Orbital Ion Cannon (Space Age Edition)


When you need to call down the thunder to deal with those pesky biters, launch a rocket with an ion cannon into orbit and show the bugs who's boss. NEW supports Kux-Radars NEW +3 technologies: Area Fire and Ion Cannon Mk2

Content
3 months ago
1.0 - 2.0
98.1K
Combat Cheats

b [FIXED in next version] Crashes with Blueprint Sandboxes

10 months ago
(updated 10 months ago)

Bug report: While playing with the Blueprint Sandboxes mod (https://mods.factorio.com/mod/blueprint-sandboxes), researching Orbital Ion Canon MK2 causes a crash. The game claims Blueprint Sandboxes is the cause for this crash, but I'm placing my report on both mods pages.

The mod Blueprint Sandboxes (2.2.1) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event blueprint-sandboxes::on_research_finished (ID 18)
The mod Orbital Ion Cannon (Space Edition) (3.7.2) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event Kux-OrbitalIonCannon::on_research_finished (ID 18)
Kux-OrbitalIonCannon/modules/ion-cannon-table.lua:16: bad argument #1 of 2 to 'ipairs' (table expected, got nil)
stack traceback:
[C]: in function 'ipairs'
Kux-OrbitalIonCannon/modules/ion-cannon-table.lua:16: in function 'CountEntriesBySurface'
Kux-OrbitalIonCannon/control.lua:609: in function 'fnc'
Kux-CoreLib/lib/EventDistributor.lua:156: in function <Kux-CoreLib/lib/EventDistributor.lua:150>
stack traceback:
[C]: in function 'newindex'
__blueprint-sandboxes
/scripts/research.lua:92: in function <blueprint-sandboxes/scripts/research.lua:85>

Edit: I accidentally marked this as ideas and suggestions and I don't know how to fix that - I'm sorry.

10 months ago
(updated 10 months ago)

thanks for reporting it. I found and fixed the issue.
but currently i make a code refactoring, so i can not provide a quickfix. I have do finish my work first, sorry for the delay.

9 months ago
(updated 9 months ago)

EDIT: The "fix" below deleted all my Mk1 cannons except one. Use it at your own risk. Maybe save before completing the research.


For anyone that wants to quickly fix this and get back to playing, you can do it like this.

  • Go to your mods folder.
  • Unpack the mod archive file. Make sure that the folder structure looks like the example at the bottom of the post.
    • Meaning, make sure that the folder of the mod does not have extra folders inside it cause I don't know if that causes factorio to ignore the mod.
  • Open Kux-OrbitalIonCannon_3.7.2/modules/ion-cannon-table.lua using any text editor (notepad, notepad++, vi, etc).
  • Find the line that says local surfaceCounts = {} (in my file it's at line 14).
  • Add the following line AFTER the aforementioned line (e.g. put it at line 15)
    if entries == nil then return surfaceCounts end
  • Save the file, close the editor, and restart factorio.

No need to repack the mod. If you have both a zip and a folder with the same name, factorio gives precedenceto the folder. IIRC it will also automatically delete it if/when you update the mod.


When you unpack the zip, the mods folder should look something like this

mods
├── Kux-CoreLib_3.15.1.zip
├── Kux-OrbitalIonCannon_3.7.2
│   ├── changelog.txt
│   ├── control.lua
│   ├── data-final-fixes.lua
│   ├── data.lua
│   ├── data-updates.lua
│   ├── graphics
│   ├── info (1.1).json
│   ├── info.json
│   ├── license.txt
│   ├── locale
│   ├── migrations
│   ├── mod.lua
│   ├── modules
│   │   ├── autotargeter.lua
│   │   ├── gui.lua
│   │   ├── ion-cannon-table.lua <-- YOU WANT THIS FILE
│   │   ├── Permissions.lua
│   │   └── tools.lua
│   ├── prototypes
│   ├── README.md
│   ├── Readme.txt
│   ├── settings.lua
│   ├── settings.lua.bak
│   ├── sound
│   ├── thumbnail - Kopie.png
│   └── thumbnail.png
├── Kux-OrbitalIonCannon_3.7.2.zip
└── other mods ...

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