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				Re: [MOD 0.12.21] Orbital Ion Cannon
				Posted: Tue Jan 26, 2016 11:05 am
				by judos
				Hi there,
Just wanted to try out the mod, but it contains an error in the code:
Code: Select all
Unknown key:"Error while running the on_init: __actuator__/control.lua:30: Error while running the event handler: __Orbital Ion Cannon__/control.lua:36: bad argument #1 to 'insert' (table expected, got nil)"
Code: Select all
script.on_event(defines.events.on_force_created, function(event)
	table.insert(global.forces_ion_cannon_table, event.force.name)
	global.forces_ion_cannon_table[event.force.name] = {}
end)
This function is actually called before your On_Load() is executed, because of the other mod. You can easily fix this by adding another call to On_Load() inside the event handler to make sure everything is setup.  
 
 
Cheers!
 
			
					
				Re: [MOD 0.12.21] Orbital Ion Cannon
				Posted: Tue Jan 26, 2016 10:32 pm
				by Supercheese
				Yep, true enough, the other mod creates a force in init, and the fix is as you describe. Thanks for the bug report.
			 
			
					
				Re: [MOD 0.12.22] Orbital Ion Cannon
				Posted: Sun Feb 07, 2016 10:11 pm
				by Supercheese
				Has anyone ever had the unfortunate experience of being caught in your own ion cannon blast? I know I have, and it wasn't fun.
Well, worry no more, for I've released a new mod that should make such an accident a thing of the past: the 
Satellite Uplink Station.
Now you can target your ion cannon(s) remotely, without having to physically be anywhere nearby! 

 
			
					
				Re: [MOD 0.12.22] Orbital Ion Cannon
				Posted: Wed Feb 17, 2016 4:20 pm
				by vanatteveldt
				These things are a blast! (sorry...)
I really like having something to pour resources in at the end (I don't care about sattelites), and clearing out bases with 10 ion cannons is sooo much fun 

. I'm getting good at slowing a bunch of biters, herding them, and timing the ion cannon to kill them (although  behemoths aren't even killed directly - good think I have more ion cannons 

).
This is what the combination of fixed biter rally points and ion cannons does:
 
			
					
				Re: [MOD 0.12.22] Orbital Ion Cannon
				Posted: Sat Feb 20, 2016 4:46 am
				by Supercheese
				New version 1.0.7 is out, which should fix the bug judos reported earlier. Full changelog and download are in the first post like always.
			 
			
					
				Re: [MOD 0.12.22] Orbital Ion Cannon
				Posted: Tue Feb 23, 2016 2:52 pm
				by apriori
				
			 
			
					
				Re: [MOD 0.12.22] Orbital Ion Cannon
				Posted: Tue Feb 23, 2016 7:59 pm
				by Supercheese
				Thanks for the translation, I'll include it in the next release.  

 
			
					
				Re: [MOD 0.12.22] Orbital Ion Cannon
				Posted: Fri Feb 26, 2016 1:35 am
				by Supercheese
				Supercheese wrote:Thanks for the translation, I'll include it in the next release.  

 
And that release is now, version 1.0.8 is out with the Russian locale added and a performance optimization.
 
			
					
				Re: [MOD 0.12.24] Orbital Ion Cannon
				Posted: Sat Feb 27, 2016 4:56 pm
				by RedStoner_Pro
				I think my request post was missed - 
viewtopic.php?f=93&t=17910&start=20#p120411
Any chance of some events for the ION cannon?
Edit - Thinking about it now.. I could just detect a rocket being launched and check that for an ioncannon. Wont be able to detect when one is fired, but should work for now.
 
			
					
				Re: [MOD 0.12.24] Orbital Ion Cannon
				Posted: Mon Feb 29, 2016 11:40 am
				by Shark
				I have a problem with this mod. After I load the game, the time to next strike is not moving. How to fix that?
			 
			
					
				Re: [MOD 0.12.24] Orbital Ion Cannon
				Posted: Tue Mar 01, 2016 2:01 am
				by Supercheese
				RedStoner_Pro wrote:I think my request post was missed - 
viewtopic.php?f=93&t=17910&start=20#p120411
Any chance of some events for the ION cannon?
Edit - Thinking about it now.. I could just detect a rocket being launched and check that for an ioncannon. Wont be able to detect when one is fired, but should work for now.
 
