Search found 1449 matches

by TheSAguy
Sat Jun 27, 2015 8:40 pm
Forum: Gameplay Help
Topic: Evolution Slowdown Question
Replies: 4
Views: 4630

Evolution Slowdown Question

It seems that the evolution rate decreases the closer you get to 1 or 100%. I think I recall seeing this somewhere, but can't find that info searching. First, is this the case? Second, is it an exponential factor from the start that just gets bigger the loser you get to 100% evolution? Does it affec...
by TheSAguy
Sat Jun 27, 2015 8:20 pm
Forum: Modding help
Topic: Question on Data.lua and data-updates.lua
Replies: 2
Views: 1075

Question on Data.lua and data-updates.lua

I think I know the answer, but wanted to confirm, Everything in Data.lua and data-updates.lua gets loaded when you start a game, so I can't make anything in there dynamic, correct? Let's say I wanted to give biters more life or damage or resistance as the evolution factor goes up, that would not be ...
by TheSAguy
Sat Jun 27, 2015 8:07 pm
Forum: Pending
Topic: [0.11.22] Crash
Replies: 1
Views: 2698

[0.11.22] Crash

I got the attached crash from a game running unattended for a few hours.
by TheSAguy
Fri Jun 26, 2015 2:56 am
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 v3.0.0 - All things Alien!

Updated to version 3! Integrated Albatrosv13’s Alien Temple/Deevolution and FreeER’s Mind Control mods. Tweaked some of the mod’s other values. I’ve also attached an excel spreadsheet with my mod value changes if anyone’s interested. I'm definitely going to need feedback on the balancing of the two ...
by TheSAguy
Wed Jun 24, 2015 5:14 pm
Forum: Modding help
Topic: Biter Spawner Questions
Replies: 6
Views: 2628

Re: Biter Spawner Questions

Thanks Bluecube for your response!! Now, if someone could translate this for me :lol: In Vanilla spawn shift would be 0 and maxRichnessForSpawnShift would have no effect, since you're multiplying that by 0 Using DyTech's Max Spawn Shift of 0.65, you'll get a value for spawnshift, so your spawned mon...
by TheSAguy
Wed Jun 24, 2015 5:17 am
Forum: Modding help
Topic: Help combining two mods
Replies: 4
Views: 1380

Re: Help combining two mods

Thanks semvoz,
After changing what you said and removing some other "event"'s I think I have it working.
by TheSAguy
Wed Jun 24, 2015 2:24 am
Forum: Modding help
Topic: Help combining two mods
Replies: 4
Views: 1380

Help combining two mods

Hi, I'm trying to combine my mod with FreeER's mind control mod. I'm getting an error on line 72 of my control file and can't seem to get it resolved. I've attached both my mod and a working version of the Mind Control mod. Could someone please take a look at this and let me know what I'm missing? E...
by TheSAguy
Tue Jun 23, 2015 4:50 pm
Forum: Modding help
Topic: Help with Table
Replies: 2
Views: 959

Re: Help with Table

Thanks ThaPear!
This is what I needed.
by TheSAguy
Tue Jun 23, 2015 2:15 am
Forum: Modding help
Topic: Help with Table
Replies: 2
Views: 959

Help with Table

Hi, I'm in the process of incorporating albatrosv13's deevolution mod: https://forums.factorio.com/forum/viewtopic.php?f=14&t=8863 ,into mine, but would like to make each successive temple only x% as effective as the previous one. Let's say 90%. So 1 temple would give me 100% reduction on evolut...
by TheSAguy
Sun Jun 21, 2015 2:35 pm
Forum: Modding help
Topic: Biter Spawner Questions
Replies: 6
Views: 2628

Re: Bitter Spawner Questions

Not asking for a lot here....Just would like to know what these variables do.
Thanks.
by TheSAguy
Fri Jun 19, 2015 11:27 pm
Forum: Mods
Topic: General Discussion
Replies: 6
Views: 7565

