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[MOD 0.12.29] Worm Attack 0.1.2 (update 3rd April)

Posted: Thu Mar 31, 2016 1:16 pm
by iamseph
WormAttack01.png
WormAttack01.png (156.18 KiB) Viewed 12712 times
Mod-name: Worm Attack
Description: Adds Behemoth and Colossal worms, which can burrow and attack your base from below
Version: 0.1.2
Release: 31/03/2016
License: Creative commons
Factorio-Version: 0.12.29 (further updates available see below)
Tags: worms, late-game
Download:
Many thanks to wodzu93 for updating Worm Attack! you can find the latest version here:
Worm Attack! updated by wodzu93
Videos:
0.1.0 Base attack video
0.1.1 Size demonstration video
Overview
Changelog
Known Issues
Future Features
Old versions

Re: [MOD 0.12.29] Worm Attack 0.1.0

Posted: Thu Mar 31, 2016 1:20 pm
by iamseph
Here's the video link: https://youtu.be/AAVUZG96QHk

Re: [MOD 0.12.29] Worm Attack 0.1.0

Posted: Thu Mar 31, 2016 7:19 pm
by Supercheese
Oooh this looks suitably evil! Need to drop some laser turrets all over my base now! :D

Re: [MOD 0.12.29] Worm Attack 0.1.0

Posted: Thu Mar 31, 2016 8:23 pm
by Choumiko
Great idea! I had an error when loading Factorio, there was a comma missing in info.json somewhere.

@Supercheese: Support for EMP and Swarm incoming? :twisted:

Re: [MOD 0.12.29] Worm Attack 0.1.0

Posted: Thu Mar 31, 2016 8:34 pm
by Supercheese
Choumiko wrote:@Supercheese: Support for EMP and Swarm incoming? :twisted:
Swarm doesn't apply to worms, and EMP burrowing colossal worms would just be too evil, even for me! ;)

Re: [MOD 0.12.29] Worm Attack 0.1.0

Posted: Thu Mar 31, 2016 8:35 pm
by Factorio2016
need new building to the game that will distract his attention.
To save the buildings.

For Example, Flare Stack (making a very loud noise, attracts attention, consumes resources)
viewtopic.php?f=93&t=21586&hilit=Flare+Stack

The video shows only Colossal worms!
Where's Behemoth?

Re: [MOD 0.12.29] Worm Attack 0.1.0

Posted: Thu Mar 31, 2016 9:29 pm
by Adil
Eh, json is error.
Prototypes refer to non-existant things:

Code: Select all

type = "decorative",
    name = "colossal-worm-burrowing",
	icon = "__base__/graphics/KS_power/icons/blank.png",
You must have really interesting factorio folder you work with.

I used to do modding this way too, but then factorio refused to update.

Re: [MOD 0.12.29] Worm Attack 0.1.0

Posted: Thu Mar 31, 2016 10:00 pm
by Kazaanh
Make them attack sometimes energy capacitors or solar panels lol

Re: [MOD 0.12.29] Worm Attack 0.1.0

Posted: Thu Mar 31, 2016 10:15 pm
by iamseph
Adil wrote:Eh, json is error.
Prototypes refer to non-existant things:

Code: Select all

type = "decorative",
    name = "colossal-worm-burrowing",
	icon = "__base__/graphics/KS_power/icons/blank.png",
You must have really interesting factorio folder you work with.

I used to do modding this way too, but then factorio refused to update.
Yeah I made a bit of a mess doing that. I decided to start switching everything to proper mod architecture today so I could try releasing mods.
I was also using some assets from another mod when I was just messing around making it. I switched to some of my own when I made it to release, obviously I missed some though...


Anyway, updated file in OP, errors should be fixed, sorry about that.

Re: [MOD 0.12.29] Worm Attack 0.1.0

Posted: Thu Mar 31, 2016 10:17 pm
by iamseph
Factorio2016 wrote:need new building to the game that will distract his attention.
To save the buildings.

For Example, Flare Stack (making a very loud noise, attracts attention, consumes resources)
viewtopic.php?f=93&t=21586&hilit=Flare+Stack

The video shows only Colossal worms!
Where's Behemoth?
Yeah I was thinking of something like that. My first thought was something like the thumpers from Dune, but since I've built them to be keyed to pollution it makes more sense to chase a flare stack.

