[MOD 1.1] Natural Evolution - All things Alien!

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sp518
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Re: [MOD 0.15.x] Natural Evolution - All things Alien!

Post by sp518 »

TheSAguy wrote:
sp518 wrote:The TerraformingStation can't be removed normally. It remain a station can't be clicked and cause the game crash a moment later.
Thanks for the report. Please revert to the previous version on the Mod portal. I'll work on a fix.
If you can, could I get a save?

Thanks
Here's the save and mod
https://drive.google.com/open?id=0BzI1V ... mZCUEo5cjQ
:D
TheSAguy
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Re: [MOD 0.15.x] Natural Evolution - All things Alien!

Post by TheSAguy »

sp518 wrote:
TheSAguy wrote:
sp518 wrote:The TerraformingStation can't be removed normally. It remain a station can't be clicked and cause the game crash a moment later.
Thanks for the report. Please revert to the previous version on the Mod portal. I'll work on a fix.
If you can, could I get a save?

Thanks
Here's the save and mod
https://drive.google.com/open?id=0BzI1V ... mZCUEo5cjQ
:D
I think the problem is with the mod "EndgameCombat_0.0.25"
It seems to make certian items like radars not minable or sometihng. Since the terraforming station uses a 'fake' radar, it's not mined when you remove the 'turrnet' entity part of the terraforming station. The same thing happens with the Bio-cannon. You can't mine it with "EndgameCombat_0.0.25" installed.

I'll shoot the mod author a note and see if he could fix it.
When I remove "EndgameCombat_0.0.25" and load your map string as a new game it works.
I can't test this on your save, because you just mined the station, so the error is already in progress.
TheSAguy
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Re: [MOD 0.15.x] Natural Evolution - All things Alien!

Post by TheSAguy »

V7.2.1 - NE Buildings: Added some support for upgrading from 7.1.5 to 7.2.1.

Please mine and replace all your Terraforming Stations and Artifact Collectors.

This will not fix the current incompatibility with "EndgameCombat_0.0.25"

Thanks,.
sp518
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Re: [MOD 0.15.x] Natural Evolution - All things Alien!

Post by sp518 »

TheSAguy wrote:
sp518 wrote:
TheSAguy wrote:
sp518 wrote:The TerraformingStation can't be removed normally. It remain a station can't be clicked and cause the game crash a moment later.
Thanks for the report. Please revert to the previous version on the Mod portal. I'll work on a fix.
If you can, could I get a save?

Thanks
Here's the save and mod
https://drive.google.com/open?id=0BzI1V ... mZCUEo5cjQ
:D
I think the problem is with the mod "EndgameCombat_0.0.25"
It seems to make certian items like radars not minable or sometihng. Since the terraforming station uses a 'fake' radar, it's not mined when you remove the 'turrnet' entity part of the terraforming station. The same thing happens with the Bio-cannon. You can't mine it with "EndgameCombat_0.0.25" installed.

I'll shoot the mod author a note and see if he could fix it.
When I remove "EndgameCombat_0.0.25" and load your map string as a new game it works.
I can't test this on your save, because you just mined the station, so the error is already in progress.
Here's the save2. :D
https://drive.google.com/open?id=0BzI1V ... mhXemJmTW8
stoa
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Re: [MOD 0.15.x] Natural Evolution - All things Alien!

Post by stoa »

I need halp :D

Had your mod running for quite a while in 0.14, so i threw it back in for 0.15

Everything was going well for ages, until u decided to use artifact collectors.
I mean, they worked and everything, however on reloading the game i just get greeted by this nice message
http://prntscr.com/g4d9nz

Any possible solution?
orzelek
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Re: [MOD 0.15.x] Natural Evolution - All things Alien!

Post by orzelek »

stoa wrote:I need halp :D

Had your mod running for quite a while in 0.14, so i threw it back in for 0.15

Everything was going well for ages, until u decided to use artifact collectors.
I mean, they worked and everything, however on reloading the game i just get greeted by this nice message
http://prntscr.com/g4d9nz

Any possible solution?
I can try to find some emergency solution for you if you need it ASAP otherwise lets wait for Angel.
(I do know pain of not being able to load game... Endless Space 2 I'm looking at you)
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Durabys
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Re: [MOD 0.15.x] Natural Evolution - All things Alien!

Post by Durabys »

TheSAguy wrote:
Tomik wrote: Thanks. :)
Where can one find the option for changing the speed factor at which Biter Evolution rises thanks to time and pollution? Because In six hours of play it is already at fifty percent and the pollution is not even touching a single nest.
During Map creation, go the the Advanced tab. You can tweak all kinds of stuff there. This is part of Vanilla Factorio as Orzelek mentioned.
Map generator
You have to understand I use the Delayed Turrets mod which gives turrets 12 seconds before they activate. So I cannot use Turret Creeping in my games.

