' control.lua
In particular, I commented out this line in the area for detecting spawner kills.
Code: Select all
--player.surface.set_multi_command{command = {type=defines.command.attack, target=player.character, distraction=defines.distraction.by_enemy},unit_count = (20+math.floor(game.evolution_factor*100/#game.players)), unit_search_distance = 600}
This of course disabled the improved pathfinding on the AI, but it also means that I'm not sending hordes of enemies at my base every time one of my 25 ion cannons fires from one of the auto targeting stations. Considering the way I explore new regions is to hop in my gunship, fly for lakes, and drop down RSO radars and ion cannon targeting stations, I had a really serious mess on my hands. Maybe a workaround preventing the script from running for a certain amount of time after an ion cannon strike would work?
Re: [MOD 0.12.34] Orbital Ion Cannon 1.2.3
Posted: Tue May 31, 2016 5:36 am
by DevilXD
Supercheese wrote:Version 1.2.3 uploaded, adding Worms as secondary targets for Auto-Targeting stations.
Thank you very much !
wolvenmoon wrote:(...) without reading the snarky reply by DevilXD that would only identify the conflict without fixing the issue!

I'm sort of surprised - is it standard practice here to talk down to people who post here?
Hey, I was just trying to be helpful - I'm a mod developer too and if someone made me a bug report saying that "something's not right" and put his 30+ mod list thinking I have the time and courage to go through them one by one, just to find the issue he's describing, I would say the same thing to him. Factorio developers always ask for that kind of mod troubleshooting in the bug section when making a bug report...
Re: [MOD 0.12.34] Orbital Ion Cannon 1.2.3
Posted: Tue May 31, 2016 3:18 pm
by orzelek
I'd recommend reporting this to Natural Evolution mod as a bug.
I do have some doubt if it can be fixed in some nice reasonable way. It would need to be able to discern if player is in a "normal" vehicle or just walking.
Most likely it would need to be aware of ion cannon mod and check if player is in the fake vehicle.
You could also make the fake vehicle non-destructable in Ion Cannon mod and see if it helps.
Re: [MOD 0.12.34] Orbital Ion Cannon 1.2.3
Posted: Tue May 31, 2016 9:07 pm
by Supercheese
orzelek wrote:You could also make the fake vehicle non-destructable in Ion Cannon mod and see if it helps.
That is exactly what version 0.1.4 of
Satellite Uplink Station did.
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Re: [MOD 0.12.34] Orbital Ion Cannon 1.2.3
Posted: Wed Jun 01, 2016 2:11 am
by aRatNamedSammy
weird.. the targeting device isnt in the menu
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- bug.JPG (63.81 KiB) Viewed 8028 times
i use these mods
Re: [MOD 0.12.34] Orbital Ion Cannon 1.2.3
Posted: Wed Jun 01, 2016 2:39 am
by Qon
aRatNamedSammy wrote:weird.. the targeting device isnt in the menu
bug.JPG
i use these mods
pack of my mods.zip
I think you just forgot to send a satellite into space. Because that's the requirement for the targeting device to be unlocked if I remember correctly.
Re: [MOD 0.12.34] Orbital Ion Cannon 1.2.3
Posted: Wed Jun 01, 2016 2:42 am
by aRatNamedSammy
doh..lol... ok tks
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Re: [MOD 0.12.34] Orbital Ion Cannon 1.2.3
Posted: Wed Jun 01, 2016 5:09 am
by aRatNamedSammy
when your surrounded by a sea of bitters, the auto-targeting give a near non-stop warn .. just a bit annoying in the screen.. just a bit
good reason to send in multiple cannon in orbit
also good reason for auto-launcher
but, only one thing.. the pause.. personally, it happen i leave my seat for few minutes, even an hour
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.. but when i come back.. its paused --Rocket sent without satelite--
is there a way to avoid it to pause the game?
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Re: [MOD 0.12.34] Orbital Ion Cannon 1.2.3
Posted: Wed Jun 01, 2016 7:40 am
by Qon
aRatNamedSammy wrote:when your surrounded by a sea of bitters, the auto-targeting give a near non-stop warn .. just a bit annoying in the screen.. just a bit
good reason to send in multiple cannon in orbit
also good reason for auto-launcher
but, only one thing.. the pause.. personally, it happen i leave my seat for few minutes, even an hour

.. but when i come back.. its paused --Rocket sent without satelite--
is there a way to avoid it to pause the game?
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In your save file at factorio_0.12.XX/saves/SAVEFILENAME.zip there is a control.lua file. Row 84 is
Change it to
.
You probably will have to unzip the savefile and rezip it again after yor changes.
Re: [MOD 0.12.34] Orbital Ion Cannon 1.2.3
Posted: Wed Jun 01, 2016 7:57 pm
by aRatNamedSammy
tks,, i just notice an other little thingy...
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- icon bug.JPG (14.95 KiB) Viewed 7994 times
first assembler is the targeting device, second is auto targeting station.... the icon didnt show properly for targeting device