Long description
Adds barbed-wire, which can be placed down and hurts and slows down any enemy that walks on it.
They can be upgraded to:
Reinforced (more health and damage)
Slowing (slows down more)
Conductive (can be powered to deal extra damage)
or any combination of the three.
Pictures
Pictures
All wire types
Barbed-Wire-Icon.PNG (81.51 KiB) Viewed 4800 times
Barbed-Wire-Defense-1.PNG (234.81 KiB) Viewed 4800 times
Barbed-Wire-Defense-2.PNG (303.22 KiB) Viewed 4800 times
Barbed-Wire-Defense-3.PNG (369.31 KiB) Viewed 4800 times
Version history
Version history
Version 0.3.2 (2017-4-27):
* Fixed locale issues.
Version 0.3.1 (2017-4-25):
* Migrated to Factorio version 0.15.
* Updated graphics. They are slightly less ugly now.
Version 0.3.0 (2017-1-16):
* Added new wire type: Conductive. Conductive barbed-wires can be charged (non-conductive wires cannot be charged)
Version 0.2.2 (2016-9-25):
* Fixed accidental increase in damage
Version 0.2.1 (2016-9-25):
* Added on_configuration_changed ( I forgot )
Version 0.2.0 (2016-9-25):
* Barbed-wires now harm all entities (including player)
* All barbed-wires now have a slowing effect, and the slowing-barbed-wires have an increased effect.
Version 0.1.0 (2016-9-23): Released
This is also my first mod, so any feedback would be good!
Re: [MOD 0.14] Barbed-Wire
Posted: Fri Sep 23, 2016 9:01 pm
by hitzu
For balance purposes it also has to deal damage to the player
Re: [MOD 0.14] Barbed-Wire
Posted: Sun Sep 25, 2016 5:52 pm
by mathranger101
Thank you for the feedback! I originally had that as part of my mod, but through the development I decided to drop it for optimization purposes, but now I've found a way that is (I hope) efficient.
Re: [MOD 0.14] Barbed-Wire
Posted: Mon Sep 26, 2016 12:58 am
by Thomasnotused
I believe using the wall prototype for the barbed wires would allow you to have them link together, so that the graphics can link. I think it'd make this mod look a lot cooler, but it would be quite demanding from the graphics point of view.
Re: [MOD 0.14] Barbed-Wire
Posted: Mon Sep 26, 2016 11:13 am
by mathranger101
SuicidalKid wrote:I believe using the wall prototype for the barbed wires would allow you to have them link together, so that the graphics can link. I think it'd make this mod look a lot cooler, but it would be quite demanding from the graphics point of view.
I might be remembering wrong, but I believe I tried that at some point, but if you placed them next to stone-walls (where they are likely to be), the stone-walls would jut out and make an ugly looking connection. I'd suppose the same is true for pipes. If I really wanted to, I could occasionally check for neighboring barbed-wires and do some crazy stuff with car directions or somethings, but I fear that that would take up too much processing.
Re: [MOD 0.14] Barbed-Wire
Posted: Tue Jan 17, 2017 1:03 am
by mathranger101
Hello everyone.
I know it's been 4 months since I last updated this mod, and I left it with a bunch of FPS issues and bugs. I was working on fixes for these things, but eventually I just got tired. But now after a long break I believe I've managed to fix a lot of the problems. But enough of my life story, here's what I changed:
I added new type: Conductive. This kind of wire can be charged to deal extra damage. This means non-conductive barbed-wire cannot be charged. This was added so that wires that won't be charged don't constantly have the "Needs Power" warning. How I handled this in the older versions led to a lot of the FPS issues, so this was the best solution I could think of.
Another thing I changed is how barbed-wire damages the player. Originally I had a "Hazard" wire, a wire that attacked anything, along with the regular wire. However, this led to more FPS problems, since the two were constantly attacking each other. I fixed this by occasionally checking all players' positions and checking if a wire is under them. This potentially causes problems on mass-multiplayer, but I haven't tested it.
There are a bunch of other minor things, like recipe or research changes.
Again, sorry that it has been quite a while since I updated this. I hope you all enjoy the now (hopefully) fixed mod.