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[MOD 0.12.x] Survival Mode (19-Apr-16 updated)

Posted: Wed Apr 06, 2016 5:01 pm
by vioyrbr
Hello everyone, this is a mod to complete the story of Factorio.
(This mod is not support the sandbox games because there are no character standing on the planet.)
The main idea: The character on the game should be focus on survival, not just against the aliens, the clean water, food and oxygen should not be ignored.

Inspired by Natha (viewtopic.php?f=94&t=9422) and movie "The Martian", I spent three days of Easter holiday to develop this mod.

The water is the most important to keep you survive.
Water can be ionize and extract the oxygen.
To filter the water and get pure-water.
Potato cannot be grown on the planet but it can be grown on a pot.
Fertilizer can be filled on empty-bottle(s) after you ate or drank..... :lol:


The balance is not perfect yet, advice or suggestion is appreciated.
If you load your previous save other than start new game, you can init the mod in console (~ button) by following command: /c remote.call("survival", "init"), but the mod still in beta stage and I really suggest to try it in new game first.
Pictures
Simple Guide
Known issues - Limitations
changelog
Pending

Re: [MOD 0.12.x] Survival Mode

Posted: Wed Apr 06, 2016 5:15 pm
by steinio
Very nice idea.
I install it.

I catched a raw fish recently maybe you could do something with it (eat, breed...)

Update:
Well i have no oxygen or water bar in the upper left corner.
I researched filtering, ionization and recycling but am now stuck because i cant build a small pump for the purifier.
Should it be a offshore pump?

Also the steel plate for bottles could be a bit high if you start a new game. You would just die before you smelted your first iron plate :)

Update 2:
I can't find my granted potato :)

Greetings steinio

Re: [MOD 0.12.x] Survival Mode 0.0.2

Posted: Wed Apr 06, 2016 5:58 pm
by vioyrbr
Thanks for your support :mrgreen:

I just forgot the fish in the game, I may add it in the next version.
Oxygen/Water/Food were auto consume from inventory.

The oxygen/food bar is only visible for new game with character and it does not support sandbox game
I agreed the purifier is very costly in early game and gave a purifier to user so that they are required to change it's function until they can make it by themselves.

The mod balance is not finalized, I may try to adjust the difficulty.....

Re: [MOD 0.12.x] Survival Mode (9-Apr-16 updated)

Posted: Sat Apr 09, 2016 8:35 pm
by steinio
Hello again,

maybe you could change it, so that it can also be used in an existing game.

I started a new game and tried to play normaly.
After short time i died because of oxygen level.

Maybe a tutorial would help.

Considerations at new game:
- no electricity (burner water/oxygen pump ?)
- no research

I updated to 0.0.6 and get the appended error message.

Greetings steinio

Re: [MOD 0.12.x] Survival Mode (11-Apr-16 updated)

Posted: Mon Apr 11, 2016 3:55 pm
by vioyrbr
Thanks again, steinio. Thanks for your feed back :D
It is hard to be a developer and tester the same time, your feed back / bug report is really a big support.

You can try version 0.0.7 now ;)
Oxygen bottles (it called respirator as a equipment) is on your space suit from the game start. After the oxygen bottle has been used, it changed to a empty bottles. You can filled it up again by oxygen (liquid) which produced by purifier

Re: [MOD 0.12.x] Survival Mode (11-Apr-16 updated)

Posted: Wed Apr 13, 2016 2:28 pm
by Sacredd
Image

Not work in multiplayer.

I have tried to add in function handle_players()
the line:

Code: Select all

for _, player in ipairs(game.players) do
And remove change "game.player" to "player".
Its works, but there is stil more to do. E.g. if one dies the game shall no be over.

A very nice idea at all, but I dont understand how the potatos work.

Re: [MOD 0.12.x] Survival Mode (11-Apr-16 updated)

Posted: Wed Apr 13, 2016 8:58 pm
by Sander_Bouwhuis
Sir, I love your graphics style. I wish the devs of Factorio would hire a graphics artist and make this game look a lot better.

