[MOD 0.15.x] Necromant

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Sacredd
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Re: [MOD 0.15.x] Necromant

Post by Sacredd » Sat Oct 07, 2017 1:21 pm

foodfactorio wrote: the only problem that i seem to have, is that the 2 recipes for making alien dna, via "alien-dna-from-flesh" and "alien-dna-from-brain", did not seem to unlock. (i think this is because i had already completed the research for Alien Technology - but maybe there is a way to tweak the mod to be able to detect that? ive seem several mods containing something called Migrations data, but am not sure if that it how to do it. Actually, for any new mod, i think it is probably a good idea to add anything new, into the tech tree as a new item, for example like you did with all the Biter processing, not just in terms of fun, but also being able to spot new research icons on the main tech tree page, as awaiting to be unlocked :)
viewtopic.php?f=95&t=40288&start=20#p290313
Hi foodfactorio.

Sorry for the late answer.
I think you should be able to get the recipes with the command
/c game.player.force.reset_recipes()

Also please try last version of the mod. Do stil have trouble with it?

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Re: [MOD 0.15.x] Necromant

Post by Sacredd » Sat Oct 07, 2017 1:32 pm

diongham wrote:Hallo. I think the concept of a magic wand is a bit weird for the game. Perhaps a flame grenade? Maybe even a cluster version of the grenade for higher levels?

Cheers
Hello diongham.

Thank you for the feedback. I understand your arguments, but my intention was to add something magic to this game.
I also would like to add some more magic, maybe undead creatures?

Dead bodies are not anything special and magic gives more possibilities to do something out of it.

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Re: [MOD 0.15.x] Necromant

Post by Sleeeper » Mon Oct 23, 2017 4:57 pm

Maybe add a turret version of magic staff.

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ZombieMooose
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Re: [MOD 0.15.x] Necromant

Post by ZombieMooose » Fri Jan 05, 2018 7:16 pm

Sacredd wrote:
diongham wrote:Hallo. I think the concept of a magic wand is a bit weird for the game. Perhaps a flame grenade? Maybe even a cluster version of the grenade for higher levels?

Cheers
Hello diongham.

Thank you for the feedback. I understand your arguments, but my intention was to add something magic to this game.
I also would like to add some more magic, maybe undead creatures?

Dead bodies are not anything special and magic gives more possibilities to do something out of it.
Perhaps separate the magic stuff into another mod? Or add a toggle?

Either way That's the only problem I have, and theoretically I can just not use it; the rest of the mod is great.

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Re: [MOD 0.15.x] Necromant

Post by Sacredd » Sun Jan 07, 2018 4:25 pm

Perhaps separate the magic stuff into another mod? Or add a toggle?

Either way That's the only problem I have, and theoretically I can just not use it; the rest of the mod is great.[/quote]

Ok, I will see what I can do. Making the fireball optional should be possible. Would it probably be better to change magic staff to a "fireball launcher" or something technical and not magical?

I also would like to implement the fireball tower, but I need graphics. And I am not good with graphics, so atm I don't know how to make them...

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Re: [MOD 0.15.x] Necromant

Post by ZombieMooose » Sun Jan 07, 2018 5:56 pm

Sacredd wrote:Perhaps separate the magic stuff into another mod? Or add a toggle?

Either way That's the only problem I have, and theoretically I can just not use it; the rest of the mod is great.
Ok, I will see what I can do. Making the fireball optional should be possible. Would it probably be better to change magic staff to a "fireball launcher" or something technical and not magical?

I also would like to implement the fireball tower, but I need graphics. And I am not good with graphics, so atm I don't know how to make them...[/quote]

I like the technical idea. Just flows better with the rest of the game. As always it's your mod and you can do whatever you want with it.

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Re: [MOD 0.15.x] Necromant

Post by Veden » Sat Jul 14, 2018 6:43 pm

For adding loot just use the tier naming set to have it map correctly

an example) if the tiers is set to 5
then the loot table sizes should be something along the lines of
{small, small, medium, big, behemoth}

Code: Select all

local TIER_NAMING_SET_5 = { 1, 3, 5, 7, 10 }
local TIER_NAMING_SET_10 = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }

-- you will want to check this exist

local nestVariations = settings.startup["rampant-newEnemyNestVariations"].value
local nestTiers = settings.startup["rampant-newEnemyNestTiers"].value
local wormVariations = settings.startup["rampant-newEnemyWormVariations"].value
local wormTiers = settings.startup["rampant-newEnemyWormTiers"].value
local unitVariations = settings.startup["rampant-newEnemyUnitVariations"].value
local unitTiers = settings.startup["rampant-newEnemyUnitTiers"].value

local types = {"neutral", "acid", "physical", "electric", "suicide", "nuclear", "fire", "inferno", "troll", "fast", "laser", "wasp", "spawner" }