I'll adjust their targeting priority so it factors in emissions when I do a new version, currently they just go for the target with the most health. If they're keyed to emissions then you can use whatever polluting structures you want (such as the flare stack) to bait them.

Behemoth appears at evolution 0.95, Colossal at 0.99. My video was at 0.99 so had Colossals. Video making is kinda boring tbh or I'd try to include some behemoths too :P

Re: [MOD 0.12.29] Worm Attack 0.1.0 (errors fixed)

Posted: Fri Apr 01, 2016 6:30 am
by Factorio2016
Make video with Behemoth. Use Test-mode for speed.
I want to see his size and how he looks. He's so great?

:?: You can do that on a normal enemy bases turrets-worms crawled from place to place in a certain radius from the base?
To make the game more dynamic!

Re: [MOD 0.12.29] Worm Attack 0.1.0 (errors fixed)

Posted: Fri Apr 01, 2016 1:27 pm
by Darloth
I'd love it if smaller worms attacked at lower evolution levels, but could be stopped entirely with the tier tier of flooring. Stone bricks or higher for small or medium worms, concrete or any mod flooring to stop large worms.

Is that possible?

Re: [MOD 0.12.29] Worm Attack 0.1.1 (updated)

Posted: Fri Apr 01, 2016 7:37 pm
by iamseph
I've updated the mod a little, new file in the OP. The quake code was really broken and I've fixed it up now. The worms are also much tougher now.

it should work fine just to turn off the old version and turn the new one on.

Factorio2016:
There's now a video (in the OP) for the worm sizes

Darloth:
I'll include big worms launching underground attacks in a later version when I have time


I had a shot at emissions-based targeting but kept getting errors, I don't know how to do that yet. If anyone knows how to check the emissions production of furnaces and the like I'll add it, otherwise I'll add it as soon as I can work out how.

Re: [MOD 0.12.29] Worm Attack 0.1.1 (updated)

Posted: Fri Apr 01, 2016 7:53 pm
by orzelek
You can look at LuaSurface methods - there is a get_pollution there to read pollution value for given location.

Re: [MOD 0.12.29] Worm Attack 0.1.1 (updated)

Posted: Fri Apr 01, 2016 8:08 pm
by iamseph
orzelek wrote:You can look at LuaSurface methods - there is a get_pollution there to read pollution value for given location.
Yeah I'm already doing that (the worms navigate to the most polluted chunk)

I need to work out how to target a specific building based on the emissions it produces, they have "emissions" values but I don't know a way of checking if an entity has an "emissions" value that doesn't throw errors on every entity that doesn't

Re: [MOD 0.12.29] Worm Attack 0.1.1 (updated)

Posted: Fri Apr 01, 2016 9:31 pm
by orzelek
Entity prototype seems to have emissions_per_tick property. You'd need to take a look what that value represents in practice.

Re: [MOD 0.12.29] Worm Attack 0.1.1 (updated)

Posted: Sun Apr 03, 2016 5:30 am
by iamseph
I've taken the emissions-detection discussion over to the modding discussion forum

Re: [MOD 0.12.29] Worm Attack 0.1.2 (update 3rd April)

Posted: Sun Apr 03, 2016 9:25 pm
by iamseph
v0.1.2
Big worms can now also burrow to your base and attack (big worm attacks start at evolution 0.8)
Worms will sometimes surface on open ground rather than always coming up under a building
The rate of worm growth and worm attacks has been reduced overall, various other balance tweaks
Concrete and stone floors can be used to protect your buildings from attack - worms will prioritise buildings on soft ground more
Worms that break through buildings will have less than full health when they surface, they will lose more health if they break through stone or concrete
Worms will give more significance to assembling machines, furnaces, etc when choosing their target

Re: [MOD 0.12.29] Worm Attack 0.1.2 (update 3rd April)

Posted: Sun Apr 30, 2017 2:21 am
by Shin
Are you still working on it? Cause this is awesome!

Re: [MOD 0.12.29] Worm Attack 0.1.2 (update 3rd April)

Posted: Tue May 02, 2017 5:39 pm
by wodzu93
@iamseph - I uploaded updated version to the mod portal, with given credit and linking back to this post.

It's a great mod, and I hope you don't mind me updating it. If yes, give me a PM and I will delete it.