Search found 31 matches

by TheBrain0110
Fri Nov 29, 2019 5:38 pm
Forum: News
Topic: Friday Facts #323 - Animated water
Replies: 54
Views: 6816

Re: Friday Facts #323 - Animated water

Personally, I never thought about the stillness of the environment. Maybe because everything that I usually interact with (machines) does move. I find it strange, however, that the water flow changes direction every few seconds. I agree. Moving water is nice, but sloshing around randomly is kinda w...
by TheBrain0110
Fri Oct 11, 2019 9:19 pm
Forum: News
Topic: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters
Replies: 65
Views: 8178

Re: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters

Is there any way you can learn from StarCraft zerglings when it comes to pathfinding for biters? The way zerglings almost "flow" around the map in a rush is very beautiful and is done with full collision activated. I'm sure some developer from Blizzard has done some writeup/presentation/whatever ab...
by TheBrain0110
Fri Mar 15, 2019 5:01 pm
Forum: Releases
Topic: Version 0.17.13
Replies: 18
Views: 7702

Re: Version 0.17.13

Just to be clear: that evolution pollution thing is only about spawners actively absorbing pollution, right? AFAIK, Spawners absorbing pollution only causes them to spawn / send attacks. It has no effect on the evolution level. The evolution level is determined by total pollution produced, regardle...
by TheBrain0110
Mon Mar 04, 2019 8:31 pm
Forum: Releases
Topic: Version 0.17.5
Replies: 83
Views: 20057

Re: Version 0.17.5

Hmmmm. Overall, I like the idea of simplifying and rebalancing the Mining Productivity levels. I just have a couple thoughts: In the early game, it's kinda nice to be able to eke out a few extra % out of your ore patches incrementally, as you become able to afford it. Having several levels available...
by TheBrain0110
Mon Feb 25, 2019 7:46 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 74415

Re: Friday Facts #283 - Prepare to Launch

I'm a remarkably patient man, but even I understand the frustrations involved when it comes to getting friends together to play, only to be told "It might be a while longer!" without much of a hint as to when. Especially with regards to the last FFF raising hopes of a release, only to be dashed for...
by TheBrain0110
Wed Aug 29, 2018 8:18 pm
Forum: Mods
Topic: Blueprint Footprint
Replies: 3
Views: 645

Re: Blueprint Footprint

There seems to be a conflict with Alien Biomes. It changes the Landfill tile from grass to bare stone. So as soon as I hit Alt with a blueprint in my hand, I get this crash:
by TheBrain0110
Mon Aug 20, 2018 5:26 am
Forum: Mods
Topic: [MOD 0.17.x] Natural Evolution - All things Alien!
Replies: 835
Views: 226751

Re: [MOD 0.16.x] Natural Evolution - All things Alien!

After playing a while more and paying closer attention to the groups on the map, I can confirm that there is expansion taking place (Although it appears more like one new group every hour almost, instead of every 10 mins as I had it set...), but only worms appear, no spawners. Now I'm just not sure ...
by TheBrain0110
Tue Aug 07, 2018 2:10 am
Forum: Mods
Topic: [MOD 0.15.x] Mining Space Industries
Replies: 175
Views: 25725

Re: [MOD 0.15.x] Mining Space Industries

Cool idea, I like the mod! It was working pretty well, I went through the missions up until the one to retrieve the GlaDOS core, and her shipwreck spawned in the middle of a lake! I dunno if that's intentional, or something you should check for, but it was a bit of a pain. But I eventually got it, a...
by TheBrain0110
Mon Aug 06, 2018 7:27 pm
Forum: Mods
Topic: [MOD 0.17.x] Natural Evolution - All things Alien!
Replies: 835
Views: 226751

Re: [MOD 0.16.x] Natural Evolution - All things Alien!

I've also been noticing in my latest game that there doesn't seem to be much, if any expansion going on. I'm playing with NE, Rampant, Bob's Enemies and RSO, among a bunch of other non-related mods. never any new spawners. For what it's worth, I'm also playing with NE, Rampant, Bob's Enemies (+ Mor...
by TheBrain0110
Sun Aug 05, 2018 12:58 am
Forum: Mods
Topic: [MOD 0.17.x] Natural Evolution - All things Alien!
Replies: 835
Views: 226751

Re: [MOD 0.16.x] Natural Evolution - All things Alien!

I've also been noticing in my latest game that there doesn't seem to be much, if any expansion going on. There are occasional groups of biters that just mill about doing nothing, but also never go entirely inactive like most do when out of activation range. I'm playing with NE, Rampant, Bob's Enemie...
by TheBrain0110
Sat Aug 04, 2018 11:57 pm
Forum: Modding help
Topic: Removing power pole collision doesn't change biter pathing?
Replies: 2
Views: 222

Re: Removing power pole collision doesn't change biter pathing?

