Search found 1449 matches
- 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...
- 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 ...
- 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.
- 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 ...
- 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...
- 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.
After changing what you said and removing some other "event"'s I think I have it working.
- 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...
- 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.
This is what I needed.
- 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...
- 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.
Thanks.
- 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...
- 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...
- 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...
- 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, - ...
- 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...
- Tue Jun 16, 2015 9:15 pm
- Forum: Modding help
- Topic: Spawner Control Question
- Replies: 3
- Views: 1203
Re: Spawner Control Question
Anyone?
- 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.
Wonder if you could take the screen-shot at noon, so it's always light.
- 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...
- 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 

I personal don't like the doughnut shaped resources... I was wondering if there was a way to make it optional?

I personal don't like the doughnut shaped resources... I was wondering if there was a way to make it optional?
- 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 ...