Re: [MOD 0.12.x] Survival Mode (11-Apr-16 updated)

Posted: Thu Apr 14, 2016 3:20 pm
by vioyrbr
Sacredd wrote:Image

Not work in multiplayer.

I have tried to add in function handle_players()
the line:

Code: Select all

for _, player in ipairs(game.players) do
And remove change "game.player" to "player".
Its works, but there is stil more to do. E.g. if one dies the game shall no be over.

A very nice idea at all, but I dont understand how the potatos work.
I never tried the multi-player game before, so I did not test the mod could be run on it.
If you still having problem of it, please let me know.

You can check the simple guide, the first picture told you the recipes of the items on this mod.
The potato plants take times to grown-up and it will dry-out after it fully grown-up. Deadly emission may kill it directly.
The needed time of grown/wither has been added on the description of the items, have a look.

Re: [MOD 0.12.x] Survival Mode (11-Apr-16 updated)

Posted: Thu Apr 14, 2016 3:25 pm
by vioyrbr
Sander_Bouwhuis wrote:Sir, I love your graphics style. I wish the devs of Factorio would hire a graphics artist and make this game look a lot better.
The images that I used was grabbed from google which stated reusable. Thanks google and otherwise I may give up to build this mod by the reason of no graphics.

Re: [MOD 0.12.x] Survival Mode (14-Apr-16 updated)

Posted: Thu Apr 14, 2016 4:31 pm
by Sander_Bouwhuis
Aha, ok.

The bottles especially look pretty.

Re: [MOD 0.12.x] Survival Mode (14-Apr-16 updated)

Posted: Fri Apr 15, 2016 7:41 pm
by steinio
Well, soory but i fiddled with your mod because i want to play with it in an existing game...

So i crated a new remote call in your interface:

Code: Select all

	init = function()						
		for _, player in ipairs(game.players) do
			local found = false
			
			for _, v in ipairs(global.survival) do
				if v[1] == player then
					found = true
				end
			end
			
			if found == false then
				local armor = player.get_inventory(defines.inventory.player_armor)
				if not armor.is_empty() then
					player.remove_item(armor[1])
				end
			
				table.insert(global.survival, {player, Config.MaxOxygen, Config.MaxWater, Config.MaxFood})
				ui_init(player)
				player_starting_inventory(player)
			
				game.players[player.index].print("Survival mod initiated.")
			else
				game.players[player.index].print("Survival mod was initiated before.")
			end		
		end
	end,
So i just need to console /c remote.call("survival", "init").

It works, but awkward.
The oxygen level decrease in 5 seconds to zero and kill...

So i changed the amount of players for punishment to 1 (me) and there it works, but this is not the intented way.
Seems the space suit setup is failing?

I don't expect that you want to debug my lousy code, but maybe you have an idea if you like.


Greetings steinio

Update:

I'm so blind...
I removed the existing armor and it works...
How can i upgrade the armor later?

Next problem - see the attached picture. It fails on clicking the little square next to the info box.

In the screenshot you see also the heavy displays provided by mods.
Suggestions:
Maybe you could change the design to this lightwight white text flows like in Evo GUI (steal their code :))
Maybe you could check for Evo GUI to hide the clock and evolution factor?

If you need help - i'm getting slowly warm with this lua language.

Update #2:
I found out how to remove the existing armor before creating your items.
Updated the mentioned code above for continuity.
You could ad it to the on_load event for hot swap usability of the mod.

Re: [MOD 0.12.x] Survival Mode (14-Apr-16 updated)

Posted: Fri Apr 15, 2016 11:07 pm
by ZombieMooose
keeping an eye on this

Re: [MOD 0.12.x] Survival Mode (11-Apr-16 updated)

Posted: Sun Apr 17, 2016 9:15 am
by Sacredd
vioyrbr wrote: I never tried the multi-player game before, so I did not test the mod could be run on it.
If you still having problem of it, please let me know.

