Type: Mod
Name: Advanced_Personal_defense
Description: Adds 2 items- an advanced laser defense, and a gun defense (equipment for modular armor).
License: MIT License
Version: 0.1.2
Release: 2016-6-3
Tested-With-Factorio-Version: 0.13.x
Category: (Item)
Tags: Equipment, laser, gun, weapon
Download-Url: https://www.dropbox.com/s/okgg8u6nn6s7r ... 2.zip?dl=0
Mod Portal link: https://mods.factorio.com/mods/AutoMcD/ ... al_Defense
Website:
License
License
License
The MIT License (MIT)
Copyright (c) 2016 David McDonough
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
License
The MIT License (MIT)
Copyright (c) 2016 David McDonough
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
Long description
Long description
What's one thing that you could always use help automating? Removing faces from biters of course!
Advanced laser defense:
Basically a Mk.II version of the basic laser defense. It does 25 damage instead of 5, slightly more range, and has a larger buffer.
Energy per shot is the same. I balanced this by requiring an Efficiency 3 module, artifacts, and laser turret lvl 6 tech upgrades.
Personal gun defense:
This is a lower tech version which uses ammo instead of electricity. It's a low-power turret with high ROF.
Damage based upon ammo which includes bullet tech upgrades.
The only tech requirement is turrets and modular armor, it becomes available early on.
Different armor slot shape just for fun.
Notes:
This gun has a few quirks to it.
It's shoehorned into the laser equipment programming structure. When you mouseover it, you'll see the energy storage buffer, this is now the internal magazine but I'm unable to rename it. It refills from ammo in your inventory, can hold a full stack of 100 clips. As it fires, this energy bar is slowly depleted. It then will refill using ammo from inventory.. So there's 1 layer of quirk but basically it uses ammo.
In addition, It will only load from main inventory, NOT from your other weapon inventory. The bullets in your primary gun will stay there.
It also will stop automatically loading when there are only 10 clips left in main inventory. This is another precaution to prevent you from ending up in the middle of nowhere without ammo.
Special thanks to Adil for programming help! And by help I mean taking the ball and rewriting all of it.
What's one thing that you could always use help automating? Removing faces from biters of course!
Advanced laser defense:
Basically a Mk.II version of the basic laser defense. It does 25 damage instead of 5, slightly more range, and has a larger buffer.
Energy per shot is the same. I balanced this by requiring an Efficiency 3 module, artifacts, and laser turret lvl 6 tech upgrades.
Personal gun defense:
This is a lower tech version which uses ammo instead of electricity. It's a low-power turret with high ROF.
Damage based upon ammo which includes bullet tech upgrades.
The only tech requirement is turrets and modular armor, it becomes available early on.
Different armor slot shape just for fun.
Notes:
This gun has a few quirks to it.
It's shoehorned into the laser equipment programming structure. When you mouseover it, you'll see the energy storage buffer, this is now the internal magazine but I'm unable to rename it. It refills from ammo in your inventory, can hold a full stack of 100 clips. As it fires, this energy bar is slowly depleted. It then will refill using ammo from inventory.. So there's 1 layer of quirk but basically it uses ammo.
In addition, It will only load from main inventory, NOT from your other weapon inventory. The bullets in your primary gun will stay there.
It also will stop automatically loading when there are only 10 clips left in main inventory. This is another precaution to prevent you from ending up in the middle of nowhere without ammo.
Special thanks to Adil for programming help! And by help I mean taking the ball and rewriting all of it.
Pictures
Pictures
Notice guns and lasers while shotgun is in hand.
Notice large biter getting his face removed as I run away!
Notice guns and lasers while shotgun is in hand.
Notice large biter getting his face removed as I run away!
Version history
Version history
0.1.3 (8.27.2016): Mod has been updated for Factorio 0.14. Special thanks to David Merillat!
Inreased gun cooldown from 2 to 3, seemed like it was shooting too fast. It's still faster than rifle by a bit.
Link on mod portal. The dropbox links seem redundant.
0.1.2 (8.11.2016): Gun returns ammo when removed from armor. Updated tech req a bit, reduced costs.
https://www.dropbox.com/s/okgg8u6nn6s7r ... 2.zip?dl=0
0.1.1 (7.5.2016): Updated for version .13
https://www.dropbox.com/s/vrrhbo0ajc2pk ... 1.zip?dl=0
0.1.0 (6.3.2016): Initial release
https://www.dropbox.com/s/az4s2167u34ut ... 0.zip?dl=0
0.1.3 (8.27.2016): Mod has been updated for Factorio 0.14. Special thanks to David Merillat!
Inreased gun cooldown from 2 to 3, seemed like it was shooting too fast. It's still faster than rifle by a bit.
Link on mod portal. The dropbox links seem redundant.
0.1.2 (8.11.2016): Gun returns ammo when removed from armor. Updated tech req a bit, reduced costs.
https://www.dropbox.com/s/okgg8u6nn6s7r ... 2.zip?dl=0
0.1.1 (7.5.2016): Updated for version .13
https://www.dropbox.com/s/vrrhbo0ajc2pk ... 1.zip?dl=0
0.1.0 (6.3.2016): Initial release
https://www.dropbox.com/s/az4s2167u34ut ... 0.zip?dl=0