Page 2 of 26
Re: [MOD 0.12.17] Orbital Ion Cannon
Posted: Mon Dec 07, 2015 12:00 am
by RedStoner_Pro
Seems the targeting device did not unlock for me. However, I am using forces. It seems this mod is not compatible with forces. All forces are able to utilize the ION cannons that have been launched, yet the targeting device is only unlocked for the player force, not the force that actually launched the rocket. I really hope this can be fixed, as I am in the works of creating a pvp based modpack and the ION cannon is a huge part of the theme.
Re: [MOD 0.12.17] Orbital Ion Cannon
Posted: Mon Dec 07, 2015 12:09 am
by Outsider
This looks awesome

can't to try it out.
Re: [MOD 0.12.17] Orbital Ion Cannon
Posted: Mon Dec 07, 2015 9:42 pm
by MrDoomah
Supercheese wrote:Evilness wrote:When i try to use your mod with research queue mod i get error when i start the game. It would be nice if mods were compatible. I also posted this on research queue thread.
Hmm, 'tis quite the error. I get the same thing on my end when attempting to use both Research Queue and Ion Cannon, and I'm afraid I don't know what could be causing the conflict. I know both mods add a GUI element at the top of the screen, and perhaps that has something to do with it, but I really can't say for sure.
Its an error in my mod (
Research queue). It's fixed now (I think).
Re: [MOD 0.12.17] Orbital Ion Cannon
Posted: Thu Dec 10, 2015 5:52 am
by Timeslice
Thank you so much for implementing recipes which use bob's parts. Now if only we could get bobingabout to update the recipes for the various rocket parts...
Re: [MOD 0.12.17] Orbital Ion Cannon
Posted: Thu Dec 10, 2015 8:06 am
by ZombieMooose
excellent mod I more than doubled the blast radius and it just mows everything down lol
Re: [MOD 0.12.17] Orbital Ion Cannon
Posted: Thu Dec 10, 2015 11:59 am
by Thomasnotused
diongham wrote:excellent mod I more than doubled the blast radius and it just mows everything down lol
Increase it to the whole screen, and 5x the damage, then it will be as powerful as it should be (I did this and had a
blast)
Re: [MOD 0.12.20] Orbital Ion Cannon
Posted: Sat Dec 12, 2015 5:26 am
by Supercheese
I've posted a new version. The changes include:
- Added an option in config.lua to enable/disable the klaxon sound that plays whenever an ion cannon target is designated.
- Added an option in config.lua to adjust ion cannons' heatup time, i.e. the time between target designation and ion cannon blast impact.
- Slightly increased the default value of the ion cannon blast radius. (You can of course still change it in config.lua if you want.)
- Adjusted minimum base version requirement to >=0.12.17, due to graphical oddities present in lower versions.
- Fixed " Unknown key:"entity-name.ion-cannon-target" " in the defeated enemies list; now it explicitly states that this is the number of times an ion cannon was fired.
- Both the light generated by an ion cannon blast (best observed at night) and the size of the crater left behind now scale with the blast radius (as set in config.lua).
Sorry, but no fixes for multi-force (e.g. PvP) play for this version. I'll have to keep working at that.
Re: [MOD 0.12.20] Orbital Ion Cannon
Posted: Sun Dec 13, 2015 10:37 pm
by Foxy_Boxes
This is awesome. My only quibble: could you update to the Tiberium Wars firing effect? It just looks more... epic.
https://www.youtube.com/watch?v=rheHLnQGusg
Re: [MOD 0.12.20] Orbital Ion Cannon
Posted: Sun Dec 13, 2015 11:16 pm
by Supercheese
More epic indeed, but also much more work, I'm afraid. I'm not particularly skilled with textures/animations, so it would be quite a challenge for me. At any rate, fixing the issues with forces/PvP is a higher priority at the moment.
Re: [MOD 0.12.20] Orbital Ion Cannon
Posted: Tue Dec 15, 2015 3:09 am
by RedStoner_Pro
Supercheese wrote:
At any rate, fixing the issues with forces/PvP is a higher priority at the moment.
You have no idea how happy that makes me to hear this.
Edit-
Also, would it be possible to add some kind of event that is fired, so that another mod can capture when a ion cannon has been launched and when it has been fired. such as
Code: Select all
script.on_event(defines.events.on_ion_cannon_launch,function(event)
local force = event.force.name
announceToAll(force .. " just launched an ION Cannon!")