Wait. I am asking a question: I thought your mod handled everything: evolution, pollution and expansion and that the vanilla map generation Advanced Settings tab was basically redundant and changing anything inside it wouldn't change anything in game.. :? Because I remember trying to deactivate expansion through it and it didn't work while I had your mod on.
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Re: [MOD 0.15.x] Natural Evolution - All things Alien!

Post by stoa »

I luckiely still had an autosafe... was the last one tho, so i got reaaaally lucky there >.>

I'd still love to be able to use the collectors :D
TheSAguy
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Re: [MOD 0.15.x] Natural Evolution - All things Alien!

Post by TheSAguy »

stoa wrote:I luckiely still had an autosafe... was the last one tho, so i got reaaaally lucky there >.>

I'd still love to be able to use the collectors :D
Could you please post your save?
Did you upgrade the mod and if so, from what version to what?
Thanks.
stoa
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Re: [MOD 0.15.x] Natural Evolution - All things Alien!

Post by stoa »

TheSAguy wrote:
stoa wrote:I luckiely still had an autosafe... was the last one tho, so i got reaaaally lucky there >.>

I'd still love to be able to use the collectors :D
Could you please post your save?
Did you upgrade the mod and if so, from what version to what?
Thanks.

http://www83.zippyshare.com/v/2mKmQTQw/file.html
There you go, just dont mind the name of the savegame, bad habit :D

And i hope it doesnt matter that i have... way too many mods >.>

I tried to update to the new version with no luck, was running the previous version before
TheSAguy
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Re: [MOD 0.15.x] Natural Evolution - All things Alien!

Post by TheSAguy »

Tomik wrote:
TheSAguy wrote:
Tomik wrote: Thanks. :)
Where can one find the option for changing the speed factor at which Biter Evolution rises thanks to time and pollution? Because In six hours of play it is already at fifty percent and the pollution is not even touching a single nest.
During Map creation, go the the Advanced tab. You can tweak all kinds of stuff there. This is part of Vanilla Factorio as Orzelek mentioned.
Map generator
You have to understand I use the Delayed Turrets mod which gives turrets 12 seconds before they activate. So I cannot use Turret Creeping in my games.

Wait. I am asking a question: I thought your mod handled everything: evolution, pollution and expansion and that the vanilla map generation Advanced Settings tab was basically redundant and changing anything inside it wouldn't change anything in game.. :? Because I remember trying to deactivate expansion through it and it didn't work while I had your mod on.
What NE Expansion does is handle Enemy Expansion and Evolution factors.
It takes whatever you have in the base game. (Using the advanced settings) and then applies the following for Evolution:
Doubled Pollution Value
50% Time factor
Only 10% of Destruction Factor.

Further, NE Expansion controls the size of Enemy Expansion groups.


Please note, you're also using the mod Nauvis Day It also controls Evolution, but does it totally different from NE Expansion... So you should probably only have one of these installed.
TheSAguy
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Re: [MOD 0.15.x] Natural Evolution - All things Alien!

Post by TheSAguy »

stoa wrote:
TheSAguy wrote:
stoa wrote:I luckiely still had an autosafe... was the last one tho, so i got reaaaally lucky there >.>

I'd still love to be able to use the collectors :D
Could you please post your save?
Did you upgrade the mod and if so, from what version to what?
Thanks.

http://www83.zippyshare.com/v/2mKmQTQw/file.html
There you go, just dont mind the name of the savegame, bad habit :D

And i hope it doesnt matter that i have... way too many mods >.>

I tried to update to the new version with no luck, was running the previous version before
This link does not want to download for me, only trying to install junk...
stoa
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Re: [MOD 0.15.x] Natural Evolution - All things Alien!

Post by stoa »

TheSAguy wrote:
stoa wrote:
TheSAguy wrote:
stoa wrote:I luckiely still had an autosafe... was the last one tho, so i got reaaaally lucky there >.>

I'd still love to be able to use the collectors :D
Could you please post your save?
Did you upgrade the mod and if so, from what version to what?
Thanks.

http://www83.zippyshare.com/v/2mKmQTQw/file.html
There you go, just dont mind the name of the savegame, bad habit :D

And i hope it doesnt matter that i have... way too many mods >.>

I tried to update to the new version with no luck, was running the previous version before
This link does not want to download for me, only trying to install junk...

Well that is.. weird.
Never had any issues with zippyshare, sorry >.>

Trying to attach it directly
Attachments
112333333.zip
(16.02 MiB) Downloaded 101 times
Alabastor
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Re: [MOD 0.15.x] Natural Evolution - All things Alien!

