Necromant

by Sacredd

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
1.12K
Enemies

FAQ

Ideas

Completed changes in 0.18

  • More DNA extraction recipes to remove overstock items late stage with by-product stone
  • Add chitin ammo (upgrade from poison ammo + chitin)
  • Add behemoth ammo (upgrade of chitin ammo + U238)
  • Add Spawner_Corpse for spawner kills

Other changes in backlog

  • Change for higher DNA extract the by-product from stone to cellulose.
  • Add Cellulose as ingredient to make plastic
  • Make the body drop logic more scalable for other mods using pattern matching. See below.
  • Re-balancing recipes
  • Graphics updates

Alien revenge

Idea behind alien revenge for butchering their kind is to increase alien attacks by massively increasing pollution clouds.

  • Add alien smelters/assemblers/chem plants with higher pollution than vanilla. Pollution factor x 2 - 5?
  • Change alien smelters/assemblers/chem plants smoke color to pink

This will be a separate mod as it will overhaul some mechanics. More to come!

Compatibility with other mods

Corpse drop logic

The plan is to make the body drop logic more scalable for other mods using pattern matching. This logic will align with Schallfalke's approach in Alien Loot: https://mods.factorio.com/mod/SchallAlienLoot

  • Enemy names that contain vanilla references 'small', 'medium', 'big' and 'behemoth' will result in respective corpse drops.
  • WIP: Based on other mods, 'Leviathian', 'mother', 'huge', will be mapped to either big or behemoth corpse.
  • WIP: Based on level indicators, 'big' or 'behemoth' corpses will drop.
  • WIP: If there is no match, 'small' corpse will drop.

Specific mod support

This mod assumes that enemies are following the vanilla naming convention. There is additional support for the following mods: