[0.11.x] Tankwerkz Unlimited v0.1.2

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thegreyman
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[0.11.x] Tankwerkz Unlimited v0.1.2

Post by thegreyman »

Welcome to Tankwerkz (c), the location for all your tanking needs! We supply the blueprints for your creation enjoyment!

We are pleased to announce several new items for your amusement including...
3 New tanks!
5 New Types of ammo!
9 New Technologies!
Murder and death to all alien life forms!

So, without further ado...

The Perseus Light Tank
Car woes got you down? Miss the ability to do drive by's in your not-so-friendly bug neighborhood? Sick of every tree completely stopping your progress?

Be woeful no more! This new vehicle brings back a machinegun to the top of your ride, allowing safe scouting of any dangerous area. Keeping some of the speed of the car, the Perseus light tank also has limited tree busting abilities, although too many bumps will irrevocably damage the vehicle.
Perseus
The Hydra Rocket Tank
Too many biters crawling for your walls? Machine guns not clearing them fast enough?

Clear hordes of enemies with ease! This completely new design brings rockets back with a vengeance! These low flying, anti-personnel rockets can deal with many biters all at once! With a machinegun for backup fire, the Hydra includes heavy spalling to ensure that explosives fired near your tank won't damage you! However, the increased racking and armor plating for this means the Hydra is slightly less maneuverable than the average tank. But when you can fire this many rockets, who needs to move quickly?
Hydra
The Goliath Heavy Tank
Are the nests getting out of hand? Can't deal with the big worms protecting the core of the enemy forces?

Enter the Goliath Heavy Tank! This bad boy packs TWO cannons, for ease of ammunition storage/changing. If the tank cannons can't clear the bugs fast enough, use the coaxial Heavy Machine Gun to clear those pesky bastards out. The premier tank for protection, the Goliath Heavy Tank will easily crush the enemies before you, while killing anything at range you don't like! Loaded down with Tankwerkz (c) signature High Explosive shells or Depleted Uranium shells, no bitter nest will be able to stand in your way!
Goliath
New Ammunition
Tankwerkz is proud to unveil its new line of ammunition for the Tank, Hydra Rocket Tank, and the Heavy Machine Gun.

Explosive Shells
Dealing a decent amount of damage to a wide area, these shells are perfect for your early horde clearing needs. Unlocked with the core Tank technology, this shell will never let you down!

High-Explosive Shells
These shells are Tankwerkz longest developed and best product. These shells work wonders for cleaning out everything from biters to trees to other colonists! Unlocked with their own research, you'll never leave home without them!

Depleted Uranium Shells
These shells are best for targeting nests, as their penetration power cleans out lines of smaller enemies while still punching holes in nests. Unlocked with their own research, these will be your best friend! (while you are all alone on a planet of aliens)

Hydra Rockets
Fast firing, anti-personnel rockets! What more could you need?

Heavy Machine Gun Ammo
A prerequisite to researching the Goliath Heavy Tank, the Heavy Machine Gun is only mounted on that colossus of combat. Fed with long belts of piercing bullet ammo, the HMG fires them at twice the velocity of their predecessor!
Ammo Types
------------------------------------------------------------------------------------------------

As an aside, I did reduce the damage of the core tank shell. I felt that it did too much damage out of the box for a pretty easily researched tech. The Depleted Uranium round does the same damage as the old Cannon shell. Also, the Depleted Uranium round is blue because green faded into the selected ammo background and was hard to see.

Hopefully the animation for the Hydra turret looks good enough, I'm much more of a programmer than a graphic designer. :D

I am looking at doing a chemical/biological warfare tank, but I can't seem to get the weapon to damage the close in biters enough for my taste. I'll keep trying tho!

All comments, critiques, and requests are welcome!
Edit: Forgot to add a bit of code in case you already have tanks researched!
Attachments
tankwerkz_0.1.2.zip
Correct formula for Hi-Ex shells!
(255.19 KiB) Downloaded 3021 times
tankwerkz_0.1.1.zip
(255.19 KiB) Downloaded 774 times
Last edited by thegreyman on Mon Dec 01, 2014 2:59 pm, edited 2 times in total.

vedrit
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Re: [0.11.x] Tankwerkz Unlimited v0.1.1

Post by vedrit »

I put in the mod and I noticed that the recipie for the High Explosive round requires a High Explosive round. Kind of problematic...

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Re: [0.11.x] Tankwerkz Unlimited v0.1.1

Post by Damrus »

I think I fixed it. (hope the Original auther doesn't mind and if so Ill remove it)

DL link
--proper downloadlink is now available up top--

Put the file in: Factorio\mods\tankwerkz_0.1.1\prototypes\recipe
And overwrite the other one.
Last edited by Damrus on Fri Dec 05, 2014 1:50 am, edited 1 time in total.

