Search found 1449 matches

by TheSAguy
Tue May 21, 2019 7:22 pm
Forum: Already exists
Topic: Show Individual Evolution Factors
Replies: 6
Views: 2169

Show Individual Evolution Factors

Hi, Per my post here . There are 3 things in Vanilla that cause the Evolution to go up. I'd like to be able to show what Evolution caused by each of these individually please. % Evolution caused by Time % Evolution caused by Destruction % Evolution caused by Pollution (or in the case of Next Gen Evo...
by TheSAguy
Tue May 21, 2019 6:41 pm
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 313789

Re: MOD [ 0.17.x] Bio-Industries

The latest update adds Fuel Emission Multipliers. Bob Started this, so coal at 200% and Nuclear at 500% is from him. The general idea is that raw fuels cause more pollution than processed. Like to get some feedback on the below: SNIP Thanks. The emission multipliers + BioIndustries mod might work e...
by TheSAguy
Tue May 21, 2019 5:17 pm
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 313789

Re: MOD [ 0.17.x] Bio-Industries

The latest update adds Fuel Emission Multipliers.
Bob Started this, so coal at 200% and Nuclear at 500% is from him.

The general idea is that raw fuels cause more pollution than processed.
Like to get some feedback on the below:
Image

Thanks.
by TheSAguy
Mon May 20, 2019 7:02 pm
Forum: Modding interface requests
Topic: Resistances on Energy-shield
Replies: 0
Views: 465

Resistances on Energy-shield

Hi, I'm hoping to create a Shield per damage type. Was hoping I could use "Resistances" on the Energy Shield to add more resistances to your armor you're wearing. It does not seem like this is currently possible and was hoping it could be added. Was hoping the below would add to the suite:...
by TheSAguy
Mon May 20, 2019 6:52 pm
Forum: Modding help
Topic: Personal Equipment Question
Replies: 4
Views: 798

Re: Personal Equipment Question

darkfrei wrote:
Fri May 17, 2019 3:06 pm


1 energy shield
So it looks like the Energy Shield only has "max_shield_value", can't add "resistances" to it.
So you can create a "Shield", but not specific to a type of damage via "resistances"

Can someone confirm this?

Thanks.
by TheSAguy
Sun May 19, 2019 9:50 pm
Forum: Modding help
Topic: [Done] Evolution Factors Display
Replies: 15
Views: 12836

Re: Evolution Factors Display

Console command of /evolution gives you that information. So probably a rather sort of mod that performs performs this console command say once every 60+ ticks, stores the result in variable, and displays the result someplace on the screen, similar to how some of the clock based mods which display ...
by TheSAguy
Sun May 19, 2019 5:34 pm
Forum: Modding help
Topic: [Done] Evolution Factors Display
Replies: 15
Views: 12836

[Done] Evolution Factors Display

Hi,

There are 3 things that affect evolution, Time, Base Destruction and Pollution (In Vanilla)

I’d like to get a way to show the amount of evolution added by each of these factors.

Would that be possible?

Thanks
by TheSAguy
Thu May 16, 2019 3:43 pm
Forum: Modding help
Topic: Personal Equipment Question
Replies: 4
Views: 798

Personal Equipment Question

Hi,

Does anyone know if one can create Personal Equipment that does the following:
  • Add resistances
  • Increase Health Gen
  • Increase Damage. (Would it be a global multiplier or a per damage type multiplayer?)
  • Increase players total health
  • Increase players Loot pickup distance
Thanks.
by TheSAguy
Tue May 14, 2019 3:50 pm
Forum: Modding help
Topic: Loot Pickup Question
Replies: 1
Views: 520

Loot Pickup Question

Someone asked me for some options on the loot that drops from my NE Enemies mod. Could you add mod configuration checkbox for aliens' artifacts auto-collection on player movement near them? Current behavior (with auto-collect enabled) has bad logic for remotely controlled cars (AAI mod for example):...
by TheSAguy
Tue May 14, 2019 4:20 am
Forum: Duplicates
Topic: [0.17.38] CTD
Replies: 1
Views: 575

[0.17.38] CTD

Just got this crash.
Not sure if it's mod related.

