[MOD 0.13] Megamind - control alien brains !

Topics and discussion about specific mods
User avatar
binbinhfr
Smart Inserter
Smart Inserter
Posts: 1524
Joined: Sat Feb 27, 2016 7:37 pm
Contact:

[MOD 0.13] Megamind - control alien brains !

Post by binbinhfr »

Infos
  • Type: Mod
  • Name: Megamind
  • Description: Now you can control alien brains ! And force them to fight for you ! Well at least some of them, and for a limited time...
  • Tested-With-Factorio-Version: 0.13.0
  • Locale: english, french, german
  • Multiplayer compatible: tested on a headless server...
  • Tags: Aliens, Combat, Defence, Military
  • License: You are free to use and distribute this mod and also to modify it for personal use, but not to release a modified version without permission (unless visibly not maintained anymore).
  • Portal download : https://mods.factorio.com/mods/binbinhfr/Megamind
bemyfriend-screencopy00b.jpg
bemyfriend-screencopy00b.jpg (31.48 KiB) Viewed 16901 times
Description
Download
For Factorio 0.13.X :
Please now use the portal for downloads (see link above or use ingame mod install/update), as I won't update both downloads links here anymore.
Last edited by binbinhfr on Fri Aug 05, 2016 5:33 pm, edited 29 times in total.
My mods on the Factorio Mod Portal :geek:
User avatar
binbinhfr
Smart Inserter
Smart Inserter
Posts: 1524
Joined: Sat Feb 27, 2016 7:37 pm
Contact:

Re: [MOD 0.12.X] Megamind 1.0.1

Post by binbinhfr »

oooops, sorry, a little bug on some fresh installs.
go on v1.0.1 ;)
My mods on the Factorio Mod Portal :geek:
User avatar
binbinhfr
Smart Inserter
Smart Inserter
Posts: 1524
Joined: Sat Feb 27, 2016 7:37 pm
Contact:

Re: [MOD 0.12.X] Megamind 1.0.1

Post by binbinhfr »

Note : for those who want to make tests with this new Mind Controller, you can spawn aliens where you want using the AlienEggs mod.
My mods on the Factorio Mod Portal :geek:
Qon
Smart Inserter
Smart Inserter
Posts: 2164
Joined: Thu Mar 17, 2016 6:27 am
Contact:

Re: [MOD 0.12.X] Megamind 1.0.1

Post by Qon »

I'm not sure yet if I want to try this mod, but I enjoy reading about your mods at least just for the creativity in your creations. I might come back for it later if I find a use case though. It does seem like a fun way to defend if the balance is right.
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
User avatar
binbinhfr
Smart Inserter
Smart Inserter
Posts: 1524
Joined: Sat Feb 27, 2016 7:37 pm
Contact:

Re: [MOD 0.12.X] Megamind 1.0.1

Post by binbinhfr »

Qon wrote:I'm not sure yet if I want to try this mod, but I enjoy reading about your mods at least just for the creativity in your creations. I might come back for it later if I find a use case though. It does seem like a fun way to defend if the balance is right.
Well it's a funny mod to see aliens turning friendly and then ennemy again and fighting each others, but it is also useful in the sense that it allows you to replace laser-turrets that have a very high peak consumption by devices that are more smooth in their consumption. And you don't kill aliens with your own hands anymore ! So it's really easier to find sleep when night comes ;)
My mods on the Factorio Mod Portal :geek:
apcnc
Inserter
Inserter
Posts: 20
Joined: Fri Apr 08, 2016 1:34 pm
Contact:

Re: [MOD 0.12.X] Megamind 1.0.1

Post by apcnc »

german locale
User avatar
binbinhfr
Smart Inserter
Smart Inserter
Posts: 1524
Joined: Sat Feb 27, 2016 7:37 pm
Contact:

Re: [MOD 0.12.X] Megamind 1.0.2

Post by binbinhfr »

here is v1.0.2
Corrected problem with the invisible recipe + German locale by apcnc
My mods on the Factorio Mod Portal :geek:
User avatar
tanuki_san
Burner Inserter
Burner Inserter
Posts: 6
Joined: Thu Jun 02, 2016 10:16 am
Contact:

Re: [MOD 0.12.X] Megamind - control alien brains !