You can check the simple guide, the first picture told you the recipes of the items on this mod.
The potato plants take times to grown-up and it will dry-out after it fully grown-up. Deadly emission may kill it directly.
The needed time of grown/wither has been added on the description of the items, have a look.
Thank you for your response and the update. I will check it and give you some feedback.

The potatoes: I want to run the potatos automaticly, is it possible?
What does the number on potatoes mean (1,2,3)?
Do I have to harvest each number and replant it to get the next? (It would be too much for me...).
What does a damaged potato mean?

How potatoes work in reality:
You plant one potato and in ~3 month you can dig like 5-8 potatoes from it.
The potatoes need water and weeds around it need to be removed.

So can you please make the potatos simpler? Plant one and harvest after a time. And here give time for harvest, you can't expect players stay in front of potoes whole game. (Please remove the polution damage and the polution absorbtion also).
Addionally raw potoes shall give less food than a cooked potato, but only raw potato can be used for planting.

Thank you for your great work!

Re: [MOD 0.12.x] Survival Mode (14-Apr-16 updated)

Posted: Sun Apr 17, 2016 10:08 am
by Sacredd
Found a bug:

If I click on the "-" at top left corner, I get following error:
Zwischenablage03.png
Zwischenablage03.png (77.62 KiB) Viewed 11630 times

Re: [MOD 0.12.x] Survival Mode (14-Apr-16 updated)

Posted: Sun Apr 17, 2016 1:43 pm
by steinio
Well if you change to teleport mode (used for example in YARM and Fat Controller for remote view of a mine or train) you die because of missing space suit.

Maybe you could add an if statement which checks for

Code: Select all

player.character.name == "fatcontroller"
Don't know the YARM name of ghost character but could be "yarm" obvisiouly.
This is definitly not your fault but must be considered.

I hope you don't get a nervous breakup just because you had this brilliant mod idea :)

Greetings steinio

Re: [MOD 0.12.x] Survival Mode (18-Apr-16 updated)

Posted: Mon Apr 18, 2016 9:42 am
by vioyrbr
Thank you steinio and Sacredd
I have fixed some bugs on the mod which were feed-backed by you guys
However, I need some time to improve the planting system.
May be finish it on next or next two version :)

Re: [MOD 0.12.x] Survival Mode (18-Apr-16 updated)

Posted: Mon Apr 18, 2016 8:33 pm
by ZombieMooose
How exactly does food, water and oxygen work? It's like randomly it takes an item from my inventory for it, but it doesn't make sense.

Anyway I'm loving it so far, but I haven't figured out how to change armors. Can someone help?

Re: [MOD 0.12.x] Survival Mode (18-Apr-16 updated)

Posted: Tue Apr 19, 2016 3:52 am
by vioyrbr
diongham wrote:How exactly does food, water and oxygen work? It's like randomly it takes an item from my inventory for it, but it doesn't make sense.

Anyway I'm loving it so far, but I haven't figured out how to change armors. Can someone help?

Its randomly decrease the player index and expend your items on inventory if needed.
If you wanna change an armor, you should equip the oxygen bottle to your new armor before you change on it. Sound reasonable, right?

Re: [MOD 0.12.x] Survival Mode (18-Apr-16 updated)

Posted: Tue Apr 19, 2016 9:10 pm
by Sacredd
vioyrbr wrote:Thank you steinio and Sacredd
I have fixed some bugs on the mod which were feed-backed by you guys
However, I need some time to improve the planting system.
May be finish it on next or next two version :)
Take the time you need and thank you for improvements.

Re: [MOD 0.12.x] Survival Mode (19-Apr-16 updated)

Posted: Sat Jun 25, 2016 1:38 am
by jeferymc
how do you eat and drink, do you do it automatically or not ? i'm really confused so please reply an answer