{ ... }
and
script.on_event(defines.events.on_ion_cannon_deployed,function(event)
local force = event.force.name
local coords = {x=event.x,y=event.y}
announceToAll("Destruction Imminent at " .. coords.x .. " " .. coords.y)
{ ... }
Re: [MOD 0.12.20] Orbital Ion Cannon
Posted: Fri Dec 18, 2015 5:22 pm
by Timeslice
Due to the way that factorio does it's effects don't expect to see this any time soon, if ever.
Re: [MOD 0.12.20] Orbital Ion Cannon
Posted: Fri Dec 18, 2015 5:28 pm
by Foxy_Boxes
Timeslice wrote:
Due to the way that factorio does it's effects don't expect to see this any time soon, if ever.
Isn't it exactly the same method as the beam coming down currently? Just displaying a series of frames?
After all it's only an illusion of a 3d inward spiral.
Re: [MOD 0.12.20] Orbital Ion Cannon
Posted: Fri Dec 18, 2015 5:55 pm
by Timeslice
Foxy_Boxes wrote:Timeslice wrote:
Due to the way that factorio does it's effects don't expect to see this any time soon, if ever.
Isn't it exactly the same method as the beam coming down currently? Just displaying a series of frames?
After all it's only an illusion of a 3d inward spiral.
Not at all. That was done using 3D models and textures. What is being used now looks to me like just a rip of the sprites that were used in C&C.
*edit* Upon further review of old C&C videos, it looks like the ion cannon effect used here was actually just done by hand. He could do the 8 beam inward spiral without a rediculous amount of trouble, but the rest of the effect is not going to look like what you see in the video you linked.
Re: [MOD 0.12.20] Orbital Ion Cannon
Posted: Thu Dec 31, 2015 2:31 pm
by Telarin
I love this mod. It is great for a little late game fun. One addition that might be fun. A radar targeting facility. Once constructed, orbital ion cannons could be placed in automatic mode. In automatic mode, they will automatically target any biter spawners in active radar range. Note that they will only target spawners, not individual biters. They will also only target those that show up in current active radar. You might also want to add a little logic so that if two cannons become ready at the same time they don't target spawners immediately adjacent to each other.
Re: [MOD 0.12.20] Orbital Ion Cannon
Posted: Tue Jan 05, 2016 5:55 pm
by Smarty
ive been using this weapon for quite some time now and it is great! It reminds me of gears of war the hammer of dawn
Re: [MOD 0.12.20] Orbital Ion Cannon
Posted: Tue Jan 05, 2016 9:10 pm
by RedStoner_Pro
I am really hoping to see the update that has the forces fixed sometime soon.
Re: [MOD 0.12.20] Orbital Ion Cannon
Posted: Wed Jan 06, 2016 1:13 pm
by Duros1394
I keep getting an unable to fire message where friendly player is within the blast radius.... even though i'm clicking as far away from me as I can
Re: [MOD 0.12.20] Orbital Ion Cannon
Posted: Wed Jan 06, 2016 1:55 pm
by Foxy_Boxes
Duros1394 wrote:I keep getting an unable to fire message where friendly player is within the blast radius.... even though i'm clicking as far away from me as I can
Have you zoomed out first?
Re: [MOD 0.12.20] Orbital Ion Cannon
Posted: Wed Jan 06, 2016 8:09 pm
by Supercheese
Duros1394 wrote:I keep getting an unable to fire message where friendly player is within the blast radius.... even though i'm clicking as far away from me as I can
Are you using the Long Reach mod as well? I suspect this behavior may be a side effect of that mod changing the default reach radius.
Re: [MOD 0.12.20] Orbital Ion Cannon
Posted: Sat Jan 09, 2016 5:15 am
by Supercheese
RedStoner_Pro wrote:I am really hoping to see the update that has the forces fixed sometime soon.
Well, wait no longer, but instead you can test version 1.0.6, just released.

I tested as far as I could with a single client in a multiplayer game, changing my force around and such, and I would appreciate further testing by you and your cohorts in multi-client, multi-force settings.
Check out the first post for the full changelog; there are a couple new features in addition to multi-force compatibility. One of the features also addresses the issue with the Long Reach mod, as identified above.