[MOD 0.12.x] Mmod 0.1.0

Topics and discussion about specific mods
mophydeen
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Re: [MOD 0.12.21+] M's mods 0.0.24

Post by mophydeen »

Airat9000 wrote:good mod

author you do not plan to introduce the technology?

just at the beginning of the game is too easy to get.
2016-01-16_3-21-47.jpg

Those are part of a previous mod of mine (not public)

The blitzstart equipment is for 1 wood at the start. You dont have to use it, But you can if you dont like : dying, slow boots, slow wood cutting, ...

note: a previous version contained a powerfull personal laser defense which is removed because it was abused in multiplayer ... (hosted a game surrounded with bitters and they used it to kill the nests)

mophydeen
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Re: [MOD 0.12.21+] M's mods 0.0.25

Post by mophydeen »

release 0.0.25
bugfixes


Stable version !! This should be moved to an other section of the forum. I don't know which...

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Klonan
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Re: [MOD 0.12.21+] M's mods 0.0.25

Post by Klonan »

mophydeen wrote:release 0.0.25
bugfixes


Stable version !! This should be moved to an other section of the forum. I don't know which...
New items/entities extensions?

mophydeen
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Re: [MOD 0.12.21+] M's mods 0.0.25

Post by mophydeen »

Klonan wrote:
mophydeen wrote:release 0.0.25
bugfixes


Stable version !! This should be moved to an other section of the forum. I don't know which...
New items/entities extensions?
Ok, how to transfer ?

daniel34
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Re: [MOD 0.12.21+] M's mods 0.0.25

Post by daniel34 »

mophydeen wrote:
Klonan wrote:
mophydeen wrote:release 0.0.25
bugfixes


Stable version !! This should be moved to an other section of the forum. I don't know which...
New items/entities extensions?
Ok, how to transfer ?
Moved to Mods ‹ New Items, Entities, Extensions.

Nice mod btw, I'll have to check it out on my next playthrough :)
quick links: log file | graphical issues | wiki

mophydeen
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Re: [MOD 0.12.21+] M's mods 0.0.25

Post by mophydeen »

daniel34 wrote:
Moved to Mods ‹ New Items, Entities, Extensions.

Nice mod btw, I'll have to check it out on my next playthrough :)

thank you



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Re: [MOD 0.12.x] Mmod 0.0.25

Post by DoctorWho? »

I have a feeling someone was tired of the earlygame, and wanted to get right to the good stuff :lol:

mophydeen
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Re: [MOD 0.12.x] Mmod 0.0.25

Post by mophydeen »

DoctorWho? wrote:I have a feeling someone was tired of the earlygame, and wanted to get right to the good stuff :lol:

faster walking, no dying and no power fuzz. (1 wood, you don't have to use them :) It's up to the player)

The other things are not that easy to get.

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Re: [MOD 0.12.x] Mmod 0.0.25

Post by DoctorWho? »

Honestly, I think the speed boots are a bit ridiculous. 22 makes you teleport around, and lets you run through walls; 5 makes you several times faster than normal legs, or that's what it looks like to me.

mophydeen
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Re: [MOD 0.12.x] Mmod 0.0.25

Post by mophydeen »

DoctorWho? wrote:Honestly, I think the speed boots are a bit ridiculous. 22 makes you teleport around, and lets you run through walls; 5 makes you several times faster than normal legs, or that's what it looks like to me.

I have a new version, 26, that has less of the 1 wood stuff (only power box -> previously known as windmill)
the other 1 wood items are removed, replaced

* the player default mining speed is slightly increased (so you are faster to deconstruct buildings)
* player has faster default movement speed.
* player has unlimited health (however, when running through bitters with your armor, your armor might get destroyed cause of its durability)
* an upgraded version, mk2, of:
- speedboots: x5 exo cost and spec
- reactor: x10 cost and spec
- personal roboport: x5 cost and spec

So no more special armor or shields


as for the power box, I would like to find a way to only let 1 be available for free/or 1wood. the next ones cost alot.

available means:
* in someones inventory
* placed on the map
* dropped on the map
* in a chest




AceTecNic
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Re: [MOD 0.12.x] Mmod 0.1.0

Post by AceTecNic »

Hello,

We love this mod to play, but one thing bothers us a little bit. We can´t die, or the mining crafting and walk speed is 2 high..
Can we turn off this function or change a value?

Thank u 4 made this mod! :)

Have a nice day!!

Ace

mophydeen
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Re: [MOD 0.12.x] Mmod 0.1.0

Post by mophydeen »

AceTecNic wrote:Hello,

We love this mod to play, but one thing bothers us a little bit. We can´t die, or the mining crafting and walk speed is 2 high..
Can we turn off this function or change a value?

Thank u 4 made this mod! :)

Have a nice day!!

Ace
To die again ...
remove these in "data.lua", line 168-170

Code: Select all

-- I don't like dying
mplayer.max_health = "-1"
mplayer.healing_per_tick = "0"

line 173 is running speed: (change 3 to 2 or 1.5) default = 1

Code: Select all

mplayer.running_speed = mplayer.running_speed * 3
line 177 is mining speed: (change 5 to 3 or 2) default = 1

Code: Select all

mplayer.mining_speed = mplayer.mining_speed * 5

Speadge
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Re: [MOD 0.12.x] Mmod 0.1.0

Post by Speadge »

how did u Change brightness at night? Im looking for a way to make it even darker.

thanks

mophydeen
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Re: [MOD 0.12.x] Mmod 0.1.0

Post by mophydeen »

Speadge wrote:how did u Change brightness at night? Im looking for a way to make it even darker.

thanks
in data.lua line 187
-- afraid in the dark ?
if Settings.MoreLight then
mplayer.light =
{
minimum_darkness = 0.3,
intensity = 0.9,
size = 250
}
end


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