Obelisks of Light


Nod Obelisk of Light from Command & Conquer - Tiberian Wars. Ported from Factorio 1.1 to Factorio 2.0

Content
5 months ago
2.0
427
Combat

g Tiberium mod

5 months ago

The updated obelisks are definitely nice - but can you look at the tiberium mod: https://mods.factorio.com/mod/Factorio-Tiberium
And make them fit into tech tree and stuff nicely if it is installed?

5 months ago

I’m familiar with the mod and actually use it myself. Integrating it seamlessly into the tech tree and other features when installed is already on my roadmap!

5 months ago

Nice!
Much thanks!

5 months ago

with ion core ?

5 months ago

most likely, yes

5 months ago

I'll got some time to integrate the Mod with Factorio and Conquer.

Please test and let me know if everything works!

5 months ago

Tested it and unfortunately it didn't work for me (yes, I enabled the option in the settings)

First of all, it doesn't appear in technology tree anywhere for me, and just spawning it using editor I see that it doesn't inherit laser damage bonuses

Also, it doesn't work with quality - placing a high quality item still results in just a normal quality entity :/

Can you please take a look at this?

5 months ago

The only part that worked it seems was removing obelisk specific technology upgrades and well, the obelisk itself

5 months ago

the quality will not work for the moment, i have to rewrite the entire Mod for that

It should appear in Tiberium Military 2 (like in one of the screenshots)

no error messages, nothing? (if so, it will be hard to track the problem)

just to verify that no other mod breaks it for you, please try with just the Factorio & Conquer Mod and the Obelisk alone (even it is working for me with more then 40 mods enabled)

5 months ago

For quality to work you just need to add "quality = old_entity.quality" whenever you destroy an old entity and create a new one in its place, pretty trivial.

I also have quite alot of mods enabled, right, could be Castra messing up things... will test with them alone then...

5 months ago

Hmm, true, disabling all the mods but these two made it work...
Now it's time to figure it out which one makes it break

5 months ago

And nope, not castra (alone, at least) hmm...

5 months ago

For quality to work you just need to add "quality = old_entity.quality" whenever you destroy an old entity and create a new one in its place, pretty trivial.

hmm...

Hmm, true, disabling all the mods but these two made it work...
Now it's time to figure it out which one makes it break

I'll love such problems, not ;)

5 months ago

Quality should work now.

5 months ago

Oh, I've found the issue~
You didn't add Factorio-Tiberium to optional dependencies - meaning that mod load order is not consistent and breaks sometimes
An easy fix~
Mind if I send you a pull request?

5 months ago
(updated 5 months ago)

sorry did some changes on my own in the meantime and Github did not account for it correctly

Anyway... thanks for the Help. It is much appreciated!

5 months ago

You are welcome~

5 months ago

use gitkraken to sych guthub, it's easy to install and use, and userfriendly

5 months ago
(updated 5 months ago)

Thanks for the suggestion!
However, I work on Linux and primarily use Rider and VSCode for both work and personal projects. Ordinarily, I don’t need a third-party tool, but I’ll give it a try.

(GitHub just didn’t show the update, even though it had been online for more than 10 minutes already.)

5 months ago

gitkraken work on window, mac and ubuntu
i use Lubunut 24.10 99% of the time
+geany for make code or markedown

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