[0.12.x][v0.12.7] Bob's Enemies Mod

Some mods, made by Bob. Basically streaks every Factroio-area.

Moderator: bobingabout

The 6th damage type (Orange) should

Poll ended at Fri Dec 18, 2015 8:58 am

Stay as Impact
3
23%
Change to Electric
10
77%
 
Total votes: 13

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[0.12.x][v0.12.7] Bob's Enemies Mod

Post by bobingabout »

This is a small simple mod made to take advantage of the dynamic Enemy sprite system in the game to create new enemies in a streamline package.

Downloads:
v0.12.x
Latest: V0.12.7 - 3rd May 2016
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patch log
Big Biter Spawner spawns are as follows
Small Biter Available from 0 to 0.7 Evolution.
Medium Biter Available from 0.3 to 0.9 Evolution, Peaking at 0.6.
Big Biter Available from 0.6 to 1 Evolution.
Bigger Biter Available from 0.7 to 1 Evolution.
Biggest Biter Available from 0.9 to 1 Evolution.

Key spawn rates:
0 to 0.3. Small Biter - 100% chance
0.6. Small Biter 50%, Medium Biter 50%
0.7. Medium Biter 60%, Big Biter 40%
0.9. Big Biter 57%, Bigger Biter 43%
1. Big Biter 40%, Bigger Biter 30%, Biggest Biter 30%

in the points between you'll see a linier transition from one percentage score to the next, so at 0.8 Evolution Factor for example, you'd see 19% Medium Biter, 52% Big biter, 29% Bigger biter
Graph

Big Spitter Spawner spawns are a combination of the Spitter Spawner, and Big Biter spawner, as follows
Small Biter Available from 0 to 0.26 Evolution.
Small Spitter Available from 0.25 to 0.7 Evolution.
Medium Spitter Available from 0.5 to 0.9 Evolution, Peaking at 0.6.
Big Spitter Available from 0.6 to 1 Evolution.
Bigger Spitter Available from 0.7 to 1 Evolution.
Biggest Spitter Available from 0.9 to 1 Evolution.

Key spawn rates:
0 to 0.25. Small Biter - 100% chance
0.26 to 0.5. Small Spitter - 100% chance
0.6. Small Spitter 50%, Medium Spitter 50%
0.7. Medium Spitter 60%, Big Spitter 40%
0.9. Big Spitter 57%, Bigger Spitter 43%
1. Big Spitter 40%, Bigger Spitter 30%, Biggest Spitter 30%
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Re: [0.11.x][v0.1.0] Bob's Enemies Mod

Post by Degraine »

Ooh, interesting.

Is using this with Dynamic Expansion a good idea or not?
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Re: [0.11.x][v0.1.0] Bob's Enemies Mod

Post by bobingabout »

Dynamic Expansion? I don't know, give it a try and see what happens.

in fact thats why I released this initial version, see what happens when people use it with different mod combinations.

More enemies will follow at a later date.
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Re: [0.11.x][v0.1.1] Bob's Enemies Mod

Post by bobingabout »

new version released.

V0.1.1
* Recoloured the Big Biter nest from Purple to Green
* Added Big Spitter nest, coloured Orange
* Added Bigger Spitter, just like the biter counterpart, it's a bit stronger than the big spitter, and has increased resistances
* Added Biggest Spitter, same deal.
* Added Small alien artifact drops from small to big biters and spitters, combine 10 of these to make an Alien Artifact.
* Added new Alien Artifacts, red, orange, yellow, green, blue and purple that drop from my new spawners, and small version that drop from big to biggest biters and spitters. These new artifacts are currently unused.
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Re: [0.11.x][v0.1.1] Bob's Enemies Mod

Post by SuperSandro2000 »

Thanks! Why not in War?
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Re: [0.11.x][v0.1.1] Bob's Enemies Mod

Post by bobingabout »

SuperSandro2000 wrote:Thanks! Why not in War?
why not what in war? the enemies?
The 2 are seperate so you can choose if you want new enemies or not, or if you just want a harder game by having enemies and no extra warfare equipment to fight them with. or combine things with other mods that might add more enemies, or weapons. Basically, to give the user some choice :P

I think what I need to do next is make the "Bubblegum" optional via config.lua, so you don't get it when you don't need it, not that anyone actually needs it yet. (when the floor is littered with the 7 different types of small artifacts, it looks like someone spilled gum balls all over the floor.)
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Re: [0.11.x][v0.1.1] Bob's Enemies Mod

Post by Degraine »

There's a chest in Dytech, I believe, that retrieves small alien artifacts from the area around it. Someone may have to adapt that concept for the bubblegum.
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Re: [0.11.x][v0.1.2] Bob's Enemies Mod

Post by bobingabout »

Bubblegum will have a use, I promice. I've already coded a few items in Warfare mod.

Artifacts became a little too easy to get, so I upped the conversion cost a little.

