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[MOD 0.12.x] Spawn Gear

Posted: Sun Sep 13, 2015 3:44 pm
by Klonan
Type: Mod

Name: Spawn Gear

Description: Spawns/Respawns the character with a set of equipment

Version: 0.1.5

Release:2015/09/13

Tested-With-Factorio-Version: 0.12.30

Category: Helper

Tags: gear, armor, weapons
Spawn_Gear_0.1.5.zip
--Fixed confirg option 5
(2.29 KiB) Downloaded 390 times




So basically it sucks in a MP game when you die and respawn... and you start with nothing

This mod gives people stuff when they spawn/respawn.

Theres a config with a few option, but if you really want to change things, open up the control (all players must use the same item lists)

If you want, you don't have to load it as a mod, but just move the config and contril lua to a savegame.zip and it will work just fine.

For MP servers, exactly the same, move control and config into the savegame zip, that way people wont need to download the mod.

Video Demonstration on Youtube


Let me know your thoughts, feedback, bugs etc.
Old releases

Re: [MOD 0.12.x] Spawn Gear

Posted: Mon Sep 14, 2015 11:02 pm
by Peter34
Well, it's nice when mods provide more information upfront, so that I can know stuff without having to actually download and use the mod first:

Exactly what gear is provided, by default? Does this change, to give better gear upon respawn-after-death? If yes, what criteria are used to determine what should be given?

Re: [MOD 0.12.x] Spawn Gear

Posted: Tue Sep 15, 2015 4:48 am
by Narc
Thank you. I'd been meaning to write a starting inventory mod, but now I don't have to!

Always love your mods, Klonan.

Re: [MOD 0.12.x] Spawn Gear

Posted: Tue Sep 15, 2015 3:37 pm
by Klonan
Peter34 wrote:Well, it's nice when mods provide more information upfront, so that I can know stuff without having to actually download and use the mod first:

Exactly what gear is provided, by default? Does this change, to give better gear upon respawn-after-death? If yes, what criteria are used to determine what should be given?
Good point!

I have made a video showing the mod here:


Video Demonstration on Youtube
Narc wrote:Thank you. I'd been meaning to write a starting inventory mod, but now I don't have to!

Always love your mods, Klonan.
Glad to be of service! Thanks for the kind words :D

Re: [MOD 0.12.x] Spawn Gear

Posted: Sat Sep 19, 2015 12:51 pm
by Peter34
I honestly don't like your mod as it is now.

I think part of the gameplay experience is that you should suffer some loss upon dying. That's also why I'm thinking about playing in MP mode even when I play alone, because then death means re-spawning nekkid at 0,0 coords, instead of bring prompted to revert to the most recent auto-save (or manual save).

But I think there's a way you can improve your mod, making it feel like an intrinsic element of the gameplay experience instead of looking (and arguably being) cheaty.

This is that you add new special tech inventions to the game, whose purpose is only to enable the players to not respawn naked, but instead get to re-spawn with the second-best tier of craftable gear, if the relevant tech has been invented.

Here's my proposed outline:

Default mod behaviour: You re-spawn stark raving nekkid. The mod initially has no effect.

Once you have achieved both the ability to craft Iron Armour and the SMG, you can choose to research a a tech called ReSpawn Gear 1, costing someting like 30 Red/20s. If you have this tech, then you respawn with a Pistol and 5 normal ammo, instead of being naked.

Once you have achieved the abilityt to craft Heavy Armour, and provided you have ReSpawn Gear 1, you can choose to research Respawn Gear 2. 60R/60G/30s probably. If you have this tech, then you respawn with an SMG, 10 normal ammo and a set of Iron Armor.

ReSpawn Gear 3 requires being able to craft Modular Armor and Armour-Piercing Ammo. If you have this tech, then you respawn with an SMG, 15 AP Ammo and a set of Heavy Armour.

ReSpawn Gear 4 requires having ReSpawn Gear 3 and also being able to craft Power Armour 1. If you have this tech, then you respawn with an SMG, 30 AP Ammo, a suit of Modular Armor MkI plus a very few modules.

ReSpawn Gear 5 requires ReSpawn Gear 4 and the ability to craft Power Armor 2. If you have this tech, then you respawn with an SMG, 60 AP Ammo, a suit of Power Armor MkI plus a bunch of modules (several more than for ReSpawn Gear 4).

I think it should stop there.

I don't think there should be a ReSpawn Gear 6 tech to invent. Because dying should always result in some degree of setback, even if not necessarily always resulting in being set all the way back to stark raving nekkidness.

Re: [MOD 0.12.x] Spawn Gear

Posted: Sun Sep 20, 2015 12:22 am
by SirRichie
Peter34 wrote:I honestly don't like your mod as it is now.
Good thing it is a mod and can be deactivated...

