Warheads


Acts as a super-cross mod for weapons, allowing mods adding warheads to avoid working to support every different mod.

Internal
1 year, 29 days ago
1.1
38.7K
Combat

b [Fixed x 4] Error after update

2 years ago

Greetings;

i got this error on startup after the latest update:

Warheads/prototypes/warhead-weapontype-combination.lua:109: bad argument #1 of 3 to 'min' (number expected, got nil) stack traceback:
[C]: in function 'min'
Warheads/protoypes/warhead-weapontype-combination.lua:109: in function 'combine'
Warheads/prototypes/generate-all.lua:23: in main chunk
[C]: in function 'require'
Warheads/data-updates.lua:5: in main chunk

and Factorio wants to disable warheads. If i do disable Warheads its starts up normal, well in my list True Nukes is marked red because of requirements. Sorry if this should be postet in TN instead but its your mod too so im unsure of that.

2 years ago

Ah, forgot to add my Mod list just in case:
aai-containers_0.2.11
aai-industry_0.5.19
aai-programmable-structures_0.7.4
aai-programmable-vehicles_0.7.22
aai-signals_0.6.1
aai-signal-transmission_0.4.7
aai-vehicles-chaingunner_0.6.1
aai-vehicles-flame-tank_0.5.1
aai-vehicles-flame-tumbler_0.6.1
aai-vehicles-hauler_0.6.1
aai-vehicles-ironclad_0.6.5
aai-vehicles-laser-tank_0.6.4
aai-vehicles-miner_0.6.4
aai-vehicles-warden_0.5.3
aai-zones_0.6.4
Advanced_Fishing_0.0.2
AfraidOfTheDark_1.1.1
alien-biomes_0.6.7
alien-biomes-hr-terrain_0.6.1
Armored-train_0.4.6
AtomicRobotsFix2Boost_3.0.2
AutoDeconstruct_0.3.3
barrel-breakdown_0.0.2
BatteryElectricTrain_1.1.7
beltSorter_0.9.1
better-air-filtering_0.3.6
Better-Energy-production_0.2.3
BigDrills_0.5.12
BottleneckLite_1.2.4
bullet-trails_0.6.2
cargo-ships_0.1.18
cargo-ships-graphics_0.1.0
cheaper-miniloaders_1.0.0
CleanFloor_1.1.0
combat-mechanics-overhaul_0.6.22
DeathMarkers_0.4.0
EpicArtillerySounds_1.1.1
equipment-gantry_0.1.5
even-distribution_1.0.10
factorissimo-2-notnotmelon_1.1.20
Fill4Me_0.10.0
fireproof-trains_1.0.3
Flare Stack_2.2.10
FlareStack-SE_1.0.5
flib_0.11.1
Flow Control_3.1.3
FluidMustFlow_1.3.1
FluidMustFlowSE_0.0.1
grappling-gun_0.3.2
GunEquipment_0.0.16
helmod_0.12.12
heroturrets_1.1.21
holographic_signs_1.0.3
Honk_5.0.0
informatron_0.2.3
InserterFuelLeech_0.2.6
ironclad-gunboat-and-mortar-turret_0.1.4
jetpack_0.3.5
Krastorio2_1.3.6
Krastorio2Assets_1.2.0
kry-inserters_4.1.6
LandfillEverything_1.1.2
lex-aircraft_1.1.0
lex-aircraft-high-res_0.0.3
liborio_1.1.01
LSlib_2020.12.12
manual-inventory-sort_2.2.5
Milestones_1.3.8
miniloader_1.15.6
miniloaders-se-techfix_1.0.1
ModuleInserter_5.2.4
OutpostPlanner1-1_1.2.3
PipeVisualizer_1.0.4
PlannerCore1-1_0.3.2
qol_research_3.3.0
railway-motor-car_0.3.8
RampantArsenal_1.1.6
Repair_Turret_1.0.2
ReStack_0.7.1
Roboport Recharge Upgrade_2.1.0
robot_attrition_0.5.12
seoh_0.3.5
se-recycling-extras_0.4.1
se-science-scale_0.19.0
shield-projector_0.1.6
shiveros_scrap_platform_for_SE_0.0.3
simhelper_1.1.4
sonaxaton-research-queue-with-interface_0.4.22
space-exploration_0.6.86
space-exploration-graphics_0.6.12
space-exploration-graphics-2_0.6.1
space-exploration-graphics-3_0.6.1
space-exploration-graphics-4_0.6.2
space-exploration-graphics-5_0.6.1
space-exploration-menu-simulations_0.6.8
space-exploration-pipe-qol_1.0.0
space-exploration-postprocess_0.6.18
space-factorissimo-updated_1.0.2
space-spidertron_0.2.5
SpidertronEnhancements_1.8.7
SpidertronPatrols_2.2.7
Squeak Through_1.8.2
stdlib_1.4.7
StorageTank2_1.0.0
StorageTank2_Updated_1.0.1
textplates_0.6.9
True-Nukes_0.3.1
VehicleSnap_1.18.4
Warehousing_0.5.6
Warheads_0.0.3
Waterfill_Fork_1.0.0