V0.1.2
* Recoloured Bigger Spitter to Yellow, changed artifact drops to match, now spits Explosive spit, renamed Explosive spitter.
* Recoloured Biggest Spitter to Red, changed artifact drops to match, now spits Fire, Renamed Fire Spitter.
* Added clone of Biggest Spitter coloured green, drops orange and green artifacts, Spits poison, Named Poison Spitter.
* Bigger Biter now deals some Acid damage, Renamed Acidic Biter
* Biggest Biter now deals some Poison damage, Renamed Poisonous Biter
* Added clone of Biggest Biter, coloured Red, Drops Blue and Red artifacts, Deals some Fire damage, named Fiery Biter.
* Changed all Artifact recipes to require 25 small artifacts to make a normal size one.
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Re: [0.11.x][v0.1.2] Bob's Enemies Mod

Post by orzelek »

Question - what can we do with additional alien artifacts?

I looked around in game and files and couldn't find any recipe that uses them.
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Re: [0.11.x][v0.1.2] Bob's Enemies Mod

Post by bobingabout »

see previous post.

Nothing that is currently released, I'm working on it in warfare mod.
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Re: [0.11.x][v0.1.2] Bob's Enemies Mod

Post by orzelek »

I'd have a small request if possible.

Could you add some external interface to the mod that would return via a function (or two) tables with additional spawners for biters and spitters?

I was trying to make RSO work correctly with this mod and I found out that new spawner types were sneaking out of RSO enemy generation and making it very difficult to get to ores. I integrated it by hand for now and added upgraded spawners to RSO with 25% chance to replace usual spawner in new base.

Having interface with their names would make it possible to make this integration more automated.
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Re: [0.11.x][v0.1.2] Bob's Enemies Mod

Post by bobingabout »

I'm not sure what you mean by Interface.

Having to manually add them to RSO though does sound like it's something I'd want to use, because with the default game system, all enemy bases are just spawned with the "enemy base" noise layer, with no way to choose how often or when each shows up. if I had that sort of control, I'd make it so some only showed up beyond a certain evolution level. Like bigger worms.
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Re: [0.11.x][v0.1.2] Bob's Enemies Mod

Post by orzelek »

I posted updated RSO in it's thread.

It does what you want already but in a bit different way - it currently uses distance from center as gate for small/medium/big worms.
I could easily add also evolution factor there.

By interfaces I mean whats described here:
https://forums.factorio.com/wiki/inde ... interfaces

Interface with 2 functions that would return names of biter spawners and spitter spawners as table.
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Re: [0.11.x][v0.1.2] Bob's Enemies Mod

Post by Lee_newsum »

can we get some think like this [MOD 0.11.x] Item Collectors :D https://forums.factorio.com/forum/vie ... =14&t=5410
as you add a lot of thinks to pick-up :?: :idea:
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Re: [0.11.x][v0.1.2] Bob's Enemies Mod

Post by bobingabout »

There is no plan to add an item collector, but I'll consider it.

I think I want to add an even higher level of biters and spitters too. With all the new warfare stuff I've been adding in the warfare mod, the new enemies are a bit too easy to kill now. And with a fully kitted out mk 5 power armour with mk 6 modules, you can pretty much just stand in the enemy base and let them chew on your shields while you take your time killing them.
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Re: [0.11.x][v0.1.2] Bob's Enemies Mod

Post by Degraine »

Well, the Behemoth Biters/Spitters that the devs are planning on introducing are a good template...
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Re: [0.11.x][v0.1.2] Bob's Enemies Mod

Post by bobingabout »

Degraine wrote:Well, the Behemoth Biters/Spitters that the devs are planning on introducing are a good template...
Unfortunately, we don't know their stats, so I can't base anything on them.
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Re: [0.11.x][v0.1.2] Bob's Enemies Mod

Post by British_Petroleum »

bobingabout wrote:
I think I want to add an even higher level of biters and spitters too.
+1
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Re: [0.11.x][v0.1.2] Bob's Enemies Mod

Post by bobingabout »

I havn't added a higher level of Worms (Because you can't tell it to only show up after a certain evolution factor AFAIK) but I have added 3 other variations of Big worm, and changed the big worm

Changes so far:
Small Worm will drop 1 to 3 Alien Artifacts
Medium Worm will drop 2 to 4 Alien Artifacts
Big Worm now causes Area Affect damage, with Area 3, and will drop 3 to 6 Alien arfifacts. If Coloured Artifacts are enabled, this will be 2 to 4 normal, 1 or 2 Blue 50% of the time and 1 or 2 Purple.
Explosive Worm is a yellow Big worm that spits yellow acid, that explodes with an area of 3 on impact. It drops Normal, Orange and Yellow artifacts (Numbers same as Big worm)
Fire Worm is a Red Big worm that spits Red fire acid that leaves a fire effect on the ground and an area of 2, Drops normal, Orange and Red artifacts.
Poison worm is a Big Green Worm that spits Green Poison Acid that leaves a poison cloud on the ground and an area of 3. Drops Normal, Blue and Green Artifacts.


This will be released with the next version of the mod.

Will add bigger Biters and Spitters later.


Not sure which mod I should add the Alien Alloy/Compound stuff if and when I add it. Enemies, MCI or Warfare.
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Re: [0.11.x][v0.1.2] Bob's Enemies Mod

Post by orzelek »

I see that RSO will need small update after you release this to make it able to spawn new worms.
Can you suggest proposed ratio for different worms in enemy bases to use for that one ?
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