Yes, you can already detect the launching of an ion cannon just fine. I have added a custom event, on_ion_cannon_fired, which can function just like other lua events (
https://wiki.factorio.com/index.php?title=Lua/Events).
In order to use this event in another mod, you should use the following code:
Code: Select all
script.on_event(remote.call("orbital_ion_cannon", "on_ion_cannon_fired"), function(event)
	...
end)
Where the ... can be any code of your choosing. The following variables are available when using this custom event:
Code: Select all
event.force				 The force whose ion cannon is firing
event.player_index		The player index of who fired the ion cannon
event.position			 The position the ion cannon is firing at
Feel free to request more variables or events if you have a need for them.
Shark wrote:I have a problem with this mod. After I load the game, the time to next strike is not moving. How to fix that?
Yep, that's a bug with 1.0.8, thanks for the report; it's fixed in v1.0.9.
 
			
					
				Re: [MOD 0.12.24] Orbital Ion Cannon 1.0.9
				Posted: Thu Mar 10, 2016 3:20 pm
				by Chruschtschow
				Hey, there seems to be an incompatibilty between this mod and 
Rail Tanker - Liquid transport. I cannot load my savegame when both are active at the same time.
I would love to haul lots of oil and strike stuffs with blasts right out of the sky at the same time.  

 
			
					
				Re: [MOD 0.12.26] Orbital Ion Cannon 1.0.9
				Posted: Tue Mar 15, 2016 7:04 am
				by MalcolmCooks
				Noice!
			 
			
					
				Re: [MOD 0.12.24] Orbital Ion Cannon 1.0.9
				Posted: Tue Mar 15, 2016 2:14 pm
				by vanatteveldt
				Chruschtschow wrote:I would love to haul lots of oil and strike stuffs with blasts right out of the sky at the same time.  

 
Factorio - Middle East edition 

 
			
					
				Re: [MOD 0.12.26] Orbital Ion Cannon 1.0.9
				Posted: Tue Mar 29, 2016 4:29 pm
				by Replicator
				I like how you used a sound from "Might & Magic VI - The Mandate of Heaven" for entering the Uplink Station 

And Eva of course 

 
			
					
				Re: [MOD 0.12.26] Orbital Ion Cannon 1.0.9
				Posted: Tue Mar 29, 2016 5:18 pm
				by Supercheese
				Replicator wrote:I like how you used a sound from "Might & Magic VI - The Mandate of Heaven" for entering the Uplink Station 

And Eva of course 

 
I actually took that sound from C&C: Red Alert... perhaps it just sounds similar? (It's the "Radar/Minimap Activated" sound if you're curious)
 
			
					
				Re: [MOD 0.12.26] Orbital Ion Cannon 1.0.9
				Posted: Wed Mar 30, 2016 5:27 pm
				by Replicator
				Interesting^^
I could swear it's the same as in M&M6, but you made me curious now, since I never played the Red Alert games. I always stuck to the Tiberium games...all three of them 

When I have the time I might just play both games and try to trigger and compare both sound effects, maybe I was wrong, but maybe I found a nice piece of trivia^^
 
			
					
				Re: [MOD 0.12.30] Orbital Ion Cannon 1.0.9
				Posted: Sat Apr 16, 2016 7:40 pm
				by Roktaal
				Code: Select all
Error in assignID, technology with name 'laser-turret-damage-6' does not exist.
 
			
					
				Re: [MOD 0.12.30] Orbital Ion Cannon 1.0.9
				Posted: Sat Apr 16, 2016 10:14 pm
				by Supercheese
				Roktaal wrote:Code: Select all
Error in assignID, technology with name 'laser-turret-damage-6' does not exist.
 
That's rather odd, since that technology exists in the base game. Did you somehow... disable the Base mod or something?
 
			
					
				Re: [MOD 0.12.30] Orbital Ion Cannon 1.0.9
				Posted: Sun Apr 17, 2016 12:30 am
				by Roktaal
				Supercheese wrote:Roktaal wrote:Code: Select all
Error in assignID, technology with name 'laser-turret-damage-6' does not exist.
 
That's rather odd, since that technology exists in the base game. Did you somehow... disable the Base mod or something?
 
I apologize. This is caused by 
Peacemod. It removes all the military techs