Configurable Nukes & ICBMs


Makes most/many aspects of the atomic bomb configurable, and affected by quality, as well as allows for the weaponization of rocket-silos: introduces an atomic warhead, ICBMs (Intercontinental Ballistic Missiles), IPBMs (Interplanetary Ballistic Missiles), and ISBMs (Interstellar Ballistic Missiles): why shouldn't rocket-silo rockets be used offensively?

Content
4 days ago
2.0
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Combat Circuit network Manufacturing Cheats

b [0.4.2 - Fixed] Mod fails to load, no other mods enabled

a month ago
(updated a month ago)

Basically exactly what I said on the tin, the mod isn't loading and there are no other mods that could be interfering. Here's what is spits out when I try to load it:
Failed to load mods: __configurable-nukes__/prototypes/items.lua:1: module __base__.prototypes.Item_Sounds not found; no such file __base__/prototypes/Item_Sounds.lua
stack traceback:
[C]: in function 'require'
__configurable-nukes__/prototypes/items.lua:1: in main chunk
[C]: in function 'require'
__configurable-nukes__/data.lua:7: in main chunk

Edit to clarify, I'm using the Space Age DLC and have its three extensions turned on

a month ago

Hello! Thank you for the report. That seems odd as I have tested with and without Space age, to which it should work - but clearly it isn't for you at the moment, apologies.

Will look into it and have a fix for it as soon as I can.

a month ago

So, I can't seem to reproduce the issue, despite testing with each released version. That said, upon further inspection, I believe I know what the issue is, and am honestly perplexed it's worked to begin with for me given this. Apologies again that it isn't working at the moment for you, but thank you very much for bringing this to my attention. I hope to have an update out soon that should hopefully correct the issue for you.

For my own sake though, which version are you using in which you are receiving this error?

a month ago

With the release of version 0.4.2, I've hopefully implemented a fix/workaround for the error you are experiencing. Please do let me know if you continue to experience any issues.

Sorry I didn't see you reply. And yes, the mod loads now.
I don't know if you're still interested in my game version but it's 2.0.66 build 83840 - linux64
I'm not too versed in modding, but what was the issue, exactly?

Regardless, thanks for letting me use bigger and better bombs.

a month ago

No worries, not a problem - and that's excellent to hear! Glad it's working for you now.

And thank you for the extra information, as that seems to be the nugget of information I may have been missing; why the linux64 version would have this difference, I am not so sure (I personally have installed, and play on, the win64 version presently).

Essentially, for the Lua file that defined the "item" prototypes for my mod, it was trying to import, or "require" if you will, an existing Lua file from the base game, specifically "base/prototypes/Item_Sounds.lua". The actual, exact path though, is "base/prototypes/item_sounds.lua" (no captial 'I' or 'S').

Apparently, the windows version must ignore, or automatically correct for capitalization differences in such a situation, whereas it appears that the linux version is not quite as lenient. My assumption is that I could have simply fixed the capitalization difference, but given I couldn't reproduce the issue on my end, I was reticent to take that path. Ultimately the workaround was to simply extract the specific logic that was needed from that file, and just paste it into my mod directly, so as not to need to import the offending file to begin with.

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