[MOD 0.15.31+] Supportive Weapons v0.3.1 - Fixed bug

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Mooncat
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[MOD 0.15.31+] Supportive Weapons v0.3.1 - Fixed bug

Post by Mooncat » Tue Apr 04, 2017 1:22 pm

Type: Mod
Name: Supportive Weapons
Description: Introduces some supportive turrets and weapons that help you killing enemies, not by dealing high damage, but by slowing them down or distracting them.
License: Mooncat's Graphical Mod License v1
Version: 0.3.1
Release: 2017-08-08
Tested-With-Factorio-Version: 0.15.32
Category: (Armor, Defense, Weapons)
Tags: support, glue, electric, paralyze, mirage, Triton.
Download-Url: https://mods.factorio.com/mods/Mooncat/ ... ve-weapons
Website: viewtopic.php?f=97&t=43724
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Last edited by Mooncat on Thu Aug 17, 2017 9:29 am, edited 16 times in total.

Nexela
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Re: [MOD 0.14] Supportive Weapons

Post by Nexela » Tue Apr 04, 2017 3:21 pm

I AM SOLD!!!! without even trying it I know I want this mod!

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Re: [MOD 0.14] Supportive Weapons

Post by Mooncat » Tue Apr 04, 2017 4:36 pm

Nexela wrote:I AM SOLD!!!! without even trying it I know I want this mod!
lol thanks. And good luck with the additional production chains. :lol:

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Re: [MOD 0.14] Supportive Weapons

Post by Sedar » Wed Apr 05, 2017 9:18 am

Looks great. Thank you.

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Re: [MOD 0.14] Supportive Weapons

Post by Mooncat » Wed Apr 05, 2017 1:07 pm

Sedar wrote:Looks great. Thank you.
Thanks for your kind words too. :D

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Re: [MOD 0.14] Supportive Weapons

Post by AndrewIRL » Wed Apr 05, 2017 1:33 pm

Looks a little OP but the documentation and presentation are excellent.

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Re: [MOD 0.14] Supportive Weapons

Post by Mooncat » Thu Apr 06, 2017 2:02 am

AndrewIRL wrote:Looks a little OP but the documentation and presentation are excellent.
Thank you!
The new turrets can really strengthen your defense system. If you think it is too easy, you can always use other mods that introduce stronger enemies, like Natural Evolution, Bob's Enemies. ;)
I will probably add some more intermediate products to make the production chain a little bit more complicated (especially the mirage chargers). But this will only happen in 0.15, so no game breaking changes in 0.14.
I also wanted to make my own enemy mod, but getting new alien graphics is not easy. :P

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Re: [MOD 0.14] Supportive Weapons

Post by kyranzor » Thu Apr 06, 2017 10:52 pm

hey Mooncat, great mod, looks great and the concepts are cool. nice GIFs. Better than any Sundog could do.

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Re: [MOD 0.14] Supportive Weapons

Post by Mooncat » Sat Apr 08, 2017 7:52 pm

kyranzor wrote:hey Mooncat, great mod, looks great and the concepts are cool. nice GIFs. Better than any Sundog could do.
Thanks for your kind words. :lol:

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Re: [MOD 0.14] Supportive Weapons

Post by aka13 » Sat Apr 08, 2017 8:00 pm

Now this is amazing work, very nice presentation and features. Love it, every bit of it!
Pony/Furfag avatar? Opinion discarded.

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Re: [MOD 0.14] Supportive Weapons

Post by Darloth » Mon May 29, 2017 10:25 pm

Hopefully this is planned for an update to 0.15?

While this sort of post is rather unnecessary most of the time, I'm making one here because this is one of the few mods that actually adds some interesting new combat bits. Factorio doesn't have that many, and so I'd be really sad to see this one go, as it's probably the most interesting early game combat addition that also adds new combat verbs as it were, instead of just Shoot Bigger Explodier More.

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Re: [MOD 0.14] Supportive Weapons

Post by Mooncat » Tue May 30, 2017 7:53 am

Darloth wrote:Hopefully this is planned for an update to 0.15?

While this sort of post is rather unnecessary most of the time, I'm making one here because this is one of the few mods that actually adds some interesting new combat bits. Factorio doesn't have that many, and so I'd be really sad to see this one go, as it's probably the most interesting early game combat addition that also adds new combat verbs as it were, instead of just Shoot Bigger Explodier More.
I'm working on it. It may take some more time as I want to make sure they are balanced, especially the technologies. ;)
(And CM constantly needs my care so I can't promise you the time)

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Re: [MOD 0.14] Supportive Weapons

Post by Darloth » Tue May 30, 2017 4:37 pm

Yep, that's very reasonable.

Thanks for letting us know it's still on the agenda!

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Re: [MOD 0.15+] Supportive Weapons v0.2.0

Post by Mooncat » Tue Jun 13, 2017 5:12 pm

After the long battle against the new science packs and new graphics, I can finally release the first version for Factorio 0.15.
Spent too much time on those tasks, still haven't got the time to actually carry out a gameplay testing. But I took reference from the vanilla settings, so it shouldn't be too bad. :P
Changelog
I will add more weapons in the coming updates.

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Re: [MOD 0.15+] Supportive Weapons v0.2.0

Post by miturion » Thu Jun 29, 2017 8:56 am

great work! I am fan of the glue :)

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Re: [MOD 0.15+] Supportive Weapons v0.2.0

Post by Mooncat » Fri Jun 30, 2017 8:18 am

miturion wrote:great work! I am fan of the glue :)
Thanks! Glue is amazing, especially when you have tons of spare wood. :lol:

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Re: [MOD 0.15+] Supportive Weapons v0.2.0

Post by miturion » Tue Jul 04, 2017 12:56 pm

Mooncat wrote:
miturion wrote:great work! I am fan of the glue :)
Thanks! Glue is amazing, especially when you have tons of spare wood. :lol:
I use bobs greenhouse so I have :twisted:

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Re: [MOD 0.15.31+] Supportive Weapons v0.3.0 - New weapons

Post by Mooncat » Sat Aug 05, 2017 10:36 pm

Released v0.3.0 with some fixes and 4 new categories of weapons.
Changelog
And finally found a proper way to put a donate button on this forum. If you hate this thing, don't expand the Support tag in the OP. :)

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Re: [MOD 0.15.31+] Supportive Weapons v0.3.1 - Fixed bug

Post by Mooncat » Mon Aug 07, 2017 5:10 pm

Released v0.3.1 with a fix about mod compatibility.
Changelog

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Re: [MOD 0.15.31+] Supportive Weapons v0.3.1 - Fixed bug

Post by DRY411S » Sun Aug 20, 2017 7:51 am

Hi, there's a recipe in this mod that my Recycling Machines mod does not like. Before I change my mod to ignore it, I thought I'd post here to see whether it's a bug with your mod. The recipe has ingredients, but no results. The category is "advanced-crafting" which means that the item must be made in an assembly machine, but what is the point if it doesn't actually make anything?

Code: Select all

{
  allow_decomposition = false,
  category = "advanced-crafting",
  enabled = false,
  energy_required = 10,
  icon = "__supportive-weapons__/graphics/icons/tissue-leaching.png",
  ingredients = {
    {
      amount = 1,
      name = "supportive-weapons_dissolved-tissue",
      type = "item"
    },
    {
      amount = 5,
      name = "sulfuric-acid",
      type = "fluid"
    }
  },
  main_product = "",
  name = "supportive-weapons_tissue-leaching",
  order = "i[supportive-weapons]-a[tissue-leaching]",
  requester_paste_multiplier = 10,
  subgroup = "raw-material",
  type = "recipe"
}

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