Search found 1449 matches

by TheSAguy
Mon Jul 27, 2015 1:59 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 849
Views: 379983

Re: [MOD 0.12.x] Natural Evolution v3.0.8 - All things Alien!

Maybe next time I need to toggle off NE.BiterSpitter (Am I correct in thinking this pref only affects the threshold that attacks start? With this off, the late game experience should still be the same, right?) My mod won't affect you that early, I think you should increase your starting area. But, ...
by TheSAguy
Sun Jul 26, 2015 2:00 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 849
Views: 379983

Re: [MOD 0.12.x] Natural Evolution v3.0.8 - All things Alien!

Is this mod safe to remove, or will biters get confused? I was looking for biters to be more difficult late game, but after starting a new file with this mod... they're too hard early game! Don't get me wrong, it certainly is doable, I'm just not the kind of player who likes to spend more time mana...
by TheSAguy
Fri Jul 24, 2015 9:28 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 849
Views: 379983

Re: [MOD 0.12.x] Natural Evolution v3.0.8 - All things Alien!

orzelek wrote:The 1st post 3.0.8 has small error in control file with defining non existing function for events.

Attaching fixed one in here.
Thanks!
I replaced the file on the main page, don't have time today to do much more.
by TheSAguy
Thu Jul 23, 2015 4:03 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 849
Views: 379983

Re: [MOD 0.12.x] Natural Evolution v3.0.8 - All things Alien!

3.0.9 is still missing two instances of event. Lines 98 and 99 both try and reference entity directly when it should be event.entity instead so I don't think orzelek's patch got fully implemented. Never mind there is a little more missing than I had thought... When an enemy spawner is destroyed it ...
by TheSAguy
Thu Jul 23, 2015 3:13 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 849
Views: 379983

Re: [MOD 0.12.x] Natural Evolution v3.0.6 - All things Alien!

Okay I modified this to use the force of the converter building to set force of converted spawners. I no longer get any crashes where I did before, although I was playing multiplayer but on my own (I will test more tomorrow when I have someone to play with). I'm only uploading this to help the auth...
by TheSAguy
Thu Jul 23, 2015 2:41 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 849
Views: 379983

Re: [MOD 0.12.x] Natural Evolution v3.0.8 - All things Alien!

Sorry for the crashes and late response guys. Had my hands full with RL and will probably have more to come. I've posted an updated version that removed the Alien Control Station all together for now, until I get some more time to review. Thanks to billw and orzelek for trying to help in my absence....
by TheSAguy
Wed Jul 22, 2015 3:00 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 849
Views: 379983

Re: [MOD 0.12.x] Natural Evolution v3.0.6 - All things Alien!

Sounds like a beautiful mod dude :) Thanks for making this! Please enjoy! If you would want you can have my Evolution mod? It would fit nicely into your whole mod :) And you can make it compatible for dytech and such! Since i have my hands full on the modpack and replicators :) I'll check it out. A...
by TheSAguy
Tue Jul 21, 2015 2:56 am
Forum: Modding help
Topic: Help Converting to 0.12 please
Replies: 11
Views: 4613

Re: Help Converting to 0.12 please

I think I've narrowed down what is causing my crash, but can't get it fixed.
Please see updated first post.

Thanks..
by TheSAguy
Mon Jul 20, 2015 3:17 am
Forum: Resolved Problems and Bugs
Topic: [0.12] Crash
Replies: 1
Views: 1847

[0.12] Crash

I'm getting a crash with a MOD I'm trying to convert.

I've requested help in the Modding section, but thought I'd post it here also, since it's a Crash to Desktop, with no error message.
Please see my post and files here:
https://forums.factorio.com/forum/vie ... 25&t=13585

Thanks!
by TheSAguy
Mon Jul 20, 2015 3:15 am
Forum: Modding help
Topic: Help Converting to 0.12 please
Replies: 11
Views: 4613

Re: Help Converting to 0.12 please

Okay,
Fixed that, but now I'm getting a game crash. No error massage....
Please see initial post.
by TheSAguy
Mon Jul 20, 2015 12:55 am
Forum: Modding help
Topic: Help Converting to 0.12 please
Replies: 11
Views: 4613