2 years ago
(updated 2 years ago)

I have the exact same issue, makes me happy to know I am not alone.
True Nukes and Warheads work fine when they are the only mods installed.
I will also post my mod-list here for reference.
Edit 1 - How do I get a concise modlist? lol

2 years ago
(updated 2 years ago)

if it consoles you @OloMitch i did copy the mod folder names from my mod folder manually. :/
its under C:\Users\Username\AppData\Roaming\Factorio\mods if you want to check it.
You can use Windowskey + R and type: "%APPDATA%\Factorio" for a fast link to C:\Users\Username\AppData\Roaming\Factorio too.
Its where you delete mods manually too as i did not find any other method for deleting Mods so far.
took me longer than the whole post before it :)
im sure there is a better way but im still new to all this soo.... Cheers
Edit 1: Does True Nukes really function flawlessly without Warheads.....i did not dare to test it as the save it happened in has not unlocked nukes yet. Got carried away by SE and K2's slow progression in the beginning :D

2 years ago

OK, no problem, I'll look into it.

2 years ago

Cheers, that certainly helps. I am also super new to this, and have since manually went through 100+ mods one by one to try to troubleshoot better and then give better information to @BicycleEater.

@BicycleEater Thanks! The quick response is beyond appreciated as I am addicted to launching volleys of 50+ Thermobaric Artillery Shells. xD

2 years ago

I am struggling to replicate the bug (although I've not downloaded all the mods yet). What mods do you share out of that list?

2 years ago

True Nukes won't function without warheads, it shouldn't do anything too bad, it just won't add any weapons (which kinda defeats the point).

2 years ago
(updated 2 years ago)

I will also post my modlist to assist further.