Alternatively, you can just flag power poles as indestructible, and then the biters will ignore them as well. One of the mods I use (I think Rampant?) has an option for this, and it works quite well, and the biters seem to pathfind around them as an obstacle.
by TheBrain0110
Tue Jul 24, 2018 1:35 pm
Forum: Implemented mod requests
Topic: Assembling-machine with built-in productivity
Replies: 24
Views: 2012

Re: Assembling-machine with built-in productivity

It seems like we've ended up with two different requests in the same thread. One for a fixed .productivity property for machines / drills / any arbitrary entity I guess, and one for a duplicate of the mining productivity research that can be applied to things other than mining drills. They both seem...
by TheBrain0110
Thu Jul 19, 2018 8:59 pm
Forum: Implemented mod requests
Topic: Assembling-machine with built-in productivity
Replies: 24
Views: 2012

Re: Assembling-machine with built-in productivity

I'd like to second this request, and have the .productivity property available to mining drills as well. I was just thinking of making some advanced mining drills with a builtin productivity bonus, on top of the research-based bonus, but with no module slots. Basically like having a productivity mod...
by TheBrain0110
Thu Jun 07, 2018 7:00 pm
Forum: Mods
Topic: [MOD 0.16.x] Alien walls [0.7.0]
Replies: 102
Views: 40538

Re: [MOD 0.16.x] Alien walls [0.7.0]

You and others may also be interested in my " artifacts " branch on my Github repo, it has the version I've been playing with that uses Natural Evolution / Bob's enemies artifacts instead of biomass in the Alien Bioconstruct recipe. I had to remove the NE dependency yet it worked just fine. The onl...
by TheBrain0110
Thu Jun 07, 2018 12:55 pm
Forum: Mods
Topic: [MOD 0.16.x] Alien walls [0.7.0]
Replies: 102
Views: 40538

Re: [MOD 0.16.x] Alien walls [0.7.0]

You and others may also be interested in my " artifacts " branch on my Github repo, it has the version I've been playing with that uses Natural Evolution / Bob's enemies artifacts instead of biomass in the Alien Bioconstruct recipe. I had to remove the NE dependency yet it worked just fine. The onl...
by TheBrain0110
Wed Jun 06, 2018 9:43 pm
Forum: Mods
Topic: [MOD 0.16.x] Alien walls [0.7.0]
Replies: 102
Views: 40538

Re: [MOD 0.16.x] Alien walls [0.7.0]

Not entirely sure why you felt the need to rename the entities 'hybrid-wall' to 'hybridWall', but I went with it, and updated the item and recipe names to match, and added them to the migrations script. I'm pretty sure I was using at least some of the changes from the repo, since there were tiered ...
by TheBrain0110
Wed Jun 06, 2018 6:55 pm
Forum: Mods
Topic: [MOD 0.16.x] Alien walls [0.7.0]
Replies: 102
Views: 40538

Re: [MOD 0.16.x] Alien walls [0.7.0]

Ah jeeze, didn't realize that my working directory wasn't the repo directory... Anyway, I've fixed that, as well as an error when placing the walls/gates. Ok, so I've pulled your latest Repo updates into my branch, and merged everything the way it should be. Not entirely sure why you felt the need ...
by TheBrain0110
Sun Jun 03, 2018 3:09 am
Forum: Mods
Topic: [MOD 0.16.x] Alien walls [0.7.0]
Replies: 102
Views: 40538

Re: [MOD 0.16.x] Alien walls [0.7.0]

I did have some ideas I was playing around with about using alien artifacts from Natural Evolution / Bob’s Enemies instead of mining biomass fields, dunno if anyone else would like that... I was just about to make that suggestion once I saw the mod. My maps are coated in more than enough ores that ...
by TheBrain0110
Sat Jun 02, 2018 1:20 pm
Forum: Mods
Topic: [MOD 0.16.x] Alien walls [0.7.0]
Replies: 102
Views: 40538

Re: [MOD 0.16.x] Alien walls [0.7.0]

Please Update Code in control.lua: Yeah, I fixed that and sent it to vedrit ages ago. He seems to have forgotten about it :/ I dunno if I should go and upload a fork or not, don’t wanna be rude. I did have some ideas I was playing around with about using alien artifacts from Natural Evolution / Bob...
by TheBrain0110
Tue May 08, 2018 9:18 pm
Forum: Mods
Topic: [MOD 0.16.x] Alien walls [0.7.0]
Replies: 102
Views: 40538

Re: [MOD 0.16.x] Alien walls [0.7.0]

I saw you missed to change some "hybridized" to "hybrid". In technologies.lua "alien-hybridization-1" +"alien-hybridization-2", then in structures/recipe, item and entity and in data-updates.lua. These should be all then. Hope it gets through before vedrit builds a new version :) Nah, I just left t...

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