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Re: [MOD 0.12.17+] Combat variations 0.1.0
Posted: Sun May 29, 2016 9:00 pm
by sporefreak
MrDoomah wrote:sporefreak wrote:
I found a bug. When setting any item filter (Smart inserters for example) the Aliens are able to be selected for filters. Also in said alien filters the brood mother looks very humanoid,
sporefreak wrote:I just learned that the enemies have items that can be used to spawn them, I wasnt aware of this but it makes so much sense now lol.
Whoops, I made those items to test out the biters. I'll remove them in a new update.
On the contrary, Maybe just make them disabled by default? I would love to be able to spawn biters like that eventually so i can see just how much my base can handle
Re: [MOD 0.12.17+] Combat variations 0.1.0
Posted: Sun May 29, 2016 10:23 pm
by MrDoomah
But they aren't craftable and when you spawn them they are on your force.
Re: [MOD 0.12.17+] Combat variations 0.1.0
Posted: Mon May 30, 2016 12:20 am
by sporefreak
MrDoomah wrote:But they aren't craftable and when you spawn them they are on your force.
Oh, well okay :c
Thanks for the great mod!
Don't suppose the ammo inserter will ever support modded ammo?
Also 42 days of inserting isn't long enough ;P
Re: [MOD 0.12.17+] Combat variations 0.1.0
Posted: Mon May 30, 2016 12:51 pm
by Lightning_Bird
Edited*
All of this below is no use*
You can support modded ammo by your own.
Open control.lua in main folder (use notepad++ to make it very easy).
You need to go to line 51, you will see there this
Now copy and paste this code under the last inserter.set_filter. Write exact ammo name in "" and replace x with a number of how much ammo inserter should pick up
It would look like this
Note that there is no function set to make it easy so you have to add every ammo separately (like x-1, x-2 etc)
Re: [MOD 0.12.17+] Combat variations 0.1.0
Posted: Mon May 30, 2016 2:53 pm
by sore68
Lightning_Bird wrote:
You can get these using :
DyTech's War mod and
Swarm.
You would need only DyTech War and DyTech Core. Look through the config file to adjust the difficulty and turn off cheats.
Thank you for your advice!!
but dytech is some problem my another mod
and I was able to find, thanks to your advice, Natural Evolution mod!!
maybe.. I think similar functions... powerful aliens!!
Thanks Lightning Bird!!

Re: [MOD 0.12.17+] Combat variations 0.1.0
Posted: Mon May 30, 2016 3:26 pm
by MrDoomah
Lightning_Bird wrote:sporefreak wrote:
Don't suppose the ammo inserter will ever support modded ammo?
You can support modded ammo by your own.
Open control.lua in main folder (use notepad++ to make it very easy).
You need to go to line 51, you will see there this
Now copy and paste this code under the last inserter.set_filter. Write exact ammo name in "" and replace x with a number of how much ammo inserter should pick up
It would look like this
Note that there is no function set to make it easy so you have to add every ammo separately (like x-1, x-2 etc)
Except this is false.
the set_filter command takes
filter and slot, not filter and count. And it is impossible to create an inserter with more than 5 filter slots,
believe me, I tried.
Other than that, you can iterate over all items and
check for item.type == "ammo".
However, from what I've seen for 0.13, there might be a solution

.
Re: [MOD 0.12.17+] Combat variations 0.1.0
Posted: Mon May 30, 2016 5:33 pm
by Lightning_Bird
MrDoomah wrote:
Except this is false.
the set_filter command takes
filter and slot, not filter and count. And it is impossible to create an inserter with more than 5 filter slots,
believe me, I tried.
Other than that, you can iterate over all items and
check for item.type == "ammo".
However, from what I've seen for 0.13, there might be a solution