4_Way_Underground_Pipe_1.1.1
aai_motor_reskin_0.0.3
aa-_containers_0.2.11
aa-_industry_0.5.19
aai-motor-speed-tweak_0.0.5
aai-programmable_structures_0.7.4
aai-programmable-vehicles_0.7.22
aai-signals_0.6.1
AAISignalsNoPower_1.1.0
aai-signal-transmission_0.4.7
aai-vehicles-chaingunner_0.6.1
aai-vehicles-flame-tank_0.5.1
aai-vehicles-flame-tumbler_0.6.1
aai-vehicles-hauler_0.6.1
aai-vehicles-ironclad_0.6.5
aai-vehicles-miner_0.6.4
aai-vehicles-warden_0.5.3
aai-zones_0.6.4
AbandonedRuins_1.1.6
AbandonedRuins-Krastorio2_0.1.2
accumulator-wagon_1.1.0
Advanced_Fishing_0.0.2
Aircraft_1.8.4
AircraftRealism_1.4.1
ArmouredBiters_1.1.6
beautiful_bridge_railway_1.1.1
BetterAlertArrows_1.0.0
Big_Brother_0.5.4
big-data-string_1.0.1
Bottleneck_0.11.7
bullet-trails_0.6.2
cargo-ships_0.1.18
cargo-ships-graphics_0.1.0
CleanedConcrete_1.0.2
combat-mechanics-overhaul_0.6.22
Dectorio_0.12.6
DiscoScience_1.1.13
EnableReseachQueue_1.0.4
EpicArtillerySounds_1.1.1
even-distribution_1.0.10
flib_0.11.1
Flow Control_3.1.3
FluidicPower_0.9.0
FluidMustFlow_1.3.1
fluidTrains_1.0.0
FotressRuins_1.0.1
GWID_1.1.0
GirlCharacter_1.0.6
gore-updated_0.19.0
inbuilt_lighting_20.1.12
informatron_0.2.3
kill-count_0.3.0
Krastorio2_1.3.6
krastorio2_extended_endgame_1.0.1
Krastorio2Assets_1.2.0
Krastorio2-more-locomotives_11.0.0
Krastorio2RFAC_2.0.0
laserfence_1.1.5
LaserWeapons_0.4.0
lightorio_1.1.6
logistic-cargo-wagon_1.1.0
LogisticTrainNetwork_1.16.10
Milestones_1.3.8
More_Ammo_1.5.10
NicerFuelGlowButUpdated_1.0.16
Plutoniumenergy_1.4.3
pollution-visuals_0.2.6
prismatic-belts_1.2.2
ProgressiveRunningRevived_1.0.3
Purple_Acid_Rain_1.1.0
Rampant_3.1.2
RampantArsenal_1.1.6
RampantEvolution_1.5.1
RampantIndustry_1.3.0
RateCalculator_2.4.4
Realistic_Heat_Glow_2.1.0
RalisticFusionPower_1.8.15
RealisticReactors_3.1.4
RecentHotbar_0.1.5
remove-krastorio-idle-power-draw_1.0.0
RenaiTransportation_1.1.3
robot_attrition_0.5.12
Robot256Lib_1.1.4
RPGsystem_1.3.2
rso-mod_0.5.20
rusty-locale_1.0.16
SchallArmouredTrain_1.1.0
SchallArtillery_1.1.1
SchallCircuitGroup_1.1.0
SchallRadioactiveWaste_1.1.1
SchallTankPlatoon_1.1.1
SchallUraniumProcessing_1.1.0
Science_pack_glow_1.0.0
SearchlightAssault_2.2.8
shield-projector_0.1.6
Silly-AbandonedRuins_0.1.1
Squeak Through_1.8.2
stdlib_1.4.7
tarantulator_1.3.8
train-trails_0.0.11
tree_collision_1.1.0
Trees_4.5.1
True-Nukes_0.3.1
True-Nukes-Graphics_0.0.1
vehicle-physics_1.1.0
VehicleWagon2_3.1.21
vibrant-trains_1.0.1
vtk-armor-plating_1.1.1
Warheads_0.0.3
walls-block-spitter_0.6.2
Warehousing_0.5.6
water-poles_0.0.4
WhereIs MyBody_1.1.3
wood-stack-to-1k_1.0.0

2 years ago

I am struggling to replicate the bug (although I've not downloaded all the mods yet). What mods do you share out of that list?

I will go through our lists and edit this post with a list of what we share

2 years ago

OK, I can't find what mod is causing the issue, but I can fix it in general, so I'll do that.

2 years ago

Try the latest update (sorry for the delay, I was adding support for a couple of mods... just for fun)

2 years ago

Failed to load mods: Warheads/prototypes/weapontype-sanitise.lia:356: attempt to index local 'del' (a number value) stack traceback:
Warheads__/prototypes/weapontype-sanitise.lua:356: in function 'action_creator'
Warheads__/prototypes/warhead-weapontype-combination.lua:124: in function 'combine'
Warheads__/prototypes/generate-all.lua:23: in main chunc
[C]: in function 'require'
Warheads__/data-updates.lua:5 in main chunk

This pops up now. Cheers for the quick responses :)

2 years ago

I've redone the release for 0.0.4 with a patch for that - (you'll need to uninstall and reinstall the mod to get it I guess).

2 years ago
(updated 2 years ago)

@BicycleEater My thanks too for your fast reply and Fixes. :D
I will try it right now.
Edit: I deleted and reinstalled True Nukes and Warheads to be sure but sadly there is another error now.

