Mocombat is a mod centered around increasing the ways you can combat the biters.
It adds new weapons and defenses alongside a new tank. Not to mention it implements automated combat robotics.
Download the mod, and extract its zips contents into your mods folder. If done properly you should end up with a second zip with the mod's version in its name.
Included Features
Weapons:
-Rescue Ranger
This puppy is the peak of engineering tech.
It fires packages of Nano machines that repair inorganic machines and dissolves extraterrestrial organics.
-Laser Rifle
A Powerful automatic weapon. Great range,Moderate Damage, Shoots lasers.
While the laser rifle is great at smiting worms and spawners to a degree, it fails entirely to kill massive hordes of biters.
-Bio Force Gun (Aka BFG)
The deadliest gun in the mod. Awesome range, Extreme damage, Huge AOE.
The BFG is quite expensive to produce, and fire. Creating a BFG is a challenge on its own requiring a portable fusion generator alongside its expensive research.
Once built and supplied with its rather pricey ammo, Biter bases beware. But as a warning, using the BFG may cause death to its user. Using it short of its max range will put you in the danger zone and most likely cause your demise.
Ammo:
-Depleted Uranium Rounds:
Only available if you have mopower installed.
These puppies are heavy duty bullets. Capable of piercing even the toughest hide/armor.
Aliens:
-Spitter --Removed: It was added to the base game
-Exploders
Nasty Little buggers that charge at your things, and then self destruct in a explosion damaging nearby objects.
Defenses:
-Tesla Arc Tower
Unlocked when you get the electric defense for your modular armor, this pricey tower squash's(Zaps) biter swarms like.... well bugs.
How ever it has its downsides. If used wrong it can damage your own infrastructure. Walls and the tower itself are immune to the electricity, but anything else in the cross fire is as good as dead(or badly damaged).
-Force Field Posts
The power of energy walls be yours! Place force field posts down in straight lines to generate a energy wall that when bitten by biters, it gives them a electric shock. The fields require energy to be sustained, and will fade quickly if their parent posts are shut down or destroyed. Also you cant repair the energy fields(Using tools on energy?!?! Absurd.), they self regenerate over time.
-Poison Mines
Mines that instead of exploding when trigged, release a potent neurotoxin.
-Advanced Combat Robotics
Advanced bots that will defend a area for you, or follow you if there's no where to dock up.
Other:
-Allows crafting of the rail-gun after unlocking heavy weapons (After Military 4)
-Secret Feature: Death Chests When you die instead of your inventory being vaporized you drop a chest so you can retrieve your gear.
You can use the command below to enable it or change the config file inside the mod.
remote.call("MoCombat","enabledeathchest")
Images
Re: (0.12.20) MoCombat 0.5.87
Posted: Sun Feb 14, 2016 10:22 pm
by GhengizCohen
cool mods, I like to use some of yours many times. have a small problem with MoCombat now though, Advanced Combat Robotics needs itself to be unlocked to research it. kinda weird that, pic below
Re: (0.12.24) MoCombat 0.5.88
Posted: Sun Mar 06, 2016 7:47 pm
by gixbit
As a programmer, and player of this game, I have noticed some troubling issues with this mod that I'm not entirely sure if they have been noticed. I have investigated the source of the issue and I have come up with this.
I have noticed that a constant loop is being used to calculate the forcefield posts on the map, using a loop inside of that to check all the walls between two points, While this does work, it doesn't work well. Infact, it's causing extreme performance issues after only a few forcefields are placed. You can check this. The problem with doing things this way is it doesn't use any logic. You should try to refactor your code so that the same affect is achieved, but instead assume that the walls are unchanging when they have not taken any damage or the player has not moved them or destroyed anything. This should actually make it easier for you overall honestly. Once the walls are placed, it is unnecessary to constantly loop these walls to make sure they're still there, or whatever is happening, I only looked at this code for a few minutes but, this is what i gathered from it within those few minutes. How you fix it is really up to you but, I had to stop using the forcefields and take off moindustry as that is causing some weird cycle usage without anything even being used from it yet.
The idea that I think should be taken from what i'm saying is that to fix these problems, more assumptions need to be made about what is happening, what will happen, and what hasn't happened at all. Events for placing the walls, using queues, Events for regenerating single sections of walls, using queues, and Events for destroying walls, using queues, and do nothing when it is not needed. Without this, any large scale use of these objects, will cause extreme performance problems overtime and the way the game compensates for slow scripts is to slow the game down. I apologize if any of this seems pretentious or unfounded, but, I did not see any feedback discussions or anything, so I apologize once again, if this was out of line or in the wrong place, etc.
Re: (0.12.24) MoCombat 0.5.88
Posted: Wed Mar 09, 2016 10:12 pm
by ludsoe
Well you're exactly right in calling the force field script inefficient. I believe when I first coded the force fields the modding API was in its infancy. (Not to mention I was pretty lazy when I made it.)
Thank you for bringing this issue to light, Ill get around to changing the system to something more efficient. As for mo-industry, Ill have to check that out then.
Re: (0.13.4) MoCombat 0.6.0
Posted: Mon Aug 01, 2016 4:42 pm
by LukeBi
Ciao Hallo ...thanks for your mod ,is fantastic,but i have I have a problem recently, when I select the CombatRobotport my Factorio crash and script: the type Smart-Container has been obsolete and cannot be created.how can I fix.Thanks
Re: (0.13.4) MoCombat 0.6.0
Posted: Sat Oct 15, 2016 7:31 am
by Devastant
I'm havin g the same problem as the previous poster. Can't use the combat robotics
Re: (0.13.4) MoCombat 0.6.0
Posted: Sun Oct 16, 2016 7:32 am
by Zaflis
Not sure if this is bug, but on tooltip for mocombat Portable fusion reactor Mk2 it has Maximum power output 150 kW. Vanilla fusion reactor makes 750 kW... so "upgrading" to Mk2 would be serious downgrade? Mk3 also 150 kW and Mk4 300 kW.