General Discussion

I did not see a thread for discussion and FAQ’s, so I opened this one. Never played this mod and just started a new game. Playing with “Version 2.2.7r for Factorio 0.11.18+” I’ve been playing for about 20min, when the screen when red. After about 5 min the game ended. I saw something about oxygen in...
by TheSAguy
Thu Jun 18, 2015 3:46 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 v2.5.0

Thanks for the feedback Buggi! Once the evolution factor reaches 1.0 shouldn't it stay there? Evolution isn't a process that stops. I am currently using dynamic expansion, but I don't like that it lowers the evolution. Once the enemy is evolved it should stay evolved. This should be the case. From v...
by TheSAguy
Thu Jun 18, 2015 4:58 am
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 v2.0.0

Update 2.5 is up! I've learned a little more code and have not included managing the Spawners & Units. I've also started a Config.lua file that can be used to manage some of the changes. Biters should be much harder now!! Be warned. Feedback please. Updated to Version 2. I’ve integrated AlyxDeLu...
by TheSAguy
Wed Jun 17, 2015 2:10 am
Forum: Modding help
Topic: Biter Spawner Questions
Replies: 6
Views: 2628

Biter Spawner Questions

Hi, I’d like to better understand some of the Biter Spawner variables: Unknown to me: max_spawn_shift = 0, - ? max_richness_for_spawn_shift = 100, - ? spawning_radius = 10, - Radius around spawner that an enemy can appear? Or zone that a player enters and it starts to spawn? spawning_spacing = 3, - ...
by TheSAguy
Tue Jun 16, 2015 9:19 pm
Forum: Modding help
Topic: End Game - Missile Def - Countdown
Replies: 1
Views: 859

End Game - Missile Def - Countdown

Is there a way to make more bitters rush you once the countdown starts? I'd like to have a way / update my mod, to have thousands of bitters rush you once the 10min counter starts. I just finished my game and it's extremely disappointing to hardly have seen any attacks. Looking to implement somethin...
by TheSAguy
Tue Jun 16, 2015 9:15 pm
Forum: Modding help
Topic: Spawner Control Question
Replies: 3
Views: 1203

Re: Spawner Control Question

Anyone?
by TheSAguy
Tue Jun 16, 2015 6:27 pm
Forum: Mods
Topic: [0.11.x] Time Lapse Mod
Replies: 31
Views: 25363

Re: [0.11.x] Time Lapse Mod

Cool idea!
Wonder if you could take the screen-shot at noon, so it's always light.
by TheSAguy
Mon Jun 15, 2015 3:09 am
Forum: Modding help
Topic: Spawner Control Question
Replies: 3
Views: 1203

Spawner Control Question

How do I control the Spawner settings in the control.lua like: max_count_of_owned_units max_friends_around_to_spawn spawning_cooldown In data.lua I you can change them by using: data.raw["unit-spawner"]["biter-spawner"].maximum_count_of_owned_units = 25 data.raw["unit-spawne...
by TheSAguy
Fri Jun 12, 2015 1:22 am
Forum: Resource Spawner Overhaul
Topic: Resource Spawner Overhaul - Old discussion thread
Replies: 182
Views: 166486

Re: Resource Spawner Overhaul - Discussion thread

I second that on the oil :)
Image

I personal don't like the doughnut shaped resources... I was wondering if there was a way to make it optional?
by TheSAguy
Thu Jun 11, 2015 5:04 pm
Forum: Resource Spawner Overhaul
Topic: Resource Spawner Overhaul - Old discussion thread
Replies: 182
Views: 166486

Re: Resource Spawner Overhaul - Discussion thread

Orzelek, Like your changes to 1.1.0! Thanks for all your work on this. One suggestion to the next update would be to give a player a little Zinc in the beginning if you're playing with Dytech. Maybe the same as Tin: starting={richness=3000, size=10, probability=1}, Question, what does Richness mean ...

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