Page 1 of 2

[MOD 0.12.17+] Combat variations 0.1.1

Posted: Wed May 25, 2016 3:59 pm
by MrDoomah
Type: Mod
Name: Combat variations
Description: Adds a few new items and enemies to spice up your game
License: Image
Version: 0.1.1
Release: 2016-05-25
Tested-With-Factorio-Version:0.12.33
Category: Combat
Download-Url:
Combat-variations_0.1.1.zip
(331.16 KiB) Downloaded 561 times
This mod adds:
  • 2 new turrets.
    Turrets
  • 2 and a half new walls.
    Walls
  • 2 new enemies.
    Enemies
  • Some other improvements
    Improvements

Version history

Re: [MOD 0.12.17+] Combat variations 0.1.0

Posted: Wed May 25, 2016 4:08 pm
by Klonan
This looks really cool, especially the fences :D

Re: [MOD 0.12.17+] Combat variations 0.1.0

Posted: Wed May 25, 2016 4:15 pm
by steinio
:o
What the hell is this brood mother. OMG.

And who is this cute little fella?

Re: [MOD 0.12.17+] Combat variations 0.1.0

Posted: Wed May 25, 2016 4:53 pm
by MrDoomah
steinio wrote::o
What the hell is this brood mother. OMG.

And who is this cute little fella?
That cure little fella is the base game defender robot. The capsule dispenser was loaded with a defender capsule, a poison capsule and a grenade.

Re: [MOD 0.12.17+] Combat variations 0.1.0

Posted: Wed May 25, 2016 5:58 pm
by sporefreak
This actually looks kinda awesome! Would it be possible to add a config to enable/disable parts? I honestly don't like the turrets, (i mean they are cool but with 4+other mods it becomes very overwhelming to have 2 kinds of Mk1 Mk2 mk3 and cannon turrets) I usually disable parts myself but that doesn't always work and messes things up. Either way looks awesome! Great job on the brood mother!

Re: [MOD 0.12.17+] Combat variations 0.1.0

Posted: Wed May 25, 2016 8:46 pm
by MrDoomah
sporefreak wrote:This actually looks kinda awesome! Would it be possible to add a config to enable/disable parts? I honestly don't like the turrets, (i mean they are cool but with 4+other mods it becomes very overwhelming to have 2 kinds of Mk1 Mk2 mk3 and cannon turrets) I usually disable parts myself but that doesn't always work and messes things up. Either way looks awesome!
In the data.lua file inside the mod, the different parts are loaded by group.
I can't guarantee that disabling one doesn't mess other things up, but things are fairly split up.
sporefreak wrote: Great job on the brood mother!
Thank you! It wasn't hard to implement, but it turned out really great. :D

Re: [MOD 0.12.17+] Combat variations 0.1.0

Posted: Thu May 26, 2016 12:07 am
by sporefreak
MrDoomah wrote: In the data.lua file inside the mod, the different parts are loaded by group.
I can't guarantee that disabling one doesn't mess other things up, but things are fairly split up.
So the Data.lua tells the mod what to load? i just thought it told the game what files were required to run .-. (removing any causing errors)

Re: [MOD 0.12.17+] Combat variations 0.1.0

Posted: Thu May 26, 2016 12:47 am
by Lightning_Bird
sporefreak wrote:
MrDoomah wrote: In the data.lua file inside the mod, the different parts are loaded by group.
I can't guarantee that disabling one doesn't mess other things up, but things are fairly split up.
So the Data.lua tells the mod what to load? i just thought it told the game what files were required to run .-. (removing any causing errors)
It's pretty easy to enable / disable given parts of a mod (like items etc). Few lines are enough to switch them on and off.
switches.rar
(3.07 KiB) Downloaded 187 times
- if you want to switch things on and off.
Replace data, add functions and config (main folder), delete projectiles from entity folder and add projectiles folder to prototype folder.
Now modify config to turn things on and off.

To OP.
Pretty cool stuff you got there :)

Re: [MOD 0.12.17+] Combat variations 0.1.0

Posted: Thu May 26, 2016 7:19 am
by MrDoomah
Lightning_Bird wrote:
switches.rar
That's pretty neat what you did there. Mind if I borrow this for future versions?
I had considered splitting this mod up into several modules or mods (especially the enemies from the rest) but decided against in the end.

Re: [MOD 0.12.17+] Combat variations 0.1.0

Posted: Thu May 26, 2016 12:10 pm
by Lightning_Bird
MrDoomah wrote:
Lightning_Bird wrote:
switches.rar
That's pretty neat what you did there. Mind if I borrow this for future versions?
I had considered splitting this mod up into several modules or mods (especially the enemies from the rest) but decided against in the end.
Hey, you can do what you want.
I like to help (if I can) with the little stuff so people like you (mod creators) have more time for more important stuff :)

Re: [MOD 0.12.17+] Combat variations 0.1.0

Posted: Thu May 26, 2016 12:47 pm
by MrDoomah
Lightning_Bird wrote:
MrDoomah wrote:
Lightning_Bird wrote:
switches.rar
That's pretty neat what you did there. Mind if I borrow this for future versions?
I had considered splitting this mod up into several modules or mods (especially the enemies from the rest) but decided against in the end.
Hey, you can do what you want.
I like to help (if I can) with the little stuff so people like you (mod creators) have more time for more important stuff :)
It was more a courtesy call than anything else. If you said no I'd still do it and there's nothing you can do to stop me :lol:

Re: [MOD 0.12.17+] Combat variations 0.1.0

Posted: Thu May 26, 2016 2:11 pm
by Lightning_Bird
MrDoomah wrote:It was more a courtesy call than anything else. If you said no I'd still do it and there's nothing you can do to stop me :lol:
You don't have to expalin the obvious ;)

Re: [MOD 0.12.17+] Combat variations 0.1.0

Posted: Sat May 28, 2016 10:57 am
by sore68
I love this mod!!! Love you!! and love strong aliens!!!!!!!! :D :D :D

Can you added more aliens to strong???

another more fast aliens!
more health aliens!!
more high defense aliens!!!
more fast health recovery aliens!!!!
large explode to die (if aliens are die, this aliens corpse is boom~~~)
and master level aliens dies, is born cubs(if master level alien is die, corpse is born to high, mid or low level aliens!!)

about low, mid, high and master level aliens!!


sorry for my bad English and thank you for this mod!!!

