Staff of Destruction


Ancient weapons system, so high tech it looks like magic! Fires tiered explosions using armor battery as mana.

Content
a month ago
2.0
286
Combat Armor

i Cool idea

a month ago
(updated a month ago)

This sounds like a really cool idea for factorio. Guns in general tend to be outclassed in the late-post game (especially in space age).

One thing that could make an interestimg mod would be other types of staves that have more utility-based effects on their projectiles. Eg water staff => makes waterfill/lavafill… Earth staff => makes trees. Void staff => makes a black hole to void things (or whatever).

Alternatively, staves with other types of offensive spells, like spawning friendly biters/combat bots as familiars, or poison/fire AOE.

It’s out of scope for this mod, but either way, the staff thing is a very cool idea.

a month ago

Hey, Thanks for the feedback!

I already have some other "spells" in the works, I will release them in separate mods.

I like the summoning idea of yours, it could have its own item/spell class.

Waterfill/lavafill seems good idea, but dynamic tile manipulation is a risky scripting business. (I do recommend the Canal-excavator mod for that)

What are your thoughts on more RPG like items?
For example a battle-pickaxe, or a Shield equipment (stuns enemies that get too close)

a month ago
(updated a month ago)

In general, you only get personal batteries deeper into the game, meaning enemies are about to become trivial. The exception is space age, where you still don’t want to trivialize demolishers, but fighting pentapods DOES make sense. Being able to use a staff in your weapon slots (without ammo) would be very useful for exploring planets when you first drop. Point being, I expect most combat-centric items to already be falling off around that stage of the game (for vanilla, non spage).

If you want late-postgame relevance, then you will want to focus on utility-based magic. Waterfill/lavafill were just examples of the sort of effects I had in mind—not an explicit request for those things. There is a lot of potential to do wacky things.

If you want to focus on offense, the main restriction I would focus on is being able to start using magic even earlier into the game (eg right as you get green science—not after you already got blue science running). That is when non-automated offense is most critical, and offensive spells would have the most impact.

Alternatively, offense may make more sense in modpacks or settings with a ton of enemies, such as rampant/deathworld.

IMO, I would focus on the timing of providing offense at the right stage of a playthrough, as that is vastly more important than the actual details of the effect.

a month ago

Good points!

Having early relevant items for RG science I will definitely consider.

I will check if I can make a Staff without the ammo, that would make it much better.

What are your thoughts on spells that would work like a discharge defense? you have a "runestone" in the armor, and it has a corresponding remote.
This mostly AOE, or autotargeted effects, but it could be a mass heal for allies, or haste effect, not just combat.

This solution is more foolproof and can be done on prototype stage, but it does add the hassle for equipping a remote.
This also can have an internal buffer and work without personal battery.

a month ago

If I understand correctly, for that to be useful, it would require me to intentionally throw myself into a mass of enemies, which usually results in death.

If you mean just an AOE buff centered around the player character, then that could work, and makes sense.

a month ago

It can make magic missile as well with long range (in this regard AOE means autotargeting closest enemy) - still remote operated.

And correct for AOE buff, it has a radius around the character and from there you can just apply any effect (even a bioflux speed/regen sticker)

For fighting Pentapods and demolishers check my Personal-thunder-strike-defense mod, it also autotargets closest enemy, like a laser-defense no remote need, but can't turn it off.

Thanks again for spending your time, feedback really helps me to actually work on the mods :)

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