Page 1 of 2
[MOD 0.15.x] Necromant
Posted: Thu Nov 17, 2016 8:19 pm
by Sacredd
Necromant
- logo.png (23.92 KiB) Viewed 11771 times
Description:
Adds enemy drops and exploitation of their corpses.
Details:
- Factorio Version: 0.15.x
- Released: 2016.11.17
- Dependencies: None
- License: CC
Download and mod site: https://mods.factorio.com/mods/Sacredd/necromant
Please visit the mod site for long description and changelog.
Re: [MOD 0.14.x] Necromant
Posted: Fri Nov 18, 2016 7:10 am
by ZombieMooose
Awesome idea, but I'm curious about compatibility. Modded bitters, or is that a planned feature?
Re: [MOD 0.14.x] Necromant
Posted: Fri Nov 18, 2016 7:56 am
by Sacredd
This version is designed for vanilla.
Tried it with bobs, it seemd to work.
Enemies are not changed (only loot is added).
So should work with most mods.
And such feature is not planned as far as I know.
Re: [MOD 0.14.x] Necromant
Posted: Fri Nov 18, 2016 8:53 am
by EmielRegis
Could you provide more detailed description and some screenshots?
Re: [MOD 0.14.x] Necromant
Posted: Fri Nov 18, 2016 10:55 am
by hoho
Did you use DyTech as basis for this? I remember it had a similar thing and I quite liked it.
Re: [MOD 0.14.x] Necromant
Posted: Fri Nov 18, 2016 5:14 pm
by Sacredd
EmielRegis wrote:Could you provide more detailed description and some screenshots?
hoho wrote:Did you use DyTech as basis for this? I remember it had a similar thing and I quite liked it.
Thank you for your interest guys.
I edited the LONG DESCRIPTION, you should find the answers there.
Re: [MOD 0.14.x] Necromant
Posted: Sat Apr 01, 2017 4:38 am
by ZombieMooose
I have a suggestion. Biter spawners drop stuff and you can have an alternate way to create alien artefacts.
I love the concept of this mod btw.
Re: [MOD 0.14.x] Necromant
Posted: Fri Apr 07, 2017 7:54 pm
by Sacredd
diongham wrote:I have a suggestion. Biter spawners drop stuff and you can have an alternate way to create alien artefacts.
I love the concept of this mod btw.
Glad to to hear you like it.
There is Bobs Enemies mod, which provides small artefats from killed enemies (with 100 one artefact can be made).
I could make the same, but would not like to.
And about spawner stuff, give some examples, what could it drop?
Re: [MOD 0.14.x] Necromant
Posted: Mon May 01, 2017 3:04 am
by ZombieMooose
Sacredd wrote:diongham wrote:I have a suggestion. Biter spawners drop stuff and you can have an alternate way to create alien artefacts.
I love the concept of this mod btw.
Glad to to hear you like it.
There is Bobs Enemies mod, which provides small artefats from killed enemies (with 100 one artefact can be made).
I could make the same, but would not like to.
And about spawner stuff, give some examples, what could it drop?
Perhaps biter materials used to create alien walls. Also a suggestion for 0.15 you could use alien DNA used to make science packs for the walls and "pheromone grenades" that temporarily pacify aliens, turning them peaceful for a while, or a grenade that causes them to attack each other. Perhaps a spitter gun that doesn't run out of ammo?
Idk just some things I've thought of. Cheers.
Re: [MOD 0.14.x] Necromant
Posted: Tue May 09, 2017 10:23 am
by Sacredd
First of all I would upgrade current mod for 0.15.
Here we need to decide what to do with alien dna, which was used for alien science packs.
Any suggestion?
In next step we could add spawner stuff.
Here I am always looking on bobs mods and bio farm, which I consider as "must have"/"standard" for factorio.
Bobs has walls, but we could add other. They should have to be usefull for something - not just better than from bobs, but make both be cool stuff in the game.
Currently I am playing RimWorld. I was planning to come back to factorio with 0.15, but I didn't yet...
The last mod version took me around 5 days to implent.