Warheads/prototypes/weapontype-sanitise.lua:242: attempt to index field 'ammo_type' (a nil value)
stack traceback:
Warheads/prototypes/weapontype-sanitise.lua:242: in function 'action_creator'
Warheads/prototypes/warhead-weapontype-combination.lua:124: in function 'combine'
Warheads/prototypes/generate-all.lua:23: in main chunk

as a funny sidenote i rolled both mods back to 0.02(Warheads) and 0.2.13(TrueNukes)
and that still works got recipes so far i can see

2 years ago
(updated 2 years ago)

I don't know if this was further adressed but i did comb through our Mod lists and here are the ones we share as far as i can see:

aai-containers_0.2.11
aai-industry_0.5.19
aai-programmable-structures_0.7.4
aai-programmable-vehicles_0.7.22
aai-signals_0.6.1
aai-signal-transmission_0.4.7
aai-vehicles-chaingunner_0.6.1
aai-vehicles-flame-tank_0.5.1
aai-vehicles-flame-tumbler_0.6.1
aai-vehicles-hauler_0.6.1
aai-vehicles-ironclad_0.6.5
aai-vehicles-miner_0.6.4
aai-vehicles-warden_0.5.3
aai-zones_0.6.4
Advanced_Fishing_0.0.2
bullet-trails_0.6.2
cargo-ships_0.1.18
cargo-ships-graphics_0.1.0
combat-mechanics-overhaul_0.6.22
EpicArtillerySounds_1.1.1
even-distribution_1.0.10
flib_0.11.1
Flow Control_3.1.3
FluidMustFlow_1.3.1
informatron_0.2.3
Krastorio2_1.3.6
Krastorio2Assets_1.2.0
Milestones_1.3.8
RampantArsenal_1.1.6
robot_attrition_0.5.12
shield-projector_0.1.6
Squeak Through_1.8.2
stdlib_1.4.7
Warehousing_0.5.6

and of course

Warheads_0.0.3
True-Nukes_0.3.1

And i don't know if this helps but K2, what we share, did update a few days before your updates together with SE.

2 years ago

Hmm, I'm pretty stumped - my big problem is I can't get the crash to happen myself. If you try running the game with just the shared mods, do you get the crash?

2 years ago

Ah, what version of Factorio are you using?

2 years ago

Hmm, i use 1.1.68 (build 60023)
and i will try with just the shared ones give me a moment

2 years ago
(updated 2 years ago)

Yes the error happens with just the shared ones
i will try to narrow it down by deactivating etc

2 years ago
(updated 2 years ago)

Ok it is definitely Krastorio 2.

I get the error with just K2 and assets + TrueNukes /Warheads

Without K2 everything is fine

2 years ago
(updated 2 years ago)

Figured I'd chime in and let @BicycleEater know that mine seems to be working 100% fine after 0.0.4 update to Warheads. I had to manually delete TN and Warheads from my mods folder then reinstalled and it worked like a charm. I'll continue to think on this as well, hopefully you can get yours working soon @DemonicWind

Edit : I also am on the same build of Factorio that being 1.1.68 (build 60023)

2 years ago

@OloMitch good for you. :)
Modding is as always confusing.... :D

2 years ago
(updated 2 years ago)

OK, so as I thought its actually 2 different bugs.

2 years ago

Ah, I've found it - I wasn't dealing with what would happen if you turned off the 'more realistic combat' setting.

2 years ago

@OloMitch good for you. :)
Modding is as always confusing.... :D

Haha no kidding. Best of luck launching those warheads :)

2 years ago

Try the new version. That should fix it...

2 years ago

@OloMitch good for you. :)
Modding is as always confusing.... :D

Haha no kidding. Best of luck launching those warheads :)

Its not too bad until you get into compatibility, and work out quite how many things you thought were concrete aren't.

2 years ago

@OloMitch good for you. :)
Modding is as always confusing.... :D

Haha no kidding. Best of luck launching those warheads :)

Its not too bad until you get into compatibility, and work out quite how many things you thought were concrete aren't.

That makes sense lol. Thank you so much for your quick replies and fixes.

2 years ago

Try the new version. That should fix it...

i will shortly thanks again for the effort :)

2 years ago
(updated 2 years ago)

Yay, thanks you fixed it for me now, and the new recipes etc are there too.

Thank you VERY much @BicycleEater!

Now to burn a few bugs in nuclear fire, excuse me..... :)

2 years ago

Excellent! Thanks (to both of you) for the bug reports, and I hope you enjoy.