Re: [MOD 0.12.x] Spawn Gear

Posted: Sun Feb 28, 2016 6:35 pm
by ZombieMooose
I get this error whenever I try and start a new game

https://www.dropbox.com/s/h162gv5dnt4e8 ... r.png?dl=0

it only shows up when bob'smodsstart is set to true

Re: [MOD 0.12.x] Spawn Gear

Posted: Sun Feb 28, 2016 6:44 pm
by Klonan
diongham wrote:I get this error whenever I try and start a new game

https://www.dropbox.com/s/h162gv5dnt4e8 ... r.png?dl=0

it only shows up when bob'smodsstart is set to true
You must be using a custom verison,
The version i have published does not have a 'bobsmodstart', and it ends after line 136.
I suggest contacting whomever wrote that version for a fix

Re: [MOD 0.12.x] Spawn Gear

Posted: Sun Feb 28, 2016 10:40 pm
by ZombieMooose
Klonan wrote:
diongham wrote:I get this error whenever I try and start a new game

https://www.dropbox.com/s/h162gv5dnt4e8 ... r.png?dl=0

it only shows up when bob'smodsstart is set to true
You must be using a custom verison,
The version i have published does not have a 'bobsmodstart', and it ends after line 136.
I suggest contacting whomever wrote that version for a fix

oops I read it wrong, it's botstart

it seems to be a problem with the technology you get from it

Re: [MOD 0.12.x] Spawn Gear

Posted: Mon Feb 29, 2016 12:08 am
by Klonan
diongham wrote:
Klonan wrote:
diongham wrote:I get this error whenever I try and start a new game

https://www.dropbox.com/s/h162gv5dnt4e8 ... r.png?dl=0

it only shows up when bob'smodsstart is set to true
You must be using a custom verison,
The version i have published does not have a 'bobsmodstart', and it ends after line 136.
I suggest contacting whomever wrote that version for a fix

oops I read it wrong, it's botstart

it seems to be a problem with the technology you get from it
This is an error in the research queue mod,
My mod simple turns a research on,
Which causes the research queue to fire its function,
however this fails because the global.researchQ isn't defined before my init function

This is a easy fix for the researchQ mod
I made a edited version of the mod that shouldn't error out:
research-queue_1.2.4.zip
(49.49 KiB) Downloaded 146 times

Re: [MOD 0.12.x] Spawn Gear

Posted: Wed Mar 02, 2016 8:14 pm
by ZombieMooose
Thanks a lot Klonan, and again sorry for the mix up with my original post.

Re: [MOD 0.12.x] Spawn Gear

Posted: Sun Apr 10, 2016 12:47 am
by bigyihsuan
0.12.30: Mod does not work when trying to make a world. Says that player is a null value in control.lua line 125 (I have the config give me Power Armor Mk. 2).

Re: [MOD 0.12.x] Spawn Gear

Posted: Sun Apr 10, 2016 2:39 pm
by Klonan
bigyihsuan wrote:0.12.30: Mod does not work when trying to make a world. Says that player is a null value in control.lua line 125 (I have the config give me Power Armor Mk. 2).
What version of the mod are you running?

Re: [MOD 0.12.x] Spawn Gear

Posted: Sun Apr 10, 2016 4:12 pm
by bigyihsuan
Klonan wrote:
bigyihsuan wrote:0.12.30: Mod does not work when trying to make a world. Says that player is a null value in control.lua line 125 (I have the config give me Power Armor Mk. 2).
What version of the mod are you running?
The latest, 0.1.4.

Re: [MOD 0.12.x] Spawn Gear

Posted: Sun Apr 10, 2016 4:38 pm
by Klonan
bigyihsuan wrote:
Klonan wrote:
bigyihsuan wrote:0.12.30: Mod does not work when trying to make a world. Says that player is a null value in control.lua line 125 (I have the config give me Power Armor Mk. 2).
What version of the mod are you running?
The latest, 0.1.4.
Ok fixed, new download in OP

Re: [MOD 0.12.x] Spawn Gear

Posted: Thu Apr 14, 2016 1:41 pm
by bigyihsuan
Klonan wrote:
bigyihsuan wrote:
Klonan wrote:
bigyihsuan wrote:0.12.30: Mod does not work when trying to make a world. Says that player is a null value in control.lua line 125 (I have the config give me Power Armor Mk. 2).
What version of the mod are you running?
The latest, 0.1.4.
Ok fixed, new download in OP
0.1.5, there seems to be an incompatability with Research Queue 1.2.4:

Code: Select all

Unknown key:"Error while running the on_init: __Spawn_Gear__/control.lua:13: Error while running the event handler: __research-queue__/control.lua:141: attempt to index field 'researchQ' (a nil value)"
EDIT: Disregard that. 1.2.5 of RQ fixes this.

Re: [MOD 0.12.x] Spawn Gear

Posted: Fri Jul 14, 2017 11:22 pm
by speedy45
is this mod going to updated to 0.15?