Search found 1449 matches
- 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...
- 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...
- 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:
Thanks.
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:
Thanks.
- 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:...
- Mon May 20, 2019 6:52 pm
- Forum: Modding help
- Topic: Personal Equipment Question
- Replies: 4
- Views: 798
- 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 ...
- 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
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
- 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:
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
- 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):...
- 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.
After demolishing everything and starting over the crash stopped.
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.
After demolishing everything and starting over the crash stopped.
- 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.
Was hoping to be able to upgrade wood rail to cement, but no solution yet...
Hope you have better luck.
- Wed May 08, 2019 5:37 pm
- Forum: Modding help
- Topic: [Done] Migration Question
- Replies: 2
- Views: 739
Re: [Done] Migration Question
Ah!
Thanks.
Thanks.
- 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...
- 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
It seems that cleared it up...DaveMcW wrote: ↑Wed May 08, 2019 4:47 amDon't destroy stuff until everything else is finished.TheSAguy wrote: ↑Tue May 07, 2019 11:16 pmCode: Select all
-- Remove the "Overlay" Entity event.created_entity.destroy()
Thanks DaveMcW and Eduran!
- 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...
- 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...
- 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...
- 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...
- Wed Apr 24, 2019 8:16 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 427227
- 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!