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

Topics and discussion about specific mods
User avatar
Mooncat
Smart Inserter
Smart Inserter
Posts: 1196
Joined: Wed May 18, 2016 4:55 pm
Contact:

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

Post 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
Last edited by Mooncat on Thu Aug 17, 2017 9:29 am, edited 16 times in total.

Nexela
Smart Inserter
Smart Inserter
Posts: 1828
Joined: Wed May 25, 2016 11:09 am
Contact:

Re: [MOD 0.14] Supportive Weapons

Post by Nexela »

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

User avatar
Mooncat
Smart Inserter
Smart Inserter
Posts: 1196
Joined: Wed May 18, 2016 4:55 pm
Contact:

Re: [MOD 0.14] Supportive Weapons

Post 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:

Sedar
Fast Inserter
Fast Inserter
Posts: 113
Joined: Wed Apr 06, 2016 7:29 am
Contact:

Re: [MOD 0.14] Supportive Weapons

Post by Sedar »

Looks great. Thank you.

User avatar
Mooncat
Smart Inserter
Smart Inserter
Posts: 1196
Joined: Wed May 18, 2016 4:55 pm
Contact:

Re: [MOD 0.14] Supportive Weapons

Post by Mooncat »

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

AndrewIRL
Fast Inserter
Fast Inserter
Posts: 240
Joined: Fri Mar 24, 2017 2:17 pm
Contact:

Re: [MOD 0.14] Supportive Weapons

Post by AndrewIRL »

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

User avatar
Mooncat
Smart Inserter
Smart Inserter
Posts: 1196
Joined: Wed May 18, 2016 4:55 pm
Contact:

Re: [MOD 0.14] Supportive Weapons

Post 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

kyranzor
Filter Inserter
Filter Inserter
Posts: 499
Joined: Fri Oct 31, 2014 4:52 pm
Contact:

Re: [MOD 0.14] Supportive Weapons

Post by kyranzor »

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

User avatar
Mooncat
Smart Inserter
Smart Inserter
Posts: 1196
Joined: Wed May 18, 2016 4:55 pm
Contact:

Re: [MOD 0.14] Supportive Weapons

Post 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:

aka13
Filter Inserter
Filter Inserter
Posts: 787
Joined: Sun Sep 29, 2013 1:18 pm
Contact:

Re: [MOD 0.14] Supportive Weapons

Post by aka13 »

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

Darloth
Fast Inserter
Fast Inserter
Posts: 118
Joined: Sun Jun 08, 2014 3:57 pm
Contact:

Re: [MOD 0.14] Supportive Weapons

Post 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.

User avatar
Mooncat
Smart Inserter
Smart Inserter
Posts: 1196
Joined: Wed May 18, 2016 4:55 pm
Contact:

Re: [MOD 0.14] Supportive Weapons

Post 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)

Darloth
Fast Inserter
Fast Inserter
Posts: 118
Joined: Sun Jun 08, 2014 3:57 pm
Contact:

Re: [MOD 0.14] Supportive Weapons

Post by Darloth »

Yep, that's very reasonable.

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

User avatar
Mooncat
Smart Inserter
Smart Inserter
Posts: 1196
Joined: Wed May 18, 2016 4:55 pm
Contact:

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

Post 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.

miturion
Long Handed Inserter
Long Handed Inserter
Posts: 79
Joined: Mon Aug 03, 2015 5:46 pm
Contact:

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

Post by miturion »

great work! I am fan of the glue :)

User avatar
Mooncat
Smart Inserter
Smart Inserter
Posts: 1196
Joined: Wed May 18, 2016 4:55 pm
Contact:

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

Post 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:

miturion
Long Handed Inserter
Long Handed Inserter
Posts: 79
Joined: Mon Aug 03, 2015 5:46 pm
Contact:

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

Post 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:

User avatar
Mooncat
Smart Inserter
Smart Inserter
Posts: 1196
Joined: Wed May 18, 2016 4:55 pm
Contact:

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

Post 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. :)

User avatar
Mooncat
Smart Inserter
Smart Inserter
Posts: 1196
Joined: Wed May 18, 2016 4:55 pm
Contact:

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

Post by Mooncat »

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

User avatar
DRY411S
Filter Inserter
Filter Inserter
Posts: 731
Joined: Sun Mar 13, 2016 9:48 am
Contact:

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

Post 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"
}

Post Reply

Return to “Mods”