Post by tanuki_san »

Cool and unique mod, but aditional biters cause problem by mod loading order.
If this script creates controled-biters in data-update.lua.
This problem will be solved.
(note. I couldn't solve the problem in thint.)
User avatar
binbinhfr
Smart Inserter
Smart Inserter
Posts: 1524
Joined: Sat Feb 27, 2016 7:37 pm
Contact:

Re: [MOD 0.12.X] Megamind - control alien brains !

Post by binbinhfr »

tanuki_san wrote:Cool and unique mod, but aditional biters cause problem by mod loading order.
If this script creates controled-biters in data-update.lua.
This problem will be solved.
(note. I couldn't solve the problem in thint.)
Could you be more precise and tell me the other mod that creates incompatibility and what kind of error message you got ?

If I create controlled bitter in data-update.lua, there will be other compatibility risk, to duplicate unit created by other mods which creates enemies.

So if you give me more clues, maybe I can find another way to solve the problem.

> I couldn't solve the problem in thint

"thint" ? I did not understand what you mean, can you reformulate ? (I am not english native :-) )

EDIT : here is a temporary v1.0.6
please tell me if it solves your problems.
Megamind_1.0.6.zip
(150.12 KiB) Downloaded 193 times
My mods on the Factorio Mod Portal :geek:
User avatar
tanuki_san
Burner Inserter
Burner Inserter
Posts: 6
Joined: Thu Jun 02, 2016 10:16 am
Contact:

Re: [MOD 0.12.X] Megamind - control alien brains !

Post by tanuki_san »

binbinhfr wrote:
tanuki_san wrote:Cool and unique mod, but aditional biters cause problem by mod loading order.
If this script creates controled-biters in data-update.lua.
This problem will be solved.
(note. I couldn't solve the problem in thint.)
Could you be more precise and tell me the other mod that creates incompatibility and what kind of error message you got ?
Factorio cruched when a mind-controler targets "bob-leviathan-spitter"("Bob's Enemies") or "medium-vampire"("Vampire Bites(viewtopic.php?f=33&t=22453)").
Sry, i can't take precise messages already.
But, those messages means no prototype has the name "controled-(biter-name)".
(Probably, at the line "controller.surface.create_entity({name = enn_name, force = controller.force, position = enn_position})")
binbinhfr wrote: If I create controlled bitter in data-update.lua, there will be other compatibility risk, to duplicate unit created by other mods which creates enemies.

So if you give me more clues, maybe I can find another way to solve the problem.

> I couldn't solve the problem in thint

"thint" ? I did not understand what you mean, can you reformulate ? (I am not english native :-) )

EDIT : here is a temporary v1.0.6
please tell me if it solves your problems.
Megamind_1.0.6.zip
Ah, "thint" is typically misstyping of "tint".
However, if run 1.0.6, you will found "thint" means "tint".
(Because, it crushes at the "line of tint".)
User avatar
binbinhfr
Smart Inserter
Smart Inserter
Posts: 1524
Joined: Sat Feb 27, 2016 7:37 pm
Contact:

Re: [MOD 0.12.X] Megamind - control alien brains !

Post by binbinhfr »

ok i'll have a look at what happens with bob ennemies.
My mods on the Factorio Mod Portal :geek:
User avatar
binbinhfr
Smart Inserter
Smart Inserter
Posts: 1524
Joined: Sat Feb 27, 2016 7:37 pm
Contact:

Re: [MOD 0.12.X] Megamind - control alien brains !

Post by binbinhfr »

I installed vampire and bob ennemies.
With the version 1.0.6 that is downloadable just in the post befoire, it works for me.
I can spawn vampires or bob bitters and they are controlled.
I even add their name in the locale so that they are recognize.
Do you still have problem with 1.0.6 ?
It must come from another mod incompatibility.
I do not have your "tint" error. Is it when you run factorio (when it load sprites, etc..) or when you load the map ?

