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[MOD 0.17.x] Agent Orange

Posted: Tue Sep 08, 2015 6:16 pm
by Ranakastrasz
Agent Orange

Description:
  • Adds a weaker, shorter range poison capsule for early game, for clearing out trees.
Details:
  • Factorio Version: 0.17
  • Released: September 8th 2015
  • License: Contact Me
  • Tags: Poison, Weapon, Tree
Download

Agent-Orange_17.1.1.zip
(56.38 KiB) Downloaded 115 times
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LONG DESCRIPTION
CHANGLOG

Re: [MOD 0.12.x] Agent Orange

Posted: Wed Sep 09, 2015 9:47 am
by Peter34
Nice, I look forward to using these in my planned 13.1 coop MP game. Also, I told one of the potential players about your mod yesterday, and he reacted very excitedly, since he hates having to manually clear Trees.

Re: [MOD 0.12.x] Agent Orange

Posted: Fri Sep 25, 2015 12:59 am
by Ranakastrasz
v4
Damage is no longer tree-only
Trees no longer take increased poison damage
Crafting time 8 -> 4
Stone removed from recipe.

Re: [MOD 0.12.x] Agent Orange

Posted: Fri Sep 25, 2015 11:30 am
by Peter34
Ranakastrasz wrote:v4
Damage is no longer tree-only
Trees no longer take increased poison damage
Crafting time 8 -> 4
Stone removed from recipe.
So how does the damage work now? And why does the text in your OP say it's "tree removal only" if the damage now applies to all entities and not only specifically to Trees?

Thanks a lot for making the mod, but for now I'll stick with my own modified version of the previous version of your mod, 0.2 or 0.3 (manily longer throwing range).

Re: [MOD 0.12.x] Agent Orange

Posted: Fri Sep 25, 2015 1:46 pm
by Ranakastrasz
Peter34 wrote:
Ranakastrasz wrote:v4
Damage is no longer tree-only
Trees no longer take increased poison damage
Crafting time 8 -> 4
Stone removed from recipe.
So how does the damage work now? And why does the text in your OP say it's "tree removal only" if the damage now applies to all entities and not only specifically to Trees?

Thanks a lot for making the mod, but for now I'll stick with my own modified version of the previous version of your mod, 0.2 or 0.3 (manily longer throwing range).
Just 2 damage per second now, no modifiers.
Only effects units with the "Breathes" tag still, like poison capsule.
I missed all of the points where it said that in the OP.

Re: [MOD 0.12.x] Agent Orange

Posted: Mon Oct 26, 2015 1:00 am
by Peter34
Does this mod work still with the newest version?

And can you please make a variant where each player starts with a small number of Capsules? But unable to craft more until the tech is researched? I still think there's too much Tree removal in the game even with this mod, but gifting each player with a few capsules, perhaps 5, would achieve the right "temperature" of labour-freeness that suits Factorio's ideal.

Re: [MOD 0.12.x] Agent Orange

Posted: Mon Oct 26, 2015 7:49 pm
by Ranakastrasz
Should still work with latest version. Only scripts got broken, since events were changed to be part of the script class instead of the game class.

Re: [MOD 0.12.x] Agent Orange

Posted: Fri Dec 04, 2015 5:16 pm
by Peter34
In alpha 12.20, the orange gas cloud seems to be swirling very rapidly. It looks rather unrealistic, and I don't recall it being rapid in 12.10.

Re: [MOD 0.12.x] Agent Orange

Posted: Sat Dec 05, 2015 3:13 am
by Ranakastrasz
Does it swirl faster than the green normal poison cloud?

Re: [MOD 0.12.x] Agent Orange

Posted: Sun Dec 06, 2015 3:33 pm
by Peter34
Ranakastrasz wrote:Does it swirl faster than the green normal poison cloud?
Yes, by a lot. The green cloud from the Poison Capsules look realistic.

Re: [MOD 0.12.x] Agent Orange

Posted: Sun Dec 06, 2015 4:18 pm
by Ranakastrasz
Odd. I will have to investigate this. I suppose the new version of factorio changed something.

Issue confirmed. Working on it.

Re: [MOD 0.12.x] Agent Orange

Posted: Sun Dec 06, 2015 11:59 pm
by Ranakastrasz
v5, Fixed animation speed.

Re: [MOD 0.12.x] Agent Orange

Posted: Mon Dec 07, 2015 6:00 am
by Peter34
Thanks. Expect a report back from me, within the next maybe 60 hours.

Re: [MOD 0.12.x] Agent Orange

Posted: Thu Dec 24, 2015 10:27 am
by Peter34
Peter34 wrote:Thanks. Expect a report back from me, within the next maybe 60 hours.
Oh, sorry about forgetting to report back.The new swirl speed is fine.

Re: [MOD 0.12.x] Agent Orange

Posted: Thu Jun 30, 2016 9:06 pm
by Ranakastrasz
v0.0.6:
Updated for Factorio v0.13


-----
Side note. The low range is intentional. It ensures that it is only seriously effective at taking out trees. If you are fighting enemies, like worms, you are forced to get in range to use Agent Orange, risking you taking damage. As a result, it is not combat rated. It still has enough range to avoid you taking damage if you throw it at trees at max or near max range however.

Re: [MOD 0.12.x] Agent Orange

Posted: Fri Jul 01, 2016 12:48 am
by Peter34
Ranakastrasz wrote:v0.0.6:
Updated for Factorio v0.13


-----
Side note. The low range is intentional. It ensures that it is only seriously effective at taking out trees. If you are fighting enemies, like worms, you are forced to get in range to use Agent Orange, risking you taking damage. As a result, it is not combat rated. It still has enough range to avoid you taking damage if you throw it at trees at max or near max range however.
Thanks a lot for updating what I consider to be the most crucial mod so quickly (I consider Factorio without Agent Orange to be bordering on unplayable, especially 0.13 which seems to always spawn me surrounded by Trees). Have you put it on the mod portal? If not can you please do so?

As for the range, I do think there needs to be some "safety margin" so that the player doesn't have to obsessively make sure to always throw at max range to avoid the poison cloud. So 3-4 tiles at least in difference between the cloud radius and the maximum range. On the other hand, it's slow-acting poison and you're not meant to use it anywhere near combat, so if you miscalculate just walk away and accept the loss of 5% or 10% or possibly as many as 15% of your hP.

Re: [MOD 0.12.x] Agent Orange

Posted: Fri Jul 01, 2016 1:21 am
by Ranakastrasz
Yea. I agree. I wish it would also show the radius of damage in addition to throw range.
As long as you fire at max range, which IS pretty easy in my experience, its fine, and since you only need one to kill ALL the trees, you should only have to throw one for each group of trees. And if it takes you 2 seconds to react to the damage and 2 more to get out of range, that costs you 8 health. Minor, so long as you aren't useing one of those hardcore no-healing or something mods.

Re: [MOD 0.14.x] Agent Orange

Posted: Thu Sep 15, 2016 2:21 pm
by Ranakastrasz
V14.0.6
Updated for V0.14

Re: [MOD 0.14.x] Agent Orange

Posted: Tue Apr 25, 2017 8:55 pm
by Peter34
Are you going to update this mod, and your Flare Grenade mod, to 0.15?

Re: [MOD 0.14.x] Agent Orange

Posted: Wed Apr 26, 2017 6:09 pm
by Ranakastrasz
Yes