-- tiers are either 5 or 10

-- variations can be 1 to 20

local tierSet = {
    (nestTiers == 5 and TIER_NAMING_SET_5) or TIER_NAMING_SET_10,
    (wormTiers == 5 and TIER_NAMING_SET_5) or TIER_NAMING_SET_10,
    (unitTiers == 5 and TIER_NAMING_SET_5) or TIER_NAMING_SET_10
}

for _,tiers in ipairs(tierSet) do

    for _, tier in ipairs(tiers) do
	for variation=1,nestVariations do
	    for _, v in ipairs(types) do
		local spawnerName = v .. "-spawner-v" .. variation .. "-t" .. tier .. "-rampant"
		data.raw["unit"][spawnerName].loot = {} -- add loot
	    end	    
	end
	for variation=1,wormVariations do
	    for _, v in ipairs(types) do
		local wormName = v .. "-worm-v" .. variation .. "-t" .. tier .. "-rampant"
		data.raw["unit"][wormName].loot = {} -- add loot
	    end	    
	end
	for variation=1,unitVariations do
	    for _, v in ipairs(types) do
		local biterName = v .. "-biter-v" .. variation .. "-t" .. tier .. "-rampant"
		local spitterName = v .. "-spitter-v" .. variation .. "-t" .. tier .. "-rampant"
		
		data.raw["unit"][biterName].loot = {} -- add loot
		data.raw["unit"][spitterName].loot = {} -- add loot
	    end	    
	end	
    end

end

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Re: [MOD 0.15.x] Necromant

Post by ZombieMooose » Thu Aug 09, 2018 9:33 pm

Hello Necromant is getting an error on line 3 of updates.lua "table expected, got nil"

Military science. It might be Science Cost Tweaker.

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Re: [MOD 0.15.x] Necromant

Post by Sacredd » Sat Aug 18, 2018 12:38 pm

ZombieMooose wrote:Hello Necromant is getting an error on line 3 of updates.lua "table expected, got nil"

Military science. It might be Science Cost Tweaker.
Line 3 is:

Code: Select all

table.insert(data.raw["recipe"]["military-science-pack"].ingredients,{"necro-alien-dna", 3})
The whole block is:

Code: Select all

if data.raw.recipe["military-science-pack"] then
	table.insert(data.raw["recipe"]["military-science-pack"].ingredients,{"necro-alien-dna", 3})
end
Please ask the mod author from Science Cost Tweaker, why this code could cause an error.
Maybe he is changing something with "data.raw"? Or removing/disabling the item "necro-alien-dna"?

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Re: [MOD 0.15.x] Necromant

Post by Sacredd » Sun Aug 19, 2018 9:58 am

Added settings to modify the use of DNA, Chitin, Fireball and Artifacts. (Version 0.16.7)
ZombieMooose I think you should be happy with this :D

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Re: [MOD 0.15.x] Necromant

Post by ZombieMooose » Mon Aug 20, 2018 12:10 am

Sacredd wrote:Please ask the mod author from Science Cost Tweaker, why this code could cause an error.
Maybe he is changing something with "data.raw"? Or removing/disabling the item "necro-alien-dna"?
I don't know why they would modify an item in your mod, but I'll look around.

Went through the code, and in recipes it looks like they change the name of the science pack, which is why your mod can't find it? This is from my very limited modding knowledge.

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Re: [MOD 0.15.x] Necromant

Post by Sacredd » Fri Aug 24, 2018 6:51 pm

ZombieMooose wrote:
Sacredd wrote:Please ask the mod author from Science Cost Tweaker, why this code could cause an error.
Maybe he is changing something with "data.raw"? Or removing/disabling the item "necro-alien-dna"?
I don't know why they would modify an item in your mod, but I'll look around.

Went through the code, and in recipes it looks like they change the name of the science pack, which is why your mod can't find it? This is from my very limited modding knowledge.
There is no more military science pack recipe or no ingredients, thats why following "table" is "nil".

Code: Select all

data.raw["recipe"]["military-science-pack"].ingredients

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Re: [MOD 0.15.x] Necromant

Post by regedit2000 » Thu May 02, 2019 6:10 pm

slightly optimized
update-corpses.zip
(1.04 KiB) Downloaded 5 times
added units from NE Enemies

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