Ah right thank youhoho wrote:You need to *add* max_distance_of_nearby_sector_revealed, not replace max_distance_of_sector_revealed.
In other words, you need both max_distance_of_nearby_sector_revealed and max_distance_of_sector_revealed
[MOD 0.11.x] Alien Temple
- darkshadow1809
- Filter Inserter

- Posts: 306
- Joined: Thu Jan 15, 2015 10:13 pm
- Contact:
Re: [MOD 0.11.x] Alien Temple
ShadowsModpackDevelopment
-
albatrosv13
- Long Handed Inserter

- Posts: 80
- Joined: Wed Apr 30, 2014 5:36 pm
- Contact:
Re: [MOD 0.11.x] Alien Temple
Actually, the issue is that i'm a pirate(yeah, i know i should burn on an imperial stake and so on; my excuse is that i *really* don't have money) and can't yet update to 0.11.17(it takes 3-5 days to get to the wides of internet). I 'updated' the first time just by guesstimation.
I put up the file again by having both lines in entity.lua. This works in 0.11.16 and i hope in 11.17 too.
I put up the file again by having both lines in entity.lua. This works in 0.11.16 and i hope in 11.17 too.
- darkshadow1809
- Filter Inserter

- Posts: 306
- Joined: Thu Jan 15, 2015 10:13 pm
- Contact:
Re: [MOD 0.11.x] Alien Temple
Haha not a problem matealbatrosv13 wrote:Actually, the issue is that i'm a pirate(yeah, i know i should burn on an imperial stake and so on; my excuse is that i *really* don't have money) and can't yet update to 0.11.17(it takes 3-5 days to get to the wides of internet). I 'updated' the first time just by guesstimation.
I put up the file again by having both lines in entity.lua. This works in 0.11.16 and i hope in 11.17 too.
ShadowsModpackDevelopment
-
British_Petroleum
- Filter Inserter

- Posts: 321
- Joined: Tue Dec 23, 2014 7:21 am
- Contact:
Re: [MOD 0.11.x] Alien Temple
Hey thanks a lot for making this mod I really like it.
Only thing I'd change is that the temple is way too cheap! I've been playing with dytech and bobs, and this temple makes the game really easy. I built several of them early on, and after playing for 20+ hours I'm still fighting small spitters and medium biters. This temple is insanely good, should cost at least 100 artefacts plus other stuff imo.
Only thing I'd change is that the temple is way too cheap! I've been playing with dytech and bobs, and this temple makes the game really easy. I built several of them early on, and after playing for 20+ hours I'm still fighting small spitters and medium biters. This temple is insanely good, should cost at least 100 artefacts plus other stuff imo.
Re: [MOD 0.11.x] Alien Temple
.
Last edited by splooby on Sat Mar 28, 2015 4:02 am, edited 1 time in total.
-
albatrosv13
- Long Handed Inserter

- Posts: 80
- Joined: Wed Apr 30, 2014 5:36 pm
- Contact:
Re: [MOD 0.11.x] Alien Temple
It took 1 month for anyone telling that this mod makes the game too easy.
It took only half a day for this mod - https://forums.factorio.com/forum/vie ... =14&t=8884 ...
for anyone telling that this mod is too hard.
You pretentious little fucks
(i love my social experiments)
Anyways, will update.
It took only half a day for this mod - https://forums.factorio.com/forum/vie ... =14&t=8884 ...
for anyone telling that this mod is too hard.
You pretentious little fucks
Anyways, will update.
Re: [MOD 0.11.x] Alien Temple
Hello,
for me the mod appeared overpowered too and I changed this:
to this:
So basically the temple does nearly nothing at a low evolutionfactor, but gets stronger when the factor rises. At 66% the effectiveness is back to the original level.
I fear it is still way overpowered if a lot of them are build. So an additional constraint like reducing the effectivity after each 'scan' and setting effectivity back to 100% after each scancyle might counter this.
-->
example with effectivity scale 90%:
1 temple: 100% --> 90%, reset --> not affected / 100% yield
2 temple: 100% --> 90% --> 81%, reset --> 190% yield
5 temple: 100% --> 90% --> 81% --> .... 59.05%, reset --> 410% yield
10 temple: 100% --> 90% --> 81% --> .... 34.87%, reset --> 651% yield
50 temple: 100% --> 90% --> ... 0.52%, reset --> 995% yield
Ok not sure if this is understandable, but the idea is that each additional temple only provides 90% of the one build before. As a result the player can build as many as he wants but after about 10 the additional ones are mostly useless --> mod is balance-able
for me the mod appeared overpowered too and I changed this:
Code: Select all
game.onevent(defines.events.onsectorscanned, function(event)
if event.radar.name == "templev2" then
game.evolutionfactor = game.evolutionfactor - 0.0002
end
end)
Code: Select all
game.onevent(defines.events.onsectorscanned, function(event)
if event.radar.name == "templev2" then
if game.evolutionfactor > 0.0003 then
game.evolutionfactor = game.evolutionfactor - (0.0003 * game.evolutionfactor)
end
end
end)
I fear it is still way overpowered if a lot of them are build. So an additional constraint like reducing the effectivity after each 'scan' and setting effectivity back to 100% after each scancyle might counter this.
-->
example with effectivity scale 90%:
1 temple: 100% --> 90%, reset --> not affected / 100% yield
2 temple: 100% --> 90% --> 81%, reset --> 190% yield
5 temple: 100% --> 90% --> 81% --> .... 59.05%, reset --> 410% yield
10 temple: 100% --> 90% --> 81% --> .... 34.87%, reset --> 651% yield
50 temple: 100% --> 90% --> ... 0.52%, reset --> 995% yield
Ok not sure if this is understandable, but the idea is that each additional temple only provides 90% of the one build before. As a result the player can build as many as he wants but after about 10 the additional ones are mostly useless --> mod is balance-able