So for some reason the crash happens on this save, but not a new game.
When I select concrete as the recipe, it crashes.
Image

After demolishing everything and starting over the crash stopped.
by TheSAguy
Mon May 13, 2019 4:46 am
Forum: Modding help
Topic: Upgrade Planner / Fast replace modded rails
Replies: 1
Views: 1155

Re: Upgrade Planner / Fast Replace Rail Help

I’ve run into the same issue in Bio Industries.
Was hoping to be able to upgrade wood rail to cement, but no solution yet...
Hope you have better luck.
by TheSAguy
Wed May 08, 2019 5:37 pm
Forum: Modding help
Topic: [Done] Migration Question
Replies: 2
Views: 739

Re: [Done] Migration Question

Ah!
Thanks.
by TheSAguy
Wed May 08, 2019 4:16 pm
Forum: Modding help
Topic: [Done] Migration Question
Replies: 2
Views: 739

[Done] Migration Question

Hi, I changed an item from "bi-charcoal" to "wood-charcoal". I created a migration file: "Bio_Industries_0.17.19.json" with: { "item": [ ["wood-charcoal", "bi-charcoal"] ] } I thought that this would prevent the items from being removed whe...
by TheSAguy
Wed May 08, 2019 2:17 pm
Forum: Modding help
Topic: [Resolved] Why is Entity not removed
Replies: 5
Views: 1168

Re: Why is Entity not removed

DaveMcW wrote:
Wed May 08, 2019 4:47 am
TheSAguy wrote:
Tue May 07, 2019 11:16 pm

Code: Select all

-- Remove the "Overlay" Entity
event.created_entity.destroy()
Don't destroy stuff until everything else is finished.
It seems that cleared it up...
Thanks DaveMcW and Eduran!
by TheSAguy
Tue May 07, 2019 11:16 pm
Forum: Modding help
Topic: [Resolved] Why is Entity not removed
Replies: 5
Views: 1168

Re: Why is Entity not removed

Okay, I've added the following: On Built: --- Arboretum has been built if entity.valid and entity.name == "bi-arboretum-area" then writeDebug("Arboretum has been built") local arboretum_new = "bi-arboretum" local radar_name = "bi-arboretum-radar" local pole_na...
by TheSAguy
Tue May 07, 2019 6:35 pm
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 313789

Re: MOD [ 0.17.x] Bio-Industries

Thanks Pi-C for your answers, I'll add a few more. - Does the BioGarden only scrub the pollution cloud so that it does not reach enemy nests, or does it reduce pollution produce so that it reduces evolution too (evolution is kind of nuts in 0.17 so this could make a huge difference). I am curious ab...
by TheSAguy
Tue May 07, 2019 6:25 pm
Forum: Modding help
Topic: [Resolved] Why is Entity not removed
Replies: 5
Views: 1168

[Resolved] Why is Entity not removed

Hi, I have some hidden entities that I destroy once the primary entity is destroyed. Currently I have a radar, and was hoping to add a power pole and a lamp. I need to make it compatible with existing games so if you already had the entity you won't have any issues. Below is my code. It works as int...
by TheSAguy
Fri May 03, 2019 6:04 am
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 313789

Re: MOD [ 0.17.x] Bio-Industries

I am unsure if you are aware yet, but in case you are not: Bio Industries currently needs an update after the 0.17.35 update. Currently, the mod will prevent the game from loading because references to "player" were changed to "character" in the base game. Will update over the w...
by TheSAguy
Wed Apr 24, 2019 8:16 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 427227

Re: [MOD 0.17.x] Natural Evolution - All things Alien!

system wrote:
Wed Apr 24, 2019 6:58 pm
Is it possible to remove extra items on game start?

Image

Wasn't able to find settings for that.
Sorry about that, those are test settings,
Update posted. 0.17.18
by TheSAguy
Mon Apr 22, 2019 8:45 pm
Forum: Modding help
Topic: [Done] Table Help
Replies: 2
Views: 667

Re: Table Help

Thanks Eduran, that did it!

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