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Re: [MOD 0.12.x] Natural Evolution v5.0.4 - All things Alien!

Posted: Tue Nov 03, 2015 6:58 pm
by Darkestnoir
Since the last update, rails are partly invisible on the map (m).

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Natural_Evolution_Enemies_5.0.4

Re: [MOD 0.12.x] Natural Evolution v5.0.4 - All things Alien!

Posted: Tue Nov 03, 2015 7:29 pm
by TheSAguy
Darkestnoir wrote:Since the last update, rails are partly invisible on the map (m).

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Natural_Evolution_Enemies_5.0.4
I tried to make biters not attack rails. So I removed the "player-creation" flag. As a result, they won't show up on the mini-map.
I do believe that they will show up if you have a radar covering the area.

If it bugs you, you could just comment out lines 123 and 124 in the data-updates.lua file.

Re: [MOD 0.12.x] Natural Evolution v5.0.4 - All things Alien!

Posted: Thu Nov 05, 2015 3:06 pm
by Chronosfear
Hi,
thanks for the mod.
Im playing it for some hours already and it is somewhat hard. ( as you said )

If been forced to use quite a bunch of gun turrets and even do some research on them

Now I´m sitting in my large fortress ( cant kill bigger bitter nests yet ) :shock:
I´m asking myself if my tamed bitters can attack enemy bases ( or at least try to do so ) on their own. ( other than the "follow"-me item )
I don`t like them following me , cause i end up shooting my own bitters :twisted:

If not. I think it would be a nice option to have if possible ( maybe with a config on/off )

Re: [MOD 0.12.x] Natural Evolution v5.0.4 - All things Alien!

Posted: Thu Nov 05, 2015 4:56 pm
by TheSAguy
Chronosfear wrote:Hi,
thanks for the mod.
Im playing it for some hours already and it is somewhat hard. ( as you said )

If been forced to use quite a bunch of gun turrets and even do some research on them

Now I´m sitting in my large fortress ( cant kill bigger bitter nests yet ) :shock:
I´m asking myself if my tamed bitters can attack enemy bases ( or at least try to do so ) on their own. ( other than the "follow"-me item )
I don`t like them following me , cause i end up shooting my own bitters :twisted:

If not. I think it would be a nice option to have if possible ( maybe with a config on/off )
Glad to hear the mod is doing it's job... making your life hard!
AI behavior / Biter control is not manages easily in this game. Your own biters will run and attack enemy units, if they get close enough, but it is all a little crude. I've also shot my own biters numerous times and then had to kill them :) Don't think there is much that can really be done at the moment...

I was thinking of maybe creating something like the Thumper, but calls your own units to it.

Remember that Bio Ammo works very well against the biters.

Have fun.

Re: [MOD 0.12.x] Natural Evolution v5.0.4 - All things Alien!

Posted: Thu Nov 05, 2015 7:21 pm
by Kayanor
Moved to Gameplay / Vanilla+ on creator's request.

Re: [MOD 0.12.x] Natural Evolution v5.0.4 - All things Alien!

Posted: Fri Nov 06, 2015 9:17 am
by hoho
TheSAguy wrote:
Darkestnoir wrote:Since the last update, rails are partly invisible on the map (m).

Code: Select all

Natural_Evolution_Enemies_5.0.4
I tried to make biters not attack rails. So I removed the "player-creation" flag. As a result, they won't show up on the mini-map
It also seems it prevents making blueprints of rails.

Re: [MOD 0.12.x] Natural Evolution v5.0.4 - All things Alien!

Posted: Fri Nov 06, 2015 6:58 pm
by orzelek
hoho wrote:
TheSAguy wrote:
Darkestnoir wrote:Since the last update, rails are partly invisible on the map (m).

Code: Select all

Natural_Evolution_Enemies_5.0.4
I tried to make biters not attack rails. So I removed the "player-creation" flag. As a result, they won't show up on the mini-map
It also seems it prevents making blueprints of rails.
It could work better if you'd make them indestructible - wouldn't affect anything else and this flag seems important. Would need a test to see if they can still be mined with that flag set.

Re: [MOD 0.12.x] Natural Evolution v5.0.4 - All things Alien!

