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Re: [MOD 0.12.21+] M's mods 0.0.24

Posted: Sat Jan 16, 2016 2:50 am
by mophydeen
Airat9000 wrote:good mod

author you do not plan to introduce the technology?

just at the beginning of the game is too easy to get.
2016-01-16_3-21-47.jpg

Those are part of a previous mod of mine (not public)

The blitzstart equipment is for 1 wood at the start. You dont have to use it, But you can if you dont like : dying, slow boots, slow wood cutting, ...

note: a previous version contained a powerfull personal laser defense which is removed because it was abused in multiplayer ... (hosted a game surrounded with bitters and they used it to kill the nests)

Re: [MOD 0.12.21+] M's mods 0.0.25

Posted: Sun Jan 17, 2016 10:53 pm
by mophydeen
release 0.0.25
bugfixes


Stable version !! This should be moved to an other section of the forum. I don't know which...

Re: [MOD 0.12.21+] M's mods 0.0.25

Posted: Sun Jan 17, 2016 11:05 pm
by Klonan
mophydeen wrote:release 0.0.25
bugfixes


Stable version !! This should be moved to an other section of the forum. I don't know which...
New items/entities extensions?

Re: [MOD 0.12.21+] M's mods 0.0.25

Posted: Sun Jan 17, 2016 11:11 pm
by mophydeen
Klonan wrote:
mophydeen wrote:release 0.0.25
bugfixes


Stable version !! This should be moved to an other section of the forum. I don't know which...
New items/entities extensions?
Ok, how to transfer ?

Re: [MOD 0.12.21+] M's mods 0.0.25

Posted: Mon Jan 18, 2016 9:16 am
by daniel34
mophydeen wrote:
Klonan wrote:
mophydeen wrote:release 0.0.25
bugfixes


Stable version !! This should be moved to an other section of the forum. I don't know which...
New items/entities extensions?
Ok, how to transfer ?
Moved to Mods ‹ New Items, Entities, Extensions.

Nice mod btw, I'll have to check it out on my next playthrough :)

Re: [MOD 0.12.21+] M's mods 0.0.25

Posted: Mon Jan 18, 2016 4:40 pm
by mophydeen
daniel34 wrote:
Moved to Mods ‹ New Items, Entities, Extensions.

Nice mod btw, I'll have to check it out on my next playthrough :)

thank you

Re: [MOD 0.12.x] M's mods 0.0.25

Posted: Mon Feb 01, 2016 11:37 am
by mophydeen
Updated the sample map + used mods

Re: [MOD 0.12.x] Mmod 0.0.25

Posted: Mon Feb 08, 2016 10:16 am
by mophydeen
Feel free to suggest improvements.
eg. recipe changes or increasing bonuses

Re: [MOD 0.12.x] Mmod 0.0.25

Posted: Sun Feb 14, 2016 3:16 am
by DoctorWho?
I have a feeling someone was tired of the earlygame, and wanted to get right to the good stuff :lol:

Re: [MOD 0.12.x] Mmod 0.0.25

Posted: Sun Feb 14, 2016 8:37 am
by mophydeen
DoctorWho? wrote:I have a feeling someone was tired of the earlygame, and wanted to get right to the good stuff :lol:

faster walking, no dying and no power fuzz. (1 wood, you don't have to use them :) It's up to the player)

The other things are not that easy to get.

Re: [MOD 0.12.x] Mmod 0.0.25

Posted: Sun Feb 14, 2016 7:25 pm
by DoctorWho?
Honestly, I think the speed boots are a bit ridiculous. 22 makes you teleport around, and lets you run through walls; 5 makes you several times faster than normal legs, or that's what it looks like to me.

Re: [MOD 0.12.x] Mmod 0.0.25

Posted: Mon Feb 15, 2016 12:21 am
by mophydeen
DoctorWho? wrote:Honestly, I think the speed boots are a bit ridiculous. 22 makes you teleport around, and lets you run through walls; 5 makes you several times faster than normal legs, or that's what it looks like to me.

I have a new version, 26, that has less of the 1 wood stuff (only power box -> previously known as windmill)
the other 1 wood items are removed, replaced

* the player default mining speed is slightly increased (so you are faster to deconstruct buildings)
* player has faster default movement speed.
* player has unlimited health (however, when running through bitters with your armor, your armor might get destroyed cause of its durability)
* an upgraded version, mk2, of:
- speedboots: x5 exo cost and spec
- reactor: x10 cost and spec
- personal roboport: x5 cost and spec

So no more special armor or shields


as for the power box, I would like to find a way to only let 1 be available for free/or 1wood. the next ones cost alot.

available means:
* in someones inventory
* placed on the map
* dropped on the map
* in a chest

Re: [MOD 0.12.x] Mmod 0.0.27

Posted: Mon Feb 15, 2016 8:34 pm
by mophydeen
new version and V3 of sample map.
See first post: https://forums.factorio.com/forum/vie ... 16#p118016

Re: [MOD 0.12.x] Mmod 0.1.0

Posted: Tue Feb 16, 2016 4:51 pm
by mophydeen
version 0.1.0 stable version without 1 wood items

Re: [MOD 0.12.x] Mmod 0.1.0

Posted: Sat Mar 19, 2016 6:12 pm
by mophydeen
Poll added

Re: [MOD 0.12.x] Mmod 0.1.0

Posted: Wed Mar 30, 2016 11:33 am
by AceTecNic
Hello,

We love this mod to play, but one thing bothers us a little bit. We can´t die, or the mining crafting and walk speed is 2 high..
Can we turn off this function or change a value?

Thank u 4 made this mod! :)

Have a nice day!!

Ace

Re: [MOD 0.12.x] Mmod 0.1.0

Posted: Fri Apr 01, 2016 11:29 am
by mophydeen
AceTecNic wrote:Hello,

We love this mod to play, but one thing bothers us a little bit. We can´t die, or the mining crafting and walk speed is 2 high..
Can we turn off this function or change a value?

Thank u 4 made this mod! :)

Have a nice day!!

Ace
To die again ...
remove these in "data.lua", line 168-170

Code: Select all

-- I don't like dying
mplayer.max_health = "-1"
mplayer.healing_per_tick = "0"

line 173 is running speed: (change 3 to 2 or 1.5) default = 1

Code: Select all

mplayer.running_speed = mplayer.running_speed * 3
line 177 is mining speed: (change 5 to 3 or 2) default = 1

Code: Select all

mplayer.mining_speed = mplayer.mining_speed * 5

Re: [MOD 0.12.x] Mmod 0.1.0

Posted: Fri Apr 15, 2016 10:21 am
by Speadge
how did u Change brightness at night? Im looking for a way to make it even darker.

thanks

Re: [MOD 0.12.x] Mmod 0.1.0

Posted: Fri Apr 15, 2016 7:27 pm
by mophydeen
Speadge wrote:how did u Change brightness at night? Im looking for a way to make it even darker.

thanks
in data.lua line 187
-- afraid in the dark ?
if Settings.MoreLight then
mplayer.light =
{
minimum_darkness = 0.3,
intensity = 0.9,
size = 250
}
end

Re: [MOD 0.12.x] Mmod 0.1.0

Posted: Mon May 02, 2016 2:53 pm
by mophydeen
the poll seems rather unpopular.