From 943754add9f5037b0e7d7b1af564e2d21d0783f2 Mon Sep 17 00:00:00 2001 From: Suprcheese Date: Thu, 18 Jan 2018 17:08:11 -0800 Subject: [PATCH] Release v1.6.2 --- Readme.txt | 16 ++++++++-------- changelog.txt | 10 ++++++++++ control.lua | 6 +----- locale/de/de.cfg | 2 +- locale/en/en.cfg | 2 +- locale/ru/ru.cfg | 2 +- prototypes/entities.lua | 10 ---------- 7 files changed, 22 insertions(+), 26 deletions(-) diff --git a/Readme.txt b/Readme.txt index 7babe6a..41c7c38 100644 --- a/Readme.txt +++ b/Readme.txt @@ -1,9 +1,9 @@ -Orbital Ion Cannon 1.6.1 +Orbital Ion Cannon 1.6.2 ======================== -Version 1.6.1 was released January 18, 2018, was tested using Factorio v0.16.16, and was authored by Supercheese, with contributions from madmaxoft, bNarFProfCrazy, Danielv123, Yousei9, WPettersson, and Martok88. +Version 1.6.2 was released January 19, 2018, was tested using Factorio v0.16.16, and was authored by Supercheese, with contributions from madmaxoft, bNarFProfCrazy, Danielv123, Yousei9, WPettersson, and Martok88. -Do you have a large, late-game megabase and wish there were more cool things you could build? Do you wish you could do more with the rockets you launch than just increment a single number? Do you really hate biters? If so, then this mod is for you! +Do you have a large, late-game megabase and wish there were more cool things you could build? Do you wish you could do more with the rockets you launch? Do you really hate biters? If so, then this mod is for you! Build a giant ion cannon and launch it into orbit with a rocket, wait for it to charge up, and then you're ready to call down the thunder on those pesky aliens. Simply click anywhere with your targeting device and watch the total annihilation ensue. (If you've played the Command & Conquer series of games, you're bound to recognize many features similar to the GDI's Ion Cannons.) @@ -61,17 +61,17 @@ Credits: -------- The klaxon sound was obtained from: https://freesound.org/people/jobro/sounds/244113/ -It was uploaded by the user "jobro" under the CC-0 (Creative Commons 0) license. (See: http://creativecommons.org/publicdomain/zero/1.0/) + It was uploaded by the user "jobro" under the CC-0 (Creative Commons 0) license. (See: http://creativecommons.org/publicdomain/zero/1.0/) The explosion graphic was obtained from the Supreme Warfare mod, authored by SpeedyBrain (graphics by YuokiTani). The "Ion Cannon Charging"/"Ion Cannon Deployed", "Ion Cannon Ready", and "Select Target" voices are from the "Command & Conquer" series of games by Westwood Studios, as are the Ion Cannon icons. -Command and Conquer: Tiberian Dawn was released as freeware in 2007. -Command and Conquer: Red Alert was released as freeware in 2008. -Command and Conquer: Tiberian Sun was released as freeware in 2010. + Command and Conquer: Tiberian Dawn was released as freeware in 2007. + Command and Conquer: Red Alert was released as freeware in 2008. + Command and Conquer: Tiberian Sun was released as freeware in 2010. The ion beam that the ion cannon fires was obtained from: http://opengameart.org/content/top-down-sci-fi-shooter-pack -It was uploaded by the user Tatermand under the CC-BY-SA license. + It was uploaded by the user Tatermand under the CC-BY-SA license. The Ion Cannon Targeting Device icon was obtained from: http://opengameart.org/content/%E2%80%9Calien%E2%80%9D-crosshairs These were authored by Pyccna and submitted by the user Calinou, under the CC-BY License (https://creativecommons.org/licenses/by/3.0) diff --git a/changelog.txt b/changelog.txt index 89064dc..a258b2c 100644 --- a/changelog.txt +++ b/changelog.txt @@ -1,4 +1,14 @@ --------------------------------------------------------------------------------------------------- +Version: 1.6.2 - Renaming breaks savegame compatibility +Date: 19. 1. 