Re: Help Converting to 0.12 please

Thanks, Got the surface thing fixed (I think), Now getting this: http://i57.tinypic.com/wbusxv.png I think I saw something about the "equils" being replaced by "==" if base.force.equals(game.forces.enemy) and math.random(global.minds.difficulty*2)==1 then What's the new syntax? T...
by TheSAguy
Mon Jul 20, 2015 12:08 am
Forum: Modding help
Topic: Help Converting to 0.12 please
Replies: 11
Views: 4613

Re: Help Converting to 0.12 please

Thanks drs9999, Got that part fixed. Now having a problem with: "find_entities_filtered" Getting this error: http://i57.tinypic.com/qx1468.png I have "find_entities_filtered" code in two places: Line 166, triggers the error above local bases = game.find_entities_filtered{type=&qu...
by TheSAguy
Sun Jul 19, 2015 9:59 pm
Forum: Modding help
Topic: Help Converting to 0.12 please
Replies: 11
Views: 4613

Re: Help Converting to 0.12 please

I think I've tracked town my problem. It's with inserting things into tables. Here is my current code: if event.created_entity.name == "AlienControlStation" then table.insert(global.beacons, entity) end How should this be updated with v.12? MOD attached to first post. HELP appreciated! Tha...
by TheSAguy
Sun Jul 19, 2015 1:56 am
Forum: Modding help
Topic: Help Converting to 0.12 please
Replies: 11
Views: 4613

Re: Help Converting to 0.12 please

Orzelek, Found a major bug with your Factorio experience... Evidence below: Not sure where to go further - didn't use your mod :D So I think I have most thinks working, except my Alien Control stations. I'm not getting any errors, but it's not converting any aliens. Could someone please take a look?...
by TheSAguy
Sun Jul 19, 2015 1:51 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 849
Views: 379983

Re: [MOD 0.12.x] Natural Evolution v3.0.6 - All things Alien!

Updated to v3.0.6.
Disabled debug mode. Was using if for testing.

I think everything works, besides the Alien Control Stations. (Mind Control)
Working on it.
by TheSAguy
Sat Jul 18, 2015 2:32 am
Forum: Modding help
Topic: Help Converting to 0.12 please
Replies: 11
Views: 4613

Help Converting to 0.12 please

Hi, I'm getting a game crashing error. Not getting any error messages, just crash. The crash is happening when I place an Alien Control Station. I've attached a save, just before putting it down. Once I do, it crashes once it converts... I have narrowed down the problem to the below lines of code. I...
by TheSAguy
Fri Jul 17, 2015 10:35 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 849
Views: 379983

Re: [0.12.x] Natural Evolution v3.0.5 - All things Alien!

Got it up and running for Version 0.12,
Please let me know if anyone has any errors, I have not thoroughly tested it yet. Don't have the time right now.
by TheSAguy
Fri Jul 17, 2015 10:35 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 849
Views: 379983

[MOD 1.1] Natural Evolution - All things Alien!

NE_Logo.png Description / Info: This MOD will make the game harder! Focus on Weapons research and getting good defenses up! This MOD adds and tries to manage the following areas of the game better: - New Enemy Units - Enemy spawners - Enemy expansion criteria - It also gives you a couple new buildi...
by TheSAguy
Mon Jun 29, 2015 9:14 pm
Forum: Mods
Topic: [0.11.22+] Natural Evolution v3.0.1 - All things Alien! (OLD)
Replies: 16
Views: 31502

Re: [0.11.22+] Natural Evolution v3.0.1 - All things Alien!

Update to 3.0.1 Just a balancing update. Te game has a built in slowdown of the evolution factor. So the higher the evolution factor is, the less affect the Pollution, Time and Killing bases factors have on the Evolution factor. The percentages are applied on the base of (1 - current_evolution_facto...
by TheSAguy
Sun Jun 28, 2015 2:03 pm
Forum: Gameplay Help
Topic: Evolution Slowdown Question
Replies: 4
Views: 4630

Re: Evolution Slowdown Question

Would you by chance be looking for this ? Guess I should read a little closer: The percentages are applied on the base of (1 - current_evolution_factor). So for instance destroying the enemy spawner in the beginning of the game results in increase of evolution factor by 0.005 (half a percent) while...

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