I think I will continue maintaining this mod, but can not tell when I will find time for it...
Re: [MOD 0.14.x] Necromant
Posted: Sun May 14, 2017 3:06 pm
by Sacredd
Updated for 0.15.x.
Re: [MOD 0.14.x] Necromant
Posted: Sat May 20, 2017 4:41 pm
by Sacredd
Added fireball, took me almoust whole day.
Re: [MOD 0.14.x] Necromant
Posted: Sun May 21, 2017 1:45 am
by Shenpen
Very interesting!
Re: [MOD 0.14.x] Necromant
Posted: Sun Jun 04, 2017 1:32 pm
by Sacredd
How do you like the fireball guys?
I have added walls according to suggestion fo diongham.
I decided to make worm drops, which will lead to worm walls...
At the moment I think with spawners it will not be that easy, but I keep it in mind and maybe add some more content later.
If you like give me some feedback what is good and what is bad (and how it could be improved).
Post it here or on mod site:
https://mods.factorio.com/mods/Sacredd/ ... sion/12888
Thank you
Re: [MOD 0.14.x] Necromant
Posted: Fri Jun 16, 2017 8:54 am
by ZombieMooose
I'll test the fireballs over the weekend, but I think alien DNA should only be used in high tech science.
Edit: I would make certain parts be a chance to harvest, similar to the way u235 is but not as extreme.
A couple of reasons for this. It implies you shoot their good parts in combat and it also can imply that the process to get the items isn't very efficient or exact.
Anyway just stove suggestions. Cheers
Re: [MOD 0.15.x] Necromant
Posted: Sat Jul 01, 2017 2:59 am
by British_Petroleum
I'm really enjoying this mod.
My only suggestion is the bright coloured outlines of the corpses on the ground, they're a bit of an eye sore. I think they'd look a lot better without the bright coloured outline.
Re: [MOD 0.15.x] Necromant
Posted: Tue Jul 04, 2017 12:51 am
by foodfactorio
Hi, i tried the mod with my existing v0.14 campaign, and it seems to work pretty well, and is quite cool
the only problem that i seem to have, is that the 2 recipes for making alien dna, via "alien-dna-from-flesh" and "alien-dna-from-brain", did not seem to unlock. (i think this is because i had already completed the research for Alien Technology - but maybe there is a way to tweak the mod to be able to detect that? ive seem several mods containing something called Migrations data, but am not sure if that it how to do it. Actually, for any new mod, i think it is probably a good idea to add anything new, into the tech tree as a new item, for example like you did with all the Biter processing, not just in terms of fun, but also being able to spot new research icons on the main tech tree page, as awaiting to be unlocked
i had the black market mod from binbin installed, and since Alien Dna is now needed in order to be able to convert Alien Artifacts into Alien Science Packs, i was able to sell a few items, and buy some Alien DNA to be able to complete the rest of your new tech.
i think i will need to do something similar to the Alien Analysis (sampler) mod, to force unlock the recipes and tab like here:
viewtopic.php?f=185&t=19652&start=1820#p292977
but yeah this mod is cool, and am looking forward to what will now also be a slightly harder rest of game, as i will need alien dna to complete the rest of the Spacex mod research, and some of the other research that needs alien packs
btw it also seems to work fine with all these mods so far
viewtopic.php?f=95&t=40288&start=20#p290313
Re: [MOD 0.15.x] Necromant
Posted: Tue Jul 04, 2017 2:11 am
by ZombieMooose
We're on 0.15 now.
Re: [MOD 0.15.x] Necromant
Posted: Tue Jul 04, 2017 2:49 am
by foodfactorio
thats cool, as soon as i finish a current v0.14 coop with a friend, well be able to move over to v0.15 and try out the latest and greatest
(
edit: thanks sacredd for the console info i had missed the reply for a while too)
Re: [MOD 0.15.x] Necromant
Posted: Sat Sep 30, 2017 4:22 pm
by ZombieMooose
Hallo. I think the concept of a magic wand is a bit weird for the game. Perhaps a flame grenade? Maybe even a cluster version of the grenade for higher levels?
Cheers