[MOD 0.13] Alien Eggs - grow your own zoo

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binbinhfr
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[MOD 0.13] Alien Eggs - grow your own zoo

Post by binbinhfr »

Infos
  • Type: Mod
  • Name: AlienEggs
  • Description: A new technology to incubate and hatch alien eggs for your own experiments or vicious pleasure... or both !
  • Tested-With-Factorio-Version: 0.13.0
  • Multiplayer compatible: tested on a headless server...
  • Locale: english, french
  • Tags: Enemy, biters, spitters, worms, spawner, aliens.
  • License: You are free to use and distribute this mod and also to modify it for personal use, but not to release a modified version without permission (unless visibly not maintained anymore).
  • Portal download : https://mods.factorio.com/mods/binbinhfr/AlienEggs
alieneggs-screencopy1.jpg
alieneggs-screencopy1.jpg (27.65 KiB) Viewed 19852 times
Description
Download
For Factorio 0.13.X :
Please now use the portal for downloads (see link above or use ingame mod install/update), as I won't update both downloads links here anymore.
Last edited by binbinhfr on Fri Aug 05, 2016 5:29 pm, edited 32 times in total.
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Re: [MOD 0.12.X] Alien Eggs 1.0.0

Post by binbinhfr »

226 downloads but no remark ? Does it mean that you like my eggs ? :roll:
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Re: [MOD 0.12.X] Alien Eggs 1.0.0

Post by seronis »

binbinhfr wrote:226 downloads but no remark ? Does it mean that you like my eggs ? :roll:
"No news is good news"

Considering people tend to complain more readily than compliment (myself especially), no feedback with more than a handful of downloads means the people are too busy enjoying the mod to come back and type. Good work btw =-)

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Re: [MOD 0.12.X] Alien Eggs 1.0.0

Post by binbinhfr »

seronis wrote:Considering people tend to complain more readily than compliment (myself especially), no feedback with more than a handful of downloads means the people are too busy enjoying the mod to come back and type.
Yes you're totally right of course, but... it remains that one encouragement from time to time is always good to hear. So thank you very much for your words ! ;)
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Re: [MOD 0.12.X] Alien Eggs 1.0.0

Post by seronis »

Considering im using at least 3 of your mods Id prefer you not lose motivation. Compliments were purely for selfish reasons and just happen to also be deserved

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Re: [MOD 0.12.X] Alien Eggs 1.0.0

Post by binbinhfr »

seronis wrote:Considering im using at least 3 of your mods Id prefer you not lose motivation. Compliments were purely for selfish reasons and just happen to also be deserved
Very strategic ! :-)
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Re: [MOD 0.12.X] Alien Eggs 1.0.1

Post by binbinhfr »

So, for you, my only supporter, a new version :
v1.0.1
hatch several aliens per egg, depending on the alien size.
More realistic when you want to test your defences.
1 small egg contains 8 aliens
1 medium egg 4 aliens
1 big egg 2 aliens
1 behemoth egg 1 alien
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Re: [MOD 0.12.X] Alien Eggs 1.0.1

Post by seronis »

Went ahead and downloaded update version but it'll be a day or two before I can actually test it specifically. Cleared out my mods folder right now cause I decided I should go ahead and work on my own version of a teraforming mod and a market/trading/homeworld type mod. I currently use Landfill and GalacticTrade+Homeworld for those needs but they dont fit what I want perfectly and I do have some LUA experience modding dont starve so might as well be unlazy and make what I want. =-) keep up your work too

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Re: [MOD 0.12.X] Alien Eggs 1.0.1

Post by apcnc »

german locale

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Re: [MOD 0.12.X] Alien Eggs 1.0.2

Post by binbinhfr »

here is v1.0.2
Improves multiplayer compatibility. Adds german locale (thanks to apcnc)
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Re: [MOD 0.12.X] Alien Eggs - grow your own zoo

Post by binbinhfr »

working on update to 0.13 , should be ok wednesday evening.
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Re: [MOD 0.13.X] Alien Eggs - grow your own zoo

Post by binbinhfr »

0.13 update !
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Re: [MOD 0.13] Alien Eggs - grow your own zoo

Post by Lejving »

How come there's only spitters nest and no biters nest?

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Re: [MOD 0.13] Alien Eggs - grow your own zoo

Post by binbinhfr »

Lejving wrote:How come there's only spitters nest and no biters nest?
Good question... Eitehr I missed it, either this type of spawner did not exist when I first wrote the mod.
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Re: [MOD 0.13] Alien Eggs - grow your own zoo

Post by Lejving »

Then I request an update! :)

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Re: [MOD 0.13] Alien Eggs - grow your own zoo

Post by binbinhfr »

Lejving wrote:Then I request an update! :)
Of course, I'll do it as soon as I find an hour left. ;)
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Re: [MOD 0.13] Alien Eggs - grow your own zoo

Post by binbinhfr »

Lejving wrote:Then I request an update! :)
As I promised, here it is. :-)
Biter spawner eggs !
Please update on the portal.
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Re: [MOD 0.13] Alien Eggs - grow your own zoo

Post by PurpleYouko »

This might seem like a silly question but how do you reset the egg heater?
The only way I can hatch anything is to remove it and then replace it. then it stays on for 10 seconds before turning off again.

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Re: [MOD 0.13] Alien Eggs - grow your own zoo

Post by binbinhfr »

PurpleYouko wrote:This might seem like a silly question but how do you reset the egg heater?
The only way I can hatch anything is to remove it and then replace it. then it stays on for 10 seconds before turning off again.
Well yes, that's the way I made it...
I wanted a way to have a delay (charge), giving the time to take distance before hatching. And it also simulate the time to heat and hatch the eggs.
As I mostly use this mod for testings defenses, I thought it was ok. Do you have suggestions ?
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Re: [MOD 0.13] Alien Eggs - grow your own zoo

Post by PurpleYouko »

I think it would be nice to be able to automate it for the purpose of farming.

Possibly have it reset the charging cycle if the power is interrupted by means of a power switch in a logic circuit.
Even better allow us to connect wires to it and have it output/input true or false so that we can read it's state and reset it using a combinator. By all means build in a 10 second cooldown before it returns false. That also gives us time to load up a couple of eggs ready for the next cycle. ;)

I messed about with control.lua a little and added an else statement to the

Code: Select all

if ent.energy >= alien_heater_capacity * 990 then
conditional.

Code: Select all

-- PY added to reset heaters.... hopefully
				else
					heater.charging = true
					ent.energy = 0
				end
It does reset the timer quite nicely but it doesn't have much of a cool down delay. Also not controllable by logistics

I'm not very familiar with modding factorio as yet but I'm a pretty decent coder in C++ so the logic is somewhat familiar

[ABE] OK so the heater cycles nicely and hatches deployed eggs at the end of each cycle.
However there is no way to automatically deploy the eggs.
Maybe what we actually need is an incubator that takes the eggs and produces aliens.

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