[MOD 1.1] Natural Evolution - All things Alien!

Topics and discussion about specific mods
system
Long Handed Inserter
Long Handed Inserter
Posts: 67
Joined: Tue Oct 18, 2016 3:05 pm
Contact:

Re: [MOD 0.17.x] Natural Evolution - All things Alien!

Post by system »

Is it possible to remove extra items on game start?

Image

Wasn't able to find settings for that.
TheSAguy
Smart Inserter
Smart Inserter
Posts: 1449
Joined: Mon Jan 13, 2014 6:17 pm
Contact:

Re: [MOD 0.17.x] Natural Evolution - All things Alien!

Post by TheSAguy »

system wrote: Wed Apr 24, 2019 6:58 pm Is it possible to remove extra items on game start?

Image

Wasn't able to find settings for that.
Sorry about that, those are test settings,
Update posted. 0.17.18
system
Long Handed Inserter
Long Handed Inserter
Posts: 67
Joined: Tue Oct 18, 2016 3:05 pm
Contact:

Re: [MOD 0.17.x] Natural Evolution - All things Alien!

Post by system »

Thank you!
FluffyDiscord
Burner Inserter
Burner Inserter
Posts: 6
Joined: Wed Mar 15, 2017 7:36 pm
Contact:

Re: [MOD 0.17.x] Natural Evolution - All things Alien!

Post by FluffyDiscord »

hi, just updated the mod from previous version in my world and now im getting spammed with