[MOD 0.17.x] Agent Orange

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Ranakastrasz
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[MOD 0.17.x] Agent Orange

Post by Ranakastrasz »

Agent Orange

Description:
  • Adds a weaker, shorter range poison capsule for early game, for clearing out trees.
Details:
  • Factorio Version: 0.17
  • Released: September 8th 2015
  • License: Contact Me
  • Tags: Poison, Weapon, Tree
Download

Agent-Orange_17.1.1.zip
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[/b][/color]
LONG DESCRIPTION
CHANGLOG
Attachments
Agent-Orange_17.1.0.zip
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Agent-Orange_16.1.0.zip
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Agent-Orange_15.1.0.zip
(43.79 KiB) Downloaded 199 times
Agent Orange_14.0.6.zip
(6.67 KiB) Downloaded 217 times
Agent Orange_0.0.5.zip
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Agent Orange_0.0.6.zip
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Last edited by Ranakastrasz on Tue May 07, 2019 12:35 pm, edited 15 times in total.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

Peter34
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Re: [MOD 0.12.x] Agent Orange

Post by Peter34 »

Nice, I look forward to using these in my planned 13.1 coop MP game. Also, I told one of the potential players about your mod yesterday, and he reacted very excitedly, since he hates having to manually clear Trees.

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Re: [MOD 0.12.x] Agent Orange

Post by Ranakastrasz »

v4
Damage is no longer tree-only
Trees no longer take increased poison damage
Crafting time 8 -> 4
Stone removed from recipe.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

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Re: [MOD 0.12.x] Agent Orange

Post by Peter34 »

Ranakastrasz wrote:v4
Damage is no longer tree-only
Trees no longer take increased poison damage
Crafting time 8 -> 4
Stone removed from recipe.
So how does the damage work now? And why does the text in your OP say it's "tree removal only" if the damage now applies to all entities and not only specifically to Trees?

Thanks a lot for making the mod, but for now I'll stick with my own modified version of the previous version of your mod, 0.2 or 0.3 (manily longer throwing range).

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Re: [MOD 0.12.x] Agent Orange

Post by Ranakastrasz »

Peter34 wrote:
Ranakastrasz wrote:v4
Damage is no longer tree-only
Trees no longer take increased poison damage
Crafting time 8 -> 4
Stone removed from recipe.
So how does the damage work now? And why does the text in your OP say it's "tree removal only" if the damage now applies to all entities and not only specifically to Trees?

Thanks a lot for making the mod, but for now I'll stick with my own modified version of the previous version of your mod, 0.2 or 0.3 (manily longer throwing range).
Just 2 damage per second now, no modifiers.
Only effects units with the "Breathes" tag still, like poison capsule.
I missed all of the points where it said that in the OP.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

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Re: [MOD 0.12.x] Agent Orange

Post by Peter34 »

Does this mod work still with the newest version?

And can you please make a variant where each player starts with a small number of Capsules? But unable to craft more until the tech is researched? I still think there's too much Tree removal in the game even with this mod, but gifting each player with a few capsules, perhaps 5, would achieve the right "temperature" of labour-freeness that suits Factorio's ideal.

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Re: [MOD 0.12.x] Agent Orange

Post by Ranakastrasz »

Should still work with latest version. Only scripts got broken, since events were changed to be part of the script class instead of the game class.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

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Re: [MOD 0.12.x] Agent Orange

Post by Peter34 »

In alpha 12.20, the orange gas cloud seems to be swirling very rapidly. It looks rather unrealistic, and I don't recall it being rapid in 12.10.

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Re: [MOD 0.12.x] Agent Orange

Post by Ranakastrasz »

Does it swirl faster than the green normal poison cloud?
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

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Re: [MOD 0.12.x] Agent Orange

Post by Peter34 »

Ranakastrasz wrote:Does it swirl faster than the green normal poison cloud?
Yes, by a lot. The green cloud from the Poison Capsules look realistic.

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Re: [MOD 0.12.x] Agent Orange

Post by Ranakastrasz »

Odd. I will have to investigate this. I suppose the new version of factorio changed something.

Issue confirmed. Working on it.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

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Re: [MOD 0.12.x] Agent Orange

Post by Ranakastrasz »

v5, Fixed animation speed.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

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Re: [MOD 0.12.x] Agent Orange

Post by Peter34 »

Thanks. Expect a report back from me, within the next maybe 60 hours.

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Re: [MOD 0.12.x] Agent Orange

Post by Peter34 »

Peter34 wrote:Thanks. Expect a report back from me, within the next maybe 60 hours.
Oh, sorry about forgetting to report back.The new swirl speed is fine.

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Re: [MOD 0.12.x] Agent Orange

Post by Ranakastrasz »

v0.0.6:
Updated for Factorio v0.13


-----
Side note. The low range is intentional. It ensures that it is only seriously effective at taking out trees. If you are fighting enemies, like worms, you are forced to get in range to use Agent Orange, risking you taking damage. As a result, it is not combat rated. It still has enough range to avoid you taking damage if you throw it at trees at max or near max range however.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

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Re: [MOD 0.12.x] Agent Orange

Post by Peter34 »

Ranakastrasz wrote:v0.0.6:
Updated for Factorio v0.13


-----
Side note. The low range is intentional. It ensures that it is only seriously effective at taking out trees. If you are fighting enemies, like worms, you are forced to get in range to use Agent Orange, risking you taking damage. As a result, it is not combat rated. It still has enough range to avoid you taking damage if you throw it at trees at max or near max range however.
Thanks a lot for updating what I consider to be the most crucial mod so quickly (I consider Factorio without Agent Orange to be bordering on unplayable, especially 0.13 which seems to always spawn me surrounded by Trees). Have you put it on the mod portal? If not can you please do so?

As for the range, I do think there needs to be some "safety margin" so that the player doesn't have to obsessively make sure to always throw at max range to avoid the poison cloud. So 3-4 tiles at least in difference between the cloud radius and the maximum range. On the other hand, it's slow-acting poison and you're not meant to use it anywhere near combat, so if you miscalculate just walk away and accept the loss of 5% or 10% or possibly as many as 15% of your hP.

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Re: [MOD 0.12.x] Agent Orange

Post by Ranakastrasz »

Yea. I agree. I wish it would also show the radius of damage in addition to throw range.
As long as you fire at max range, which IS pretty easy in my experience, its fine, and since you only need one to kill ALL the trees, you should only have to throw one for each group of trees. And if it takes you 2 seconds to react to the damage and 2 more to get out of range, that costs you 8 health. Minor, so long as you aren't useing one of those hardcore no-healing or something mods.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

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Re: [MOD 0.14.x] Agent Orange

Post by Ranakastrasz »

V14.0.6
Updated for V0.14
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

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Re: [MOD 0.14.x] Agent Orange

Post by Peter34 »

Are you going to update this mod, and your Flare Grenade mod, to 0.15?

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Re: [MOD 0.14.x] Agent Orange

Post by Ranakastrasz »

Yes
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

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