Re: [MOD 0.12.17+] Combat variations 0.1.0

Posted: Sun May 29, 2016 7:00 am
by sporefreak
sore68 wrote:I love this mod!!! Love you!! and I love harder aliens!!!!!!!! :D

Can you add even harder aliens?

Faster aliens!
Tanky aliens!!
Stronger aliens!
Fast Regenerating aliens!!!!
Aliens that explode on death!
and Splitting aliens! When they die they spawn smaller aliens that get stronger over time!
BESIDES THAT



I found a bug. When setting any item filter (Smart inserters for example) the Aliens are able to be selected for filters. Also in said alien filters the brood mother looks very humanoid,

Re: [MOD 0.12.17+] Combat variations 0.1.0

Posted: Sun May 29, 2016 7:30 am
by Lightning_Bird
sporefreak wrote:I found a bug. When setting any item filter (Smart inserters for example) the Aliens are able to be selected for filters. Also in said alien filters the brood mother looks very humanoid,
You can fix that by deleting lines from 12 to 43 in enemies.lua (prototypes>entity>enemies.lua)
sore68 wrote:another more fast aliens!
more health aliens!!
more high defense aliens!!!
more fast health recovery aliens!!!!
large explode to die (if aliens are die, this aliens corpse is boom~~~)
and master level aliens dies, is born cubs(if master level alien is die, corpse is born to high, mid or low level aliens!!)
You can get these using :
DyTech's War mod and Swarm.
You would need only DyTech War and DyTech Core. Look through the config file to adjust the difficulty and turn off cheats.

Re: [MOD 0.12.17+] Combat variations 0.1.0

Posted: Sun May 29, 2016 8:17 am
by Lightning_Bird
So.. I've made a broodmother capsule and I've tested them on other aliens.
I want to point out that if a broodmother is left to attack some unguarded entity or if it attacks with a hefty group of other aliens, her spawns can cause some serious lag.
I've deployed few of them and they spawned so many tiny biters, I coulnd't see the enemies anymore.
Just a heads up if you were to face large groups.

Re: [MOD 0.12.17+] Combat variations 0.1.0

Posted: Sun May 29, 2016 9:10 am
by sporefreak
Lightning_Bird wrote:
sporefreak wrote:I found a bug. When setting any item filter (Smart inserters for example) the Aliens are able to be selected for filters. Also in said alien filters the brood mother looks very humanoid,
You can fix that by deleting lines from 12 to 43 in enemies.lua (prototypes>entity>enemies.lua)
I just learned that the enemies have items that can be used to spawn them, I wasnt aware of this but it makes so much sense now lol.

Also maybe the brood mothers should cap at 10 mini spawns?

Re: [MOD 0.12.17+] Combat variations 0.1.0

Posted: Sun May 29, 2016 10:45 am
by Lightning_Bird
sporefreak wrote: I just learned that the enemies have items that can be used to spawn them, I wasn't aware of this but it makes so much sense now lol.
Also, maybe the broodmother should cap at 10 spawns?
I was playing around with new biters and I didn't notice any item drops. Nor there is anything in files about loot / recipe based on these 'items'.

Re: [MOD 0.12.17+] Combat variations 0.1.0

Posted: Sun May 29, 2016 12:06 pm
by MrDoomah
sporefreak wrote: I found a bug. When setting any item filter (Smart inserters for example) the Aliens are able to be selected for filters. Also in said alien filters the brood mother looks very humanoid,
sporefreak wrote:I just learned that the enemies have items that can be used to spawn them, I wasnt aware of this but it makes so much sense now lol.


Whoops, I made those items to test out the biters. I'll remove them in a new update.
Lightning_Bird wrote:I want to point out that if a broodmother is left to attack some unguarded entity or if it attacks with a hefty group of other aliens, her spawns can cause some serious lag.
That's just the pathfinder lag. I think they solve that somewhat in 0.13. Besides that, there should not spawn many broodmothers. The spawnratio's (at 100% evolution) are: 2 medium spitters : 8 big spitters : 6 behemoth spitters : 3 broodmothers. That means there is about 1 broodmother in 5(+1/3) spitters, plus there are biters too. (This is without other mods that add enemies.)

Re: [MOD 0.12.17+] Combat variations 0.1.0

Posted: Sun May 29, 2016 1:53 pm
by Lightning_Bird
MrDoomah wrote: That's just the pathfinder lag. I think they solve that somewhat in 0.13. Besides that, there should not spawn many broodmothers. The spawnratio's (at 100% evolution) are: 2 medium spitters : 8 big spitters : 6 behemoth spitters : 3 broodmothers. That means there is about 1 broodmother in 5(+1/3) spitters, plus there are biters too. (This is without other mods that add enemies.)
Yeah, I've heard about the pathfining. If they solve that then we can stop avoiding large groups of enemies :)
For the broodmother an AoE turret is a must have (dispenser)