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Re: [0.11.x] Tankwerkz Unlimited v0.1.1

Post by vedrit »

Damrus wrote:I think I fixed it. (hope the Original auther doesn't mind and if so Ill remove it)

DL link
https://www.dropbox.com/s/cgb3bcb71rali7s/ammo.lua?dl=0

Put the file in: Factorio\mods\tankwerkz_0.1.1\prototypes\recipe
And overwrite the other one.
Doesn't seem to...

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Re: [0.11.x] Tankwerkz Unlimited v0.1.1

Post by n9103 »

Always run a tech or recipe reset command if you change one of them mid-game.
Colonel Failure wrote:You can lose your Ecologist Badge quite quickly once you get to the point of just being able to murder them willy-nilly without a second care in the world.

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Re: [0.11.x] Tankwerkz Unlimited v0.1.1

Post by vedrit »

n9103 wrote:Always run a tech or recipe reset command if you change one of them mid-game.
I'm in the habit of closing the game completely while making any changes or updates

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Re: [0.11.x] Tankwerkz Unlimited v0.1.1

Post by LordFedora »

not while the game is running (windows won't even let you try)

in the same save...

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Re: [0.11.x] Tankwerkz Unlimited v0.1.1

Post by Maudlin »

Great mod, thank you. But dat mod name tho... I keep thinking it says "Tanktwerkz", lol.

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Re: [0.11.x] Tankwerkz Unlimited v0.1.1

Post by LordFedora »

Nooooooo why did you do that! What is seen cannot be unseen!

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Re: [0.11.x] Tankwerkz Unlimited v0.1.2

Post by thegreyman »

Correct formula done on Hi-EX shells.

I blame Bob's mods for missing it as I'm currently trying to work through his complicated assembly system.

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Re: [0.11.x] Tankwerkz Unlimited v0.1.2

Post by StoneLegion »

I almost missed this amazing little cute mod. It was deep in the forums.

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Re: [0.11.x] Tankwerkz Unlimited v0.1.2

Post by Vitduo »

Please, add the Ukrainian translation to the mod v

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Re: [0.11.x] Tankwerkz Unlimited v0.1.2

Post by StoneLegion »

Vitduo wrote:Please, add the Ukrainian translation to the mod v
Hey I just wanted to thank you for adding translations for mods. I only speak bad English but I know for other players who speak Ukrainian would love this.

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Re: [0.11.x] Tankwerkz Unlimited v0.1.2

Post by thegreyman »

I can look into it guys!

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Re: [0.11.x] Tankwerkz Unlimited v0.1.2

Post by Fan777 »

Please provide update
events on 0.11.18

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Re: [0.11.x] Tankwerkz Unlimited v0.1.1

Post by jockeril »

n9103 wrote:Always run a tech or recipe reset command if you change one of them mid-game.
- can you explain that ? what is the command used ?
- how do I know which tect/recipe to reset for other mods (the one I need is canister mod or " I hate pipes" not enabling canisters for all fluids)
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Re: [0.11.x] Tankwerkz Unlimited v0.1.2

Post by n9103 »

From my command list file:
game.forces.player.resettechnologies() # Reloads techs from datafiles
game.forces.player.resetrecipes() # As above for recipes

Not sure if the syntax has been affected in the last several versions though. This was current as of .11.6 I believe.
Colonel Failure wrote:You can lose your Ecologist Badge quite quickly once you get to the point of just being able to murder them willy-nilly without a second care in the world.

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Re: [0.11.x] Tankwerkz Unlimited v0.1.2

Post by darkshadow1809 »

Error while loading entity prototype "Light-tank" (Car): No such node (Energy_per_hit_point)
modifications: Tankwerz

:) Hope you have something on this :P its what preventing factorio from launching on 0.11.19+ !
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Re: [0.11.x] Tankwerkz Unlimited v0.1.2

Post by jockeril »

n9103 wrote:From my command list file:
game.forces.player.resettechnologies() # Reloads techs from datafiles
game.forces.player.resetrecipes() # As above for recipes

Not sure if the syntax has been affected in the last several versions though. This was current as of .11.6 I believe.
Thank you for that. I've since found those commands in the wiki and they worked for me.
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Re: [0.11.x] Tankwerkz Unlimited v0.1.2

Post by vedrit »

darkshadow1809 wrote:Error while loading entity prototype "Light-tank" (Car): No such node (Energy_per_hit_point)
modifications: Tankwerz

:) Hope you have something on this :P its what preventing factorio from launching on 0.11.19+ !
In the prototype entity file, add Energy_per_hit_point = 1,
Right above the line light =
for all the entities in that file

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