Acts as a super-cross mod for weapons, allowing mods adding warheads to avoid working to support every different mod.
Lua libraries for use by other mods and submods that are parts of a larger mod.
New ways to deal with enemies, be it attack or defense.
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.
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
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
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
OK, no problem, I'll look into it.
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
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?
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).
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
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
OK, I can't find what mod is causing the issue, but I can fix it in general, so I'll do that.
Try the latest update (sorry for the delay, I was adding support for a couple of mods... just for fun)
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 :)
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).
@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
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.
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?
Ah, what version of Factorio are you using?
Hmm, i use 1.1.68 (build 60023)
and i will try with just the shared ones give me a moment
Yes the error happens with just the shared ones
i will try to narrow it down by deactivating etc
Ok it is definitely Krastorio 2.
I get the error with just K2 and assets + TrueNukes /Warheads
Without K2 everything is fine
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)
@OloMitch good for you. :)
Modding is as always confusing.... :D
OK, so as I thought its actually 2 different bugs.
Ah, I've found it - I wasn't dealing with what would happen if you turned off the 'more realistic combat' setting.
@OloMitch good for you. :)
Modding is as always confusing.... :D
Haha no kidding. Best of luck launching those warheads :)
Try the new version. That should fix it...
@OloMitch good for you. :)
Modding is as always confusing.... :DHaha 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.
@OloMitch good for you. :)
Modding is as always confusing.... :DHaha 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.
Try the new version. That should fix it...
i will shortly thanks again for the effort :)
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..... :)
Excellent! Thanks (to both of you) for the bug reports, and I hope you enjoy.
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.
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?
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
I think I've found the real issue for this one. Hopefully (haha) it should be fixed for good now.
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
I think you've missed a line or 2 off of the top...
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.
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.
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.
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
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.
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?
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.
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