Posted: Fri Nov 06, 2015 9:37 pm
by TheSAguy
orzelek wrote:
hoho wrote:
TheSAguy wrote:
Darkestnoir wrote:Since the last update, rails are partly invisible on the map (m).

Code: Select all

Natural_Evolution_Enemies_5.0.4
I tried to make biters not attack rails. So I removed the "player-creation" flag. As a result, they won't show up on the mini-map
It also seems it prevents making blueprints of rails.
It could work better if you'd make them indestructible - wouldn't affect anything else and this flag seems important. Would need a test to see if they can still be mined with that flag set.
Orzelek,
Do you know where/how I set the Indestructible flag?
I got this answer from Adil, but not sure how to do it.

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It's not prototype field, it's entity field. You need to do that when they are built.
Other way to try would be to remove "player-creation" from the prototype flags in definition or rails.
Thanks.

Re: [MOD 0.12.x] Natural Evolution v5.0.4 - All things Alien!

Posted: Fri Nov 06, 2015 9:58 pm
by orzelek
You would need to set this flag on rail entity as it's build in the on built event.
Now that you mention that I'm no longer sure if thats a good idea - might be worth testing.

Info about entity flag is here:
https://forums.factorio.com/wiki/inde ... structible

You would need to check if entity is rail-straight or rail-curved in on built event and set this flag to false on it (entity is in event as event.entity).

Re: [MOD 0.12.x] Natural Evolution v5.0.4 - All things Alien!

Posted: Sun Nov 08, 2015 6:36 pm
by Darkestnoir

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Error while running the event handler: __Natural_Evolution_Enemies__/control.lua:116: bad argument #-1 to 'set_multi_command' (table expected, got nil)
Getting this sometimes when i am attacking alien bases.

Re: [MOD 0.12.x] Natural Evolution v5.0.4 - All things Alien!

Posted: Sun Nov 08, 2015 10:11 pm
by TheSAguy
Darkestnoir wrote:

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Error while running the event handler: __Natural_Evolution_Enemies__/control.lua:116: bad argument #-1 to 'set_multi_command' (table expected, got nil)
Getting this sometimes when i am attacking alien bases.
Darkestnoir, what version of Factorio are you using? If you're using 12.10, are you using that version of my Mod?
Thanks.

Re: [MOD 0.12.x] Natural Evolution v5.0.4 - All things Alien!

Posted: Mon Nov 09, 2015 6:00 am
by Darkestnoir
TheSAguy wrote:
Darkestnoir wrote:

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Error while running the event handler: __Natural_Evolution_Enemies__/control.lua:116: bad argument #-1 to 'set_multi_command' (table expected, got nil)
Getting this sometimes when i am attacking alien bases.
Darkestnoir, what version of Factorio are you using? If you're using 12.10, are you using that version of my Mod?
Thanks.
Oh sorry, i am using 12.15. Every time when i attack enemy bases all aliens from the map running in to my base and then that.. Evolution by 89.3236%.

Re: [MOD 0.12.x] Natural Evolution v5.0.4 - All things Alien!

Posted: Tue Nov 10, 2015 5:28 pm
by TheSAguy
Darkestnoir wrote:
TheSAguy wrote:
Darkestnoir wrote:

Code: Select all

Error while running the event handler: __Natural_Evolution_Enemies__/control.lua:116: bad argument #-1 to 'set_multi_command' (table expected, got nil)
Getting this sometimes when i am attacking alien bases.
Darkestnoir, what version of Factorio are you using? If you're using 12.10, are you using that version of my Mod?
Thanks.
Oh sorry, i am using 12.15. Every time when i attack enemy bases all aliens from the map running in to my base and then that.. Evolution by 89.3236%.
Darkestnoir,
It's a feature that nearby enemies attack you when you kill a spawner.
I've tested version 5.0.4 with Factorio 12.15 and don't get any errors. Please give me a save if you're still having this issue.

Thanks.

Re: [MOD 0.12.x] Natural Evolution v5.0.4 - All things Alien!

Posted: Tue Nov 17, 2015 2:11 am
by OvermindDL1
Bug in this mod reported by Factorio dev, any chance of a fix? This mod is accessing offline players, which kills the game.

https://forums.factorio.com/forum/vie ... 30&t=17801

Re: [MOD 0.12.x] Natural Evolution v5.0.4 - All things Alien!