2 years ago

After updating Warheads from 0.0.4 to 0.0.5 I am getting this error message.

Failed to load mods: Warheads/prototypes/weapontype-sanitise.lua:356: attempt to index local 'del' (a number value) stack traceback:
Warheads/prototypes/weapontype-sanitise.lua:356: in function 'action_creator'
Warheads/prototypes/warhead-weapontype-combination.lua:124: in function 'combine'
Warheads/prototypes/generate-all.lua:23: in main chunk
[C]: in function 'require
Warheads/data-updates.lua:5: in main chunk

I tried deleting and reinstalling it to no success. I'm pretty sure I downloaded two additional mods since last time so I'll re-post my mod list shortly.

2 years ago
(updated 2 years ago)

What are the new mods, and do you get the crash with K2 not enabled?
If not, then do you have "More realistic weapons" on in K2's settings?

2 years ago
(updated 2 years ago)

What are the new mods, and do you get the crash with K2 not enabled?

I decided to remove the new mods.

Having disabled K2, and leaving TN and Warheads 0.0.5 on, I still get the problem. I downloaded 0.0.4 and tried it both with and without K2, and it works.
If not, then do you have "More realistic weapons" on in K2's settings?

I have "More Realistic Weapons" enabled.

Sorry for breaking your mod again xD

2 years ago

I think I've found the real issue for this one. Hopefully (haha) it should be fixed for good now.

2 years ago
(updated 2 years ago)

Haha here's the next one for Warheads 0.0.6.

Failed to load mods: Warheads/prototypes/weapontype-sanitise.lua:356: attempt to index local 'del (a number value) stack traceback:

Warheads/prototypes/weapontype-sanitise.lua356: in function 'action_creator'
Warheads/prototypes/warhead-weapontype-combination.lua:124: in function 'combine'
Warheads/prototypes/generate-all:23: in main chunk
[C]: in function 'require'
Warheads/data-updates.lua:5: in main chunk

2 years ago

I think you've missed a line or 2 off of the top...

2 years ago

Oops, my bad. My screenshot must've cut the top of the screen off when I was typing it down xD
I edited my last post to have everything now.

2 years ago

I think I've fixed it now... Its another re-download.
I've gone back to what I had in 0.0.4, although I don't like that solution.
Anyway, it will certainly do for now.

2 years ago

Your fast responses and quick fixes is beyond appreciated. Do you make anything off of mod making? @BicycleEater

Also I will check if it work for me. I'll continue to toggle mods on and off and see if I can find a culprit for you.

2 years ago
(updated 2 years ago)

I have a small amount of experience in LUA (Python is more my jam) maybe I can take a look if you have a source code link or something? I'm happy to help in any way I can, the mod is really really fun haha

Edit : Also the mod works now

2 years ago

Thanks - all these issues are just be trying to make a generic system for setting things in a really flexible structure.
I do odds and ends, but mostly just toys really. I have some other projects if you check my github. I'm pretty sure the whole thing is somewhat K2-derived, as it can make things rather messy, changing how all the weapons are structured.

2 years ago

Messy is my jam, I'll certainly take a look.
Thanks again for all the effort you put in, I know you don't get anything for it. Do you have a way to support you as a modmaker?

2 years ago
(updated 2 years ago)

I don't personally - I could do, but I don't think I'd make like that much money out of it (not enough to be worth the hassle), and It'd complicated if people expected to 'get their moneys worth', etc.
I'm not against it, but I can't normally be as responsive as I have recently, so I'd feel bad about making people wait like ages to get bugfixes...

Although if you want something which is very encouraging, and very entertaining, then suggestions, ideas etc. are actually great to receive - so I know what people actually like, and posts on Reddit, videos on YouTube etc. are always very fun to see.
More exposure to the mod(s) is really nice to see.

2 years ago

Although if you want something which is very encouraging, and very entertaining, then suggestions, ideas etc. are actually great to receive - so I know what people actually like, and posts on Reddit, videos on YouTube etc. are always very fun to see.
More exposure to the mod(s) is really nice to see.

I could certainly look into helping with mod exposure, as I'd love love love to do a mod highlight video or something

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