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

Posted: Tue Apr 04, 2017 1:22 pm
by Mooncat
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
License
Long description
Mod compatibility
Art request
Version history
Support

Re: [MOD 0.14] Supportive Weapons

Posted: Tue Apr 04, 2017 3:21 pm
by Nexela
I AM SOLD!!!! without even trying it I know I want this mod!

Re: [MOD 0.14] Supportive Weapons

Posted: Tue Apr 04, 2017 4:36 pm
by Mooncat
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:

Re: [MOD 0.14] Supportive Weapons

Posted: Wed Apr 05, 2017 9:18 am
by Sedar
Looks great. Thank you.

Re: [MOD 0.14] Supportive Weapons

Posted: Wed Apr 05, 2017 1:07 pm
by Mooncat
Sedar wrote:Looks great. Thank you.
Thanks for your kind words too. :D

Re: [MOD 0.14] Supportive Weapons

Posted: Wed Apr 05, 2017 1:33 pm
by AndrewIRL
Looks a little OP but the documentation and presentation are excellent.

Re: [MOD 0.14] Supportive Weapons

Posted: Thu Apr 06, 2017 2:02 am
by Mooncat
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

Re: [MOD 0.14] Supportive Weapons

Posted: Thu Apr 06, 2017 10:52 pm
by kyranzor
hey Mooncat, great mod, looks great and the concepts are cool. nice GIFs. Better than any Sundog could do.

Re: [MOD 0.14] Supportive Weapons

Posted: Sat Apr 08, 2017 7:52 pm
by Mooncat
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:

Re: [MOD 0.14] Supportive Weapons

Posted: Sat Apr 08, 2017 8:00 pm
by aka13
Now this is amazing work, very nice presentation and features. Love it, every bit of it!

Re: [MOD 0.14] Supportive Weapons

Posted: Mon May 29, 2017 10:25 pm
by Darloth
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.

Re: [MOD 0.14] Supportive Weapons

Posted: Tue May 30, 2017 7:53 am
by Mooncat
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)

Re: [MOD 0.14] Supportive Weapons

Posted: Tue May 30, 2017 4:37 pm
by Darloth
Yep, that's very reasonable.

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

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

Posted: Tue Jun 13, 2017 5:12 pm
by Mooncat
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.

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

Posted: Thu Jun 29, 2017 8:56 am
by miturion
great work! I am fan of the glue :)

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

Posted: Fri Jun 30, 2017 8:18 am
by Mooncat
miturion wrote:great work! I am fan of the glue :)
Thanks! Glue is amazing, especially when you have tons of spare wood. :lol:

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

Posted: Tue Jul 04, 2017 12:56 pm
by miturion
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:

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

Posted: Sat Aug 05, 2017 10:36 pm
by Mooncat
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. :)

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

Posted: Mon Aug 07, 2017 5:10 pm
by Mooncat
Released v0.3.1 with a fix about mod compatibility.
Changelog

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

Posted: Sun Aug 20, 2017 7:51 am
by DRY411S
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"
}