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[MOD 0.7.1] Medic-mod V0.5

Posted: Wed Oct 09, 2013 7:41 pm
by Math3vv
Image
THE MEDIC MOD V0.5

The medic mod adds herbs and other medical supplies to keep you alive on this stange plannet !

Read the change log to see what got changed.

Code: Select all

CHANGELOG: current version 0.5.0
----------------------------------------------------------------------------
Credit to:
FreeER - for helping on making the mod 0.7.1 compatible
The devs - for making this game easy to mod

------------------------UPDATES---------------------------------------------
0.5.0
-added technology "toxic-chemicals"
-added technology "toxic-chemicals-2"
-added technology "toxic-chemicals-3"
0.4.0
-added technology "medical-knowledge"
-added "water bottle", can be crafted with 2x herb + 1x fish (for now)
-minor changes
0.3.0
-made it 0.7.1 compatible
-changed the crafting recipe to : 1x fish + 5x wood
-changed the healing value to +30hp
-changed the cooldown from 30 to 25
0.2.0
-changed the herb to give 2x the health that fish does
0.1.0
-added "herbs", can be crafted with 10 wood
Download :
v0.5.0 (0.7.1)
https://www.dropbox.com/s/yhfu0pg3r5ye7 ... d0.5.0.zip
V0.4.0 (0.7.1)
https://www.dropbox.com/s/7mf1du6cdnjxc ... d0.4.0.zip
V0.3.0 (0.7.1)
https://www.dropbox.com/s/a9jdsg3b73fv3 ... _0_7_1.zip
V0.2.0 (0.6.4)
https://www.dropbox.com/s/y311oxg3l9jo3 ... _0_6_x.zip

any feedback will be highly apreciated :)

Re: [MOD 0.6.X] Medic-mod

Posted: Wed Oct 09, 2013 8:33 pm
by FreeER
first this makes it compatable with 7.x, note this is the item code (simply replace what you have with this).

Code: Select all

{
    type = "capsule",
    name = "dirty-herb",
    icon = "__medic-mod_0_6_x__/graphics/icon/dirty herb.png",
    flags = {"goes-to-quickbar"},
    group = "production",
    order = "x",
    stack_size = 64,
    capsule_action =
    {
      type = "use-on-self",
      attack_parameters =
      {
        ammo_category = "capsule",
        cooldown = 30,
        range = 0,
        ammo_type =
        {
          category = "capsule",
          target_type = "position",
          action =
          {
            type = "direct",
            action_delivery =
            {
              type = "instant",
              target_effects = 
              {
                type = "damage",
                damage = {type = "physical", amount = -40}
              }
            }
          }
        }
      }
    },
  }
feedback:
first, the recipe category is unneeded (if you don't believe me just comment it out in the data.lua).
Second, I think the healing should be decreased down to about 25 rather than 40 (it's a dirty herb, not a crushed and processed and dryed medicine tablet).
Third, I would think that this fits better in the combat group rather than production, but that's just my opinion...
Fourth, I would change the name from "medic-mod_0_6_x" to just "medic-mod" (not need to change the name/folder for every release that way)
Fifth, if you do a check for the treefarm mod and see that it is there I would make the cost of these herbs much much higher.
Also, one last thing, I think it would be best if this got generated like trees (so they can be picked up, and you could have a 'garden' or something that grows them), but I'm not really sure how the autoplace works (though you could just copy the one for trees and try to tweak it so the herbs are (far) less common...)

Anyways, that's my feedback for you xD hope you find it helpful

Re: [MOD 0.6.X] Medic-mod

Posted: Wed Oct 09, 2013 8:54 pm
by Math3vv
@FreeER
working on all the things you sayd :P
tnx for the feedback

edit:
i tryed the code somehow its not working. still testing other codes / files though.
edit2:
got it working for 0.7.1 (and i fixed alot of other things)

Re: [MOD 0.6.X] Medic-mod

Posted: Thu Oct 10, 2013 6:09 am
by ficolas
Does use_on_self trigger an event? :)

Re: [MOD 0.6.X] Medic-mod

Posted: Thu Oct 10, 2013 6:27 am
by FreeER
ficolas wrote:Does use_on_self trigger an event? :)
If it does it is not listed in data/core/lualib/defines.lua or the wiki page

Re: [MOD 0.7.1] Medic-mod V0.5

Posted: Wed Oct 23, 2013 12:59 pm
by Gammro
What are the "toxic-chemicals" techs for?

Re: [MOD 0.7.1] Medic-mod V0.5

Posted: Thu Oct 24, 2013 10:57 am
by Math3vv
Gammro wrote:What are the "toxic-chemicals" techs for?
they upgrade the flametrower and the bio-capsules so that they do more damage.