Necromant

by Losatu

You want killing enemies become more usefull and get some more usefull stuff in this game? Then this mod is for you. Adds enemy drops and exploitation of their corpses. Also provides fireball (incl. towers) and poison ammo.

Content
3 years ago
0.14 - 1.1
1.24K
Enemies

g Very few alien corpses .. with NE Enemies- Solved

4 years ago

Is that normal? The mod is balanced for so few corpses?

4 years ago
(updated 4 years ago)

Necromant has a 100% probability to drop bodies. Schall Alien gives a variable amount of ores depending on enemy killed.

Check "Killing enemies gives military science", it mentions "v0.0.7 You can set the probability" in the change log.
The codes shows "probability = settings/100" with a default of 1.

4 years ago

On the "science pack" side they drop more than enough with the mod. Is that preventing me to collect the bodies? (don't quote me out of context ^^')

Or is it Natural Evolution? When i attack a large (damn those natural evolution bases are hard) base with 6 spawners, 8 worms or somethings and a horde of small/medium biters i only get about 2/3 small biter corpses, 4 worms, that's it.

4 years ago

Yup looks like it's natural evolution, the modded enemies don't drop corpses https://mods.factorio.com/mod/Natural_Evolution_Enemies/discussion/5d559eecd1ef8a000c732988

4 years ago

Necromant and alien ore adds to the vanilla enemy classes.
Other mods add new enemies, I will see if/how necromant can be made compatible in the future.

4 years ago

Thanks. Idk if this was this mod or "alien loot" or even another... but i saw somewhere that one of those mods used keywords like "biter" and "big" to search and find every possible classic modded enemies classes, so modded enemies don't have to be added manually for each of them. This might be part of the answer and making all of this easier. Having them generated for most situations.

4 years ago

Ah yes there it is: https://mods.factorio.com/mod/SchallAlienLoot

"Mods Compatibility

If there is another mod overwriting (instead of inserting) the loot table of alien units (which is a bad programming practice anyway) and it loads after my mod, loot drops from this mod may get overwritten.
This mod uses "biter", "spitter", "worm" and "spawner" in their names to find the alien units, non-matching names are not considered. Text like "small", "medium", "big", "behemoth" in their names are used to classify the loot tier.
0.17.6 onwards has provided an interface for other mods to add any units with loot table, so any units not classified by either of these are all considered to no loots at all."

So maybe with that kind of method you will achieve full and effortless future compatibility with most mods.

4 years ago

I'm running Necromant + Schall up to date on v0.18 and I'm seeing both Schall ores and Necromant corpses drop from every killed biter just fine. Which might be called either "sample size of 1" or "test case", but it would seem like this is an interaction with Natural Evolution.

Though I'm not running the Schall Endgame Evolution ( https://mods.factorio.com/mod/SchallEndgameEvolution ), so I don't know what Necromant would do for the higher tier biters, that's a different problem.

4 years ago

Yep, modded biters. Higher tiers or classes added by endgame evolution or in my case natural enemies, don't drop corpses unless they are told to by Necromant, it's a "i have to update the mod for every damn biter every damn mod think of" problem. Unless automated to use stuff like "in name, search for keywords, find: biter & small => small biter corpse"

4 years ago

Just noticed this trblz: https://forums.factorio.com/viewtopic.php?t=37373&start=20

A post from regedit2000 mentions he added ne ennemies. In his custom edit. Not the flexible approach but could do the trick

4 years ago

I can include regedit200 change into the next release tonight but I won't have the time to test this as i don't have save games for every mod combo, for sure no save games with NE or Bob's enemies.

4 years ago

I can include regedit200 change or schallfalke alien ore method into the next release tonight but I won't have the time to test this as i don't have save games for every mod combo, for sure no save games with NE or Bob's enemies.

4 years ago

I can provide you my current save if you need it. Also the edits are dated from "May 02, 2019" so might be outdated with either NE or your mod logic.

Anyways: https://www.partage-temporaire.fr/2020/02/26/factorio-extendedplus-alienloot-necromant/
(file automatically deleted from the server in 24hours)

You will find some biters on the north, there is a car laying around the base if you need. Also, do you need some sort of full mod list or the game figure it from the save? Thank you in advance for your efforts :)

4 years ago

Merci beaucoup for the save file. I did make the change, just included regedit200 file in the solution and tested against your file. 0.18.6 has been uploaded to the portal. Mind you that you have to enable it in the mod settings first!

I will work on a smarter function based on how Schallfalke does the alien org loot definitions. This will take a bit more time

4 years ago

Thank you, will definitively look at it when i'm done with my day :)

4 years ago

Didn't had time to check... yet (but will do)
In addition of the schallfake method there is that too, idk if that's any help but there is a function "start with" and then the mod adjust, with the same kind of logic "mod proof" https://github.com/Uthrom/TheDeadBurn_v17/blob/master/prototypes/item.lua

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