As always, if you have any comments or find any bugs with it just let me know.
https://www.youtube.com/watch?v=eKIDcRkIlG0
Features
- Different types of energy powered walls
- The fields will auto-heal if there's energy to do so
- If the emitter runs out of energy to do needed work all of the fields for that emitter collapse
- Different types of fields (unlocked with research) have different effects/tradeoffs
- [ b ]lue: normal health, normal re-spawn, normal power usage
- [ G ]reen: higher health, very slow re-spawn, below-normal power usage
- [ R ]ed: normal health, slow re-spawn, very high power usage. Damages living things that directly attack them
- [ P ]urple: low health, very slow re-spawn, high power usage. On death, heavily damages living things near-by
- Use the Forcefield Tool on an emitter to open the menu for it
- Heavily optimized - you can go crazy with the force fields and they shouldn't impact your game's performance much/at all
Code: Select all
1.0.6: fixed script error related to failing to build fields.
1.0.5: fixed script errors related to death of purple fields and spawning new fields. Re-implemented purple field damage on death and tree-removal when can't build fields.
1.0.4: fixed script error with localized entity name
1.0.3: updated for Factorio 0.12.11
1.0.2: updated for 0.12 + a major refactor and cleanup of the code
1.0.1: fixed errors when removing upgrades and fixed not getting the right upgrades back when mining emitters
1.0.0: initial release
Current version: 1.0.6
Download [0.12]