Post by Alabastor »

stoa wrote:I need halp :D

Had your mod running for quite a while in 0.14, so i threw it back in for 0.15

Everything was going well for ages, until u decided to use artifact collectors.
I mean, they worked and everything, however on reloading the game i just get greeted by this nice message
http://prntscr.com/g4d9nz

Any possible solution?
Also have the same error for anyone who tries to join my multiplayer game, but not me.

https://steamuserimages-a.akamaihd.net/ ... E855E9ADC/
Attachments
mod-list.json
Mod list
(3.37 KiB) Downloaded 80 times
Bobs modded server mk2.zip
(26.26 MiB) Downloaded 100 times
BigBertie
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Re: [MOD 0.15.x] Natural Evolution - All things Alien!

Post by BigBertie »

I changed the Evolution growth rate in the vanilla Advanced Settings to slow down Biter Evolution and it didn't change anything when I made a new map with it. I must be doing something wrong. :?
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Durabys
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Re: [MOD 0.15.x] Natural Evolution - All things Alien!

Post by Durabys »

TheSAguy wrote:
Tomik wrote:
TheSAguy wrote:
Tomik wrote: Thanks. :)
Where can one find the option for changing the speed factor at which Biter Evolution rises thanks to time and pollution? Because In six hours of play it is already at fifty percent and the pollution is not even touching a single nest.
During Map creation, go the the Advanced tab. You can tweak all kinds of stuff there. This is part of Vanilla Factorio as Orzelek mentioned.
Map generator
You have to understand I use the Delayed Turrets mod which gives turrets 12 seconds before they activate. So I cannot use Turret Creeping in my games.

Wait. I am asking a question: I thought your mod handled everything: evolution, pollution and expansion and that the vanilla map generation Advanced Settings tab was basically redundant and changing anything inside it wouldn't change anything in game.. :? Because I remember trying to deactivate expansion through it and it didn't work while I had your mod on.
What NE Expansion does is handle Enemy Expansion and Evolution factors.
It takes whatever you have in the base game. (Using the advanced settings) and then applies the following for Evolution:
Doubled Pollution Value
50% Time factor
Only 10% of Destruction Factor.

Further, NE Expansion controls the size of Enemy Expansion groups.


Please note, you're also using the mod Nauvis Day It also controls Evolution, but does it totally different from NE Expansion... So you should probably only have one of these installed.
Muchas grazias!
Tanks! I have such settings that basically make it impossible to play the game as a turret creeper.
TheSAguy
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Re: [MOD 0.15.x] Natural Evolution - All things Alien!

Post by TheSAguy »

Alabastor wrote:
stoa wrote:I need halp :D

Had your mod running for quite a while in 0.14, so i threw it back in for 0.15

Everything was going well for ages, until u decided to use artifact collectors.
I mean, they worked and everything, however on reloading the game i just get greeted by this nice message
http://prntscr.com/g4d9nz

Any possible solution?
Also have the same error for anyone who tries to join my multiplayer game, but not me.

https://steamuserimages-a.akamaihd.net/ ... E855E9ADC/
stoa wrote:
TheSAguy wrote:
stoa wrote:
TheSAguy wrote:
stoa wrote:I luckiely still had an autosafe... was the last one tho, so i got reaaaally lucky there >.>

I'd still love to be able to use the collectors :D

Could you please post your save?
Did you upgrade the mod and if so, from what version to what?
Thanks.

http://www83.zippyshare.com/v/2mKmQTQw/file.html
There you go, just dont mind the name of the savegame, bad habit :D

And i hope it doesnt matter that i have... way too many mods >.>

I tried to update to the new version with no luck, was running the previous version before
This link does not want to download for me, only trying to install junk...

Well that is.. weird.
Never had any issues with zippyshare, sorry >.>

Trying to attach it directly
I don't have a fix yet, but for now, please comment out line 980 of the Control in NE Buildings:
Or download the attached one.
Should look like this:

Code: Select all


--script.on_load(On_Load)

That fill stop the crash, but Artifact Collectors won't work.
Attachments
control.lua
Fixed Control
(30.93 KiB) Downloaded 92 times
TheSAguy
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Re: [MOD 0.15.x] Natural Evolution - All things Alien!

Post by TheSAguy »

V7.2.2 Should fix the Artifact Collector Issue.
Let me know,
Thanks to Orz!elek
sp518
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Re: [MOD 0.15.x] Natural Evolution - All things Alien!

Post by sp518 »

Have you post issue to reika(the author of EndgameCombat,etc)?
His github issue page is
https://github.com/ReikaKalseki/Reika_F ... ues/issues
It might not easily be found. :lol:
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Re: [MOD 0.15.x] Natural Evolution - All things Alien!

Post by naquada »

TheSAguy wrote:V7.2.2 Should fix the Artifact Collector Issue.
Let me know,
Thanks to Orz!elek
Hey,

Update fixed the problem. However the server became very unstable after that update and players went into desync loops to such degree that we had to remove the mod.
After removing it performance went up big time. Our server has around 40-50 mods on it. Anything that we can do to help solve the issue?
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