.
My bad then

Re: [MOD 0.12.17+] Combat variations 0.1.0
Posted: Tue May 31, 2016 4:08 am
by vaultdweller
A few thoughts after using this:
I found it effectively impossible to use the explosive shells in cannon turrets, as they end up absolutely wrecking my walls with the splash damage. Is there any possibility of implementing a minimum range for these turrets, so they won't shoot at targets that are too close to avoid friendly fire? Supreme Warfare managed to get minimum ranges in place for its artillery pieces, though that mod seems to have some fairly substantial custom logic for target selection and range.
I want to love the electric fences, but they just have too many problems with construction bots. Construction bots can't deconstruct them, which makes them very tedious to use in temporary fortifications. It doesn't seem like construction bots can replace them when they're destroyed, either. Also, it would be nice to be able to put gates in the fences without disrupting their electrical flow.
Those issues aside, my group is enjoying the mod. We tweaked the range upwards on the cannon turrets and adjusted the magazine cost and size (because otherwise it's hard to carry enough ammo to the front lines to use them offensively in a deathworld), and having a formation of 20+ cannons blasting away at the biter hordes just feels epic.
Re: [MOD 0.12.17+] Combat variations 0.1.0
Posted: Tue May 31, 2016 10:25 am
by MrDoomah
vaultdweller wrote:A few thoughts after using this:
I found it effectively impossible to use the explosive shells in cannon turrets, as they end up absolutely wrecking my walls with the splash damage. Is there any possibility of implementing a minimum range for these turrets, so they won't shoot at targets that are too close to avoid friendly fire? Supreme Warfare managed to get minimum ranges in place for its artillery pieces, though that mod seems to have some fairly substantial custom logic for target selection and range.
I wanted to keep it simple. If you don't want your walls destroyed, don't use explosive ammo

.
vaultdweller wrote:I want to love the electric fences, but they just have too many problems with construction bots. Construction bots can't deconstruct them, which makes them very tedious to use in temporary fortifications. It doesn't seem like construction bots can replace them when they're destroyed, either. Also, it would be nice to be able to put gates in the fences without disrupting their electrical flow.
This new version fixes the bots issue:
download/file.php?id=11777. As for gates, you can just place electric poles around them?
vaultdweller wrote:Those issues aside, my group is enjoying the mod. We tweaked the range upwards on the cannon turrets and adjusted the magazine cost and size (because otherwise it's hard to carry enough ammo to the front lines to use them offensively in a deathworld), and having a formation of 20+ cannons blasting away at the biter hordes just feels epic.
Thank you!

Re: [MOD 0.12.17+] Combat variations 0.1.0
Posted: Tue May 31, 2016 1:33 pm
by Lightning_Bird
sore68 wrote:
Thank you for your advice!!
but dytech is some problem my another mod
and I was able to find, thanks to your advice, Natural Evolution mod!!
maybe.. I think similar functions... powerful aliens!!
Thanks Lightning Bird!!

If you need help with something regarding those mods not working well together, feel free to write a pm

