[MOD 0.12.X] Explosive Termites 1.1.7: extreme deforestation

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Rseding91
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[MOD 0.12.X] Explosive Termites 1.1.7: extreme deforestation

Post by Rseding91 »

This mod adds two new items: Explosive Termites and Alien Explosive Termites

For when you don't want trees and you don't want trees anywhere near you - simply throw them at the nearest forest like any capsule and watch the trees go away :)
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Current version: v1.1.7
Download [>=0.12.11]:
Explosive Termites_1.1.7.zip
(11.85 KiB) Downloaded 2312 times
Changelog:

Code: Select all

1.1.7: updated for Factorio 0.12.11
1.1.6: updated for Factorio 0.12.0
1.1.5: slight performance improvements and a new type of termite
1.1.4: 0.11 compatible
1.1.3: fixed icon name on Linux machines
1.1.2: fixed "Unknown key: entity-name.termite-detonation" on the death screen
1.1: fixed termites not working if you saved and re-loaded mid detonation
1.0: initial release
Last edited by Rseding91 on Sun Dec 14, 2014 6:19 am, edited 15 times in total.
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Re: [0.10.X] Explosive Termites - extreme deforestation

Post by jeroon »

:mrgreen: :mrgreen: :mrgreen: :mrgreen:

This one is absolutely brilliant :D
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Re: [0.10.X] Explosive Termites - extreme deforestation

Post by Slan »

Tree-farm+This make all game less dependent of the ground/forest. Very nice i take it.
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Re: [0.10.X] Explosive Termites - extreme deforestation

Post by Slan »

A little up to give my advice :

That's allmost one of the first thing i do on a map. Anyway, i never go out home without some termites to clear the map.
But that's a little overpowered/price.

Suggestions :
  • Make them researchable, with T1 -> T5
  • Make the basic one make only "little" hole 10-25 tile long, and then make other Tier that cost more to create.
  • Make some fallen tree appear here and here after we use it.
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Re: [0.10.X] Explosive Termites - extreme deforestation

Post by Rseding91 »

Updated to 1.1 with a small bugfix: fixed termites not working if you saved and re-loaded mid termite detonation.

EDIT:

Updated to 1.1.2 with a small bugfix: fixed "Unknown key: entity-name.termite-detonation" on the death screen.
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Re: [0.10.X] Explosive Termites - extreme deforestation

Post by cube »

Bug on linux:

15:41:14 Error None: Error when opening /home/cube/development/factorio/Factorio/mods/Explosive Termites/graphics/Termite.png: No such file or directory

It's because the image has extension .PNG instead of .png
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Re: [0.10.X] Explosive Termites - extreme deforestation

Post by Rseding91 »

cube wrote:Bug on linux:

15:41:14 Error None: Error when opening /home/cube/development/factorio/Factorio/mods/Explosive Termites/graphics/Termite.png: No such file or directory

It's because the image has extension .PNG instead of .png
That should be fixed now.
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Re: [0.10.X] Explosive Termites - extreme deforestation

Post by Jarin »

Slan wrote:A little up to give my advice :

That's allmost one of the first thing i do on a map. Anyway, i never go out home without some termites to clear the map.
But that's a little overpowered/price.

Suggestions :
  • Make them researchable, with T1 -> T5
  • Make the basic one make only "little" hole 10-25 tile long, and then make other Tier that cost more to create.
  • Make some fallen tree appear here and here after we use it.
Would love to see this. Especially when I don't want to clear an entire forest area; just a conveniently-wide space for a road.
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Re: [0.10.X] Explosive Termites - extreme deforestation

Post by zlosynus »

Btw. is there some simple mod which allows you to manually replant trees. I was looking at treefarm, but a description is non-existent and I don't really need to automate tree harvesting, I have 30k wood. But I would love to be able to fill some spaces with trees and so.
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Re: [0.10.X] Explosive Termites - extreme deforestation

Post by n9103 »

zlosynus wrote:Btw. is there some simple mod which allows you to manually replant trees. I was looking at treefarm, but a description is non-existent and I don't really need to automate tree harvesting, I have 30k wood. But I would love to be able to fill some spaces with trees and so.
Treefarm's Germlings are indeed plantable on open ground. Grab Treefarm and just ignore all the stuff other than the germlings?
Colonel Failure wrote:You can lose your Ecologist Badge quite quickly once you get to the point of just being able to murder them willy-nilly without a second care in the world.
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Re: [0.10.X] Explosive Termites - extreme deforestation

Post by Rseding91 »

Jarin wrote:
Slan wrote:A little up to give my advice :

That's allmost one of the first thing i do on a map. Anyway, i never go out home without some termites to clear the map.
But that's a little overpowered/price.

Suggestions :
  • Make them researchable, with T1 -> T5
  • Make the basic one make only "little" hole 10-25 tile long, and then make other Tier that cost more to create.
  • Make some fallen tree appear here and here after we use it.
Would love to see this. Especially when I don't want to clear an entire forest area; just a conveniently-wide space for a road.
Clearing trees doesn't get you rocket defense or protection you from biters so I don't see how it's overpowered.

The point of the termites is extreme deforestation. If you just want to clear a few trees out or a small path that's what robots/poison capsules are for.

They also don't drop logs as an additional balance point: fast removal of trees but you don't get any of the wood.
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Re: [0.10.X] Explosive Termites - extreme deforestation

Post by Devildog »

I like this mod!
I no longer have to make tons of flame thrower ammo an set the world on " Fire! "
To kill all the trees an make room.
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Re: [MOD 0.11.X] Explosive Termites - extreme deforestation

Post by Rseding91 »

I updated the mod to 0.11 and it should be fully compatible with MP as well (assuming no MP bugs de-sync the game).
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Re: [MOD 0.11.X] Explosive Termites - extreme deforestation

Post by sgt_cookie »

Thank you, Res! I've been waiting all darn day for this.

May your deposits be ever full and your biters weak and slow!
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Re: [MOD 0.11.X] Explosive Termites - extreme deforestation

Post by Boogieman14 »

Hadn't looked at this mod before, but found myself on a particularly forested map in my latest game. DAYAM you weren't kidding when you said explosive (or extreme, for that matter) :lol: Love it, thanks for making it :)
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Re: [MOD 0.11.X] Explosive Termites - extreme deforestation

Post by Rseding91 »

Finally got around to updating this mod since I've been using it more in my single player game and just wasn't happy with the current termites :)

Changes: slight performance improvements and a new type of Termite (Alien Termite).
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Re: [MOD 0.11.X] Explosive Termites 1.1.5: extreme deforesta

Post by G_glop »

Installing to deforest and reforest again :lol: (treefarm trees)
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Re: [MOD 0.11.X] Explosive Termites 1.1.5: extreme deforesta

Post by G_glop »

Image
"You should plant a tree in your life, they said :D
(green line is 2-7 thick wall of treefarm trees)

1 regullar explosive termite and one alien termite :roll:
Last edited by G_glop on Sat Dec 20, 2014 12:09 am, edited 1 time in total.
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Re: [MOD 0.11.X] Explosive Termites 1.1.5: extreme deforesta

Post by filippe999 »

Thanks finally a good solution to those annoying road bumpers that destroy cars!
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Re: [MOD 0.11.X] Explosive Termites 1.1.5: extreme deforesta

Post by Tom_The_Hero1 »

i dont know if you remember me but schmendrick once got you to my livestream but i had a problem today when i wanted to go livestream some multiplayer with one of my friends both this mod and landfill made me desync over and over again i didn't even get a chance to move :/

anyways once it is fixet i will start using it once again because i hate trees that are in my way -_-
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