In case, I added a test on the tint before changing it, so please test this new version :
Megamind_1.0.6.zip
(150.91 KiB) Downloaded 169 times
and tell me if it works.
If not, please give me a copy of your mod-list.json so that I can see the mods you are using and that may conflict.
My mods on the Factorio Mod Portal :geek:
User avatar
binbinhfr
Smart Inserter
Smart Inserter
Posts: 1524
Joined: Sat Feb 27, 2016 7:37 pm
Contact:

Re: [MOD 0.13.X] Megamind - control alien brains !

Post by binbinhfr »

0.13 update
My mods on the Factorio Mod Portal :geek:
Qon
Smart Inserter
Smart Inserter
Posts: 2164
Joined: Thu Mar 17, 2016 6:27 am
Contact:

Re: [MOD 0.12+] Megamind - control alien brains !

Post by Qon »

Installed from mod portal. When I tried to start Factorio 0.13.10 I got an error message:
Attachments
MegaMindLoadError.png
MegaMindLoadError.png (44.76 KiB) Viewed 10761 times
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
User avatar
binbinhfr
Smart Inserter
Smart Inserter
Posts: 1524
Joined: Sat Feb 27, 2016 7:37 pm
Contact:

Re: [MOD 0.12+] Megamind - control alien brains !

Post by binbinhfr »

Qon wrote:Installed from mod portal. When I tried to start Factorio 0.13.10 I got an error message:
Please update on portal
should be compatible with bob warfare now and other modded aliens

please confirm.
My mods on the Factorio Mod Portal :geek:
Qon
Smart Inserter
Smart Inserter
Posts: 2164
Joined: Thu Mar 17, 2016 6:27 am
Contact:

Re: [MOD 0.12+] Megamind - control alien brains !

Post by Qon »

binbinhfr wrote: Please update on portal
should be compatible with bob warfare now and other modded aliens

please confirm.
Loads properly now with misanthrope, armageddon, emp biters.
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
User avatar
binbinhfr
Smart Inserter
Smart Inserter
Posts: 1524
Joined: Sat Feb 27, 2016 7:37 pm
Contact:

Re: [MOD 0.12+] Megamind - control alien brains !

Post by binbinhfr »

Nice !
If you have the opportunity to test if these new aliens are also properly controled by the controller.
They should...
But I am not sure that they will all be recolored in purple, because it seems that every modder chose his own graphical approach...
My mods on the Factorio Mod Portal :geek:
Qon
Smart Inserter
Smart Inserter
Posts: 2164
Joined: Thu Mar 17, 2016 6:27 am
Contact:

Re: [MOD 0.12+] Megamind - control alien brains !

Post by Qon »

binbinhfr wrote:Nice !
If you have the opportunity to test if these new aliens are also properly controled by the controller.
When I get there, I will. Just started my Factorissimo playthrough where I try out some mods that seem fun but aren't allowed in my next big base q:
Not sure if factorissimo + armageddon is a stupid or awesome combination. Autosaves can save me in case I lose all of it at once I guess!
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
User avatar
binbinhfr
Smart Inserter
Smart Inserter
Posts: 1524
Joined: Sat Feb 27, 2016 7:37 pm
Contact:

Re: [MOD 0.12+] Megamind - control alien brains !

Post by binbinhfr »

yes Factorissimo seems great ! I have to try it
My mods on the Factorio Mod Portal :geek:
Qon
Smart Inserter
Smart Inserter
Posts: 2164
Joined: Thu Mar 17, 2016 6:27 am
Contact:

Re: [MOD 0.12+] Megamind - control alien brains !

Post by Qon »

binbinhfr wrote:Nice !
But I am not sure that they will all be recolored in purple, because it seems that every modder chose his own graphical approach...
Mind control and purple color works on the modded enemies I have installed (I have Swarm too). It's a fun mod and useful with max biter settings and modded enemies. Behemoths might be a bit scary though when I get those. But megamind nullifies Swarm pretty well so I might survive.
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Post Reply

Return to “Mods”