Re: [MOD 0.12.17+] Combat variations 0.1.1
Posted: Sun Jun 05, 2016 11:28 pm
by TrojanEnder
Request:
New separate MOD that has just the 5X Destroyer Capsules bit and nothing else. This is my favorite part of this mod. All of it is cool, but I don't want to change the game that much. I just like the idea of being able to condense my capsules and deploy them 25 at a time. It would be a serious helper mod for late game. I see there is some way to disable parts of the mod, but I don't understand Lua at all and I'm afraid I'll break something. If this is easy for someone to do I'd really appreciate it. Thanks!
Re: [MOD 0.12.17+] Combat variations 0.1.1
Posted: Mon Jun 06, 2016 4:46 pm
by Lightning_Bird
TrojanEnder wrote:
Here you go. All turned off except stacked destroyer capsule.
Fixed.
Re: [MOD 0.12.17+] Combat variations 0.1.1
Posted: Mon Jun 06, 2016 9:22 pm
by TrojanEnder
Lightning_Bird wrote:TrojanEnder wrote:
Here you go. All turned off except stacked destroyer capsule.
Combat-variations_0.1.1.zip
Thanks for doing that. I did get an error though.
Error while running the on_configuration_changed: __Combat-variations__/control.lua:26: attempt to index field 'hand-cannon' (a nil value)
Re: [MOD 0.12.17+] Combat variations 0.1.1
Posted: Mon Jun 06, 2016 10:21 pm
by MrDoomah
TrojanEnder wrote:Lightning_Bird wrote:TrojanEnder wrote:
Here you go. All turned off except stacked destroyer capsule.
Combat-variations_0.1.1.zip
Thanks for doing that. I did get an error though.
Error while running the on_configuration_changed: __Combat-variations__/control.lua:26: attempt to index field 'hand-cannon' (a nil value)
I don't have access to my files atm, but if memory serves correct you can just comment out that line. It probably says something about enabling the hand cannon if militairy 4 is researched, just place two dashes (--) in front of it and you're probably good to go.
Re: [MOD 0.12.17+] Combat variations 0.1.1
Posted: Mon Jun 06, 2016 10:37 pm
by Lightning_Bird
TrojanEnder wrote:Lightning_Bird wrote:TrojanEnder wrote:
Here you go. All turned off except stacked destroyer capsule.
Combat-variations_0.1.1.zip
Thanks for doing that. I did get an error though.
Error while running the on_configuration_changed: __Combat-variations__/control.lua:26: attempt to index field 'hand-cannon' (a nil value)
Download it again. Should be good.
Re: [MOD 0.12.17+] Combat variations 0.1.1
Posted: Mon Jun 06, 2016 10:54 pm
by TrojanEnder
MrDoomah wrote:TrojanEnder wrote:Lightning_Bird wrote:TrojanEnder wrote:
Here you go. All turned off except stacked destroyer capsule.
Combat-variations_0.1.1.zip
Thanks for doing that. I did get an error though.
Error while running the on_configuration_changed: __Combat-variations__/control.lua:26: attempt to index field 'hand-cannon' (a nil value)
I don't have access to my files atm, but if memory serves correct you can just comment out that line. It probably says something about enabling the hand cannon if militairy 4 is researched, just place two dashes (--) in front of it and you're probably good to go.
Did this and it worked. Who knew I could find what you were talking about? Who knew you could rezip files like that? Crazy! This is all very exciting! Especially the stacked destroyers! Exclamation Point! Also thank you Lightning_Bird!
Re: [MOD 0.12.17+] Combat variations 0.1.1
Posted: Tue Jun 07, 2016 12:51 pm
by MrDoomah
TrojanEnder wrote:MrDoomah wrote:TrojanEnder wrote:Lightning_Bird wrote:TrojanEnder wrote:
Here you go. All turned off except stacked destroyer capsule.
Combat-variations_0.1.1.zip
Thanks for doing that. I did get an error though.
Error while running the on_configuration_changed: __Combat-variations__/control.lua:26: attempt to index field 'hand-cannon' (a nil value)
I don't have access to my files atm, but if memory serves correct you can just comment out that line. It probably says something about enabling the hand cannon if militairy 4 is researched, just place two dashes (--) in front of it and you're probably good to go.
Did this and it worked. Who knew I could find what you were talking about? Who knew you could rezip files like that? Crazy! This is all very exciting! Especially the stacked destroyers! Exclamation Point! Also thank you Lightning_Bird!
Technically, you don't even need to rezip it. Just a folder works just as well. Zips are just 1) easier to distribute and 2) load faster when starting factorio.
Just keep in mind that your variation of this mod is different to the full version. That means that you can't join others in MP with this mod and if you download an updated version (not that there is one atm) it might behave unexpected.
Re: [MOD 0.12.17+] Combat variations 0.1.1
Posted: Wed Jun 08, 2016 6:05 pm
by Galacticruler
The combat Inserter does not like the shotgun turret from my mod Utilities N' More. I'm unsure if its the shotgun shells or the two inventory slots it has.
EDIT:
Also it appears modded ammo is unsupported as well.
Re: [MOD 0.12.17+] Combat variations 0.1.1
Posted: Tue Jul 05, 2016 1:02 am
by Ranakastrasz
Galacticruler wrote:The combat Inserter does not like the shotgun turret from my mod Utilities N' More. I'm unsure if its the shotgun shells or the two inventory slots it has.
EDIT:
Also it appears modded ammo is unsupported as well.
Not surprising. It is an unmodifiable filter inserter, which is preset with the select types of ammo. Look at the code, edit it as needed, to add all other ammo types.
Given the dynamic capsule generation, that should really be automatic too, imo. Or be changable, but after applying a setting it should remove it if it isn't an ammo type item.
The Capsule launcher ammo should require a machine to be made, like engines. by the time you have them, you will be making them automatically anyway, and it would be nice if you didn't accidently misclick and make a bunch of useless ammo for something you didn't even unlock yet.
Also I wish we had Dynamic localization. the Agent Orange and Flare ammo-Capsules are kinda funny.
Re: [MOD 0.12.17+] Combat variations 0.1.1
Posted: Sun Jan 22, 2017 3:14 pm
by uncaringdarek
Is there a new version of this by chance that will run with 0.14.21? I have been looking at this mod for some time now and would love to use it but it won't run with the newer version of factorio. Thanks and it looks great! I've seen videos and read a lot about it.
Appreciate your time.