Stuckez12 Radiation


Uranium and nuclear items are now deadly to YOU, the player. Fight back with absorption gear, radiation suits, and walls while even biters evolve into acid-spewing, radioactive tanks. Customize the radiation, tame the chaos, and turn your factory into a radioactive nightmare.

Tweaks
a month ago
2.0
281
Environment

i Tiberium

a month ago
(updated a month ago)

There's two mods out there
"Factorio and Conquer" https://mods.factorio.com/mod/Factorio-Tiberium
And just "Tiberium" https://mods.factorio.com/mod/ichor
I'm subscribed to the former, myself as it has more tweaks and tie-in mods I like

If you're not familiar with Command and Conquer, Tiberium is a radioactive element that spreads by consuming/converting other resources, it's highly radioactive and seems to mutate things with a degree of consistency, similar to how your mod would seem to affect biters. The most common mutation in Tiberium's case is turning creatures into a blob of cancerous goo, but sometimes you get the more "phazon" style mutations that just enhance their victim.
Reason I bring it up is these mods seem to have their own methods of damaging things near them as they irradiate and try to convert materials into more Tiberium, but maybe a unified standard for radiation is the way to go?
Does your ambition compel you to do that or are you just trying to have some fun?

a month ago

I made it basically for fun. There are some mods like the ones you mentioned that implement their own damaging system which if they wanted to treat it like radiation can easily be incorporated.
My mods most recent update gives players the ability to add and modify items to its internal radiation system.

Another reason I made the mods was beccause there was no other radiation mod that was a standalone mod. Like the mods you mentioned they added in not only the damage mechanic but also a new chain of processes and mechanics.

Final reason was I was following the Tibs radiation mod in development and thought I could give it a go to implement my own version whilst learning more about what mods were capable of.

When it comes down to standardising the damage mechanic, I would say I achieved that with radiation but other mods that have this mechanic might not want to call it radiation and such. They might want their own version that has unique mechanics. Example being "Factorio and Conquer" where the Tiberium resource damages buildings the further it spreads.

If a mod author want to use my mod in their own mod/modpack, I have given them the ability to interact with my mods own API to specify some default values for their own specific items.

Overall, this was more of a fun challenge I set myself. I do have plans for other mods in the future with my own twist/ideas but currently have very limited time to actually develop such mods. In the future when I do have time and release my next mod, feel free to download and give feedback on them as well.

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