Posted: Tue Nov 17, 2015 7:34 pm
by TheSAguy
OvermindDL1 wrote:Bug in this mod reported by Factorio dev, any chance of a fix? This mod is accessing offline players, which kills the game.

https://forums.factorio.com/forum/vie ... 30&t=17801
I can't test at the moment.
Give the attached N.E. Enemies Control.lua file a try and let me know if that fixed the crash.

Re: [MOD 0.12.x] Natural Evolution v5.0.4 - All things Alien!

Posted: Wed Nov 18, 2015 3:05 am
by OvermindDL1
TheSAguy wrote:
OvermindDL1 wrote:Bug in this mod reported by Factorio dev, any chance of a fix? This mod is accessing offline players, which kills the game.

https://forums.factorio.com/forum/vie ... 30&t=17801
I can't test at the moment.
Give the attached N.E. Enemies Control.lua file a try and let me know if that fixed the crash.
Based on a cursory look of the code you changed it seems fixed, but will test it when I get a chance (work may prevent this for the next day or two...).
Thanks for the assistance. :-)

Re: [MOD 0.12.x] Natural Evolution v5.0.4 - All things Alien!

Posted: Fri Nov 20, 2015 5:28 am
by OvermindDL1
TheSAguy wrote:
OvermindDL1 wrote:Bug in this mod reported by Factorio dev, any chance of a fix? This mod is accessing offline players, which kills the game.

https://forums.factorio.com/forum/vie ... 30&t=17801
I can't test at the moment.
Give the attached N.E. Enemies Control.lua file a try and let me know if that fixed the crash.
It failed due to:

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Error while running the event handler:
__Natural_Evolution_Enemies__/control.lua:121: attempt to index local 'surface' (a nil value)
So it looks like your line at:

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local surface = game.get_surface(0) -- i'm really not sure how surfaces work between different forces and entities so i mostly use this.
A quick hack would probably be:

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local surface = game.get_surface("nauvis") -- World surface name
Or:

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local surface = game.get_surface(1) -- Default world ID
As it seems the game is 1-indexed (ew...).

I put in 'get_surface("nauvis")' and that fixed that error, then causes:

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Error while running the event handler:
__Natural_Evolution_Enemies__/control.lua:12: LuaEntity doesn't contain key character.
Which corresponds to this line in the code:

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            surface.set_multi_command{command = {type=defines.command.attack, target=player.character, distraction=defines.distraction.by_enemy},unit_count = (20+math.floor(game.evolution_factor*100)), unit_search_distance = 600}
And I am currently being yelled at to quit debugging so I cannot continue right now. :-)

Re: [MOD 0.12.x] Natural Evolution v5.0.4 - All things Alien!

Posted: Mon Nov 23, 2015 3:58 pm
by reddutton
question here does this mod modify /change the behavior of the expansion chunk canadated for biters spawns? i am running mod verson 4.3.0 on 12.10 and when working in my base have the chunk active for expansion in the middle of my base

Re: [MOD 0.12.x] Natural Evolution v5.0.4 - All things Alien!

Posted: Mon Nov 23, 2015 5:55 pm
by TheSAguy
reddutton wrote:question here does this mod modify /change the behavior of the expansion chunk canadated for biters spawns? i am running mod verson 4.3.0 on 12.10 and when working in my base have the chunk active for expansion in the middle of my base
Yes, the higher the evolution factor, the closer they can expand to your base. At very high evo it's 0, so no restrictions.

Re: [MOD 0.12.x] Natural Evolution v5.0.4 - All things Alien!

Posted: Mon Nov 23, 2015 6:25 pm
by reddutton
TheSAguy wrote:
reddutton wrote:question here does this mod modify /change the behavior of the expansion chunk canadated for biters spawns? i am running mod verson 4.3.0 on 12.10 and when working in my base have the chunk active for expansion in the middle of my base
Yes, the higher the evolution factor, the closer they can expand to your base. At very high evo it's 0, so no restrictions.
should this be the case after the removal of the mod as well? or only with the mod enabled?