2018 + Changes: + - Removed whitespace in mod folder/archive due to changes in mod parsing rules. This breaks savegame compatibility, causing any ion cannons in orbit to be lost. + - Added a Cheat Menu accessible in singleplayer or for admins in multiplayer that allows you to cheat ion cannons into orbit. This can be used to fix up savegames that had ion cannons in orbit. + When migrating a savefile, note how many ion cannons you have in orbit, then update the mod and use the hotkey ("I" by default) to open the GUI and cheat menu, then re-add your cannons as needed. + - The Cheat Menu selections can be found beneath the Admin Panel. + - Removed the "(Compact)" designation from the Compact-type menu. This is a text-only change, so now the GUI merely cycles between closed, open, and full. + The Full GUI is still disabled when 40 or more cannons are in orbit (see 1.5.0). +--------------------------------------------------------------------------------------------------- Version: 1.6.1 Date: 18. 1. 2018 Changes: diff --git a/control.lua b/control.lua index 8f960be..1f6cd6c 100644 --- a/control.lua +++ b/control.lua @@ -47,10 +47,6 @@ function On_Init() global.klaxonTick = global.klaxonTick or 0 global.auto_tick = global.auto_tick or 0 global.readyTick = {} - if global.ion_cannon_table then - global.forces_ion_cannon_table["player"] = global.ion_cannon_table -- Migrate ion cannon tables from version 1.0.5 and lower - global.ion_cannon_table = nil -- Remove old ion cannon table - end if remote.interfaces["silo_script"] then remote.call("silo_script", "set_show_launched_without_satellite", false) -- FINALLY! remote.call("silo_script", "add_tracked_item", "orbital-ion-cannon") @@ -276,7 +272,7 @@ end) script.on_event("ion-cannon-hotkey", function(event) local player = game.players[event.player_index] - if global.IonCannonLaunched or player.cheat_mode then + if global.IonCannonLaunched or player.cheat_mode or player.admin then open_GUI(player) end end) diff --git a/locale/de/de.cfg b/locale/de/de.cfg index 4305771..d8bf853 100644 --- a/locale/de/de.cfg +++ b/locale/de/de.cfg @@ -1,6 +1,6 @@ ion-cannons=Ionenkanonen ion-cannon-details-full=Ionenkanonen Details (Komplett) -ion-cannon-details-compact=Ionenkanonen Details (Kompakt) +ion-cannon-details-compact=Ionenkanonen Details ion-cannon=Ionenkanone ion-cannon-num=Ionenkanone #__1__ : cooldown=Bereit zum Feuern in __1__ Sekunden diff --git a/locale/en/en.cfg b/locale/en/en.cfg index 642caf0..dc83e98 100644 --- a/locale/en/en.cfg +++ b/locale/en/en.cfg @@ -1,6 +1,6 @@ ion-cannons=Ion Cannons ion-cannon-details-full=Ion Cannon Details (Full) -ion-cannon-details-compact=Ion Cannon Details (Compact) +ion-cannon-details-compact=Ion Cannon Details ion-cannon=Ion Cannon ion-cannon-num=Ion Cannon #__1__ : cooldown=Ready to fire in __1__ seconds diff --git a/locale/ru/ru.cfg b/locale/ru/ru.cfg index b388a2a..11bd4f1 100644 --- a/locale/ru/ru.cfg +++ b/locale/ru/ru.cfg @@ -1,6 +1,6 @@ ion-cannons=Ионные пушки ion-cannon-details-full=Ионные пушки (подробно) -ion-cannon-details-compact=Ионные пушки (кратко) +ion-cannon-details-compact=Ионные пушки ion-cannon=Ионная пушка ion-cannon-num=Ионная пушка #__1__ : cooldown=Готовность через __1__ сек diff --git a/prototypes/entities.lua b/prototypes/entities.lua index e144adc..188a497 100644 --- a/prototypes/entities.lua +++ b/prototypes/entities.lua @@ -96,11 +96,6 @@ data:extend({ -- entity_name = "dead-tree-desert", -- check_buildability = true -- }, - -- { - -- type = "create-entity", - -- entity_name = "dry-tree", - -- check_buildability = true - -- }, { type = "create-entity", entity_name = "huge-explosion" @@ -457,11 +452,6 @@ if not settings.startup["ion-cannon-flames"].value then -- entity_name = "dead-tree-desert", -- check_buildability = true -- }, - -- { - -- type = "create-entity", - -- entity_name = "dry-tree", - -- check_buildability = true - -- }, { type = "create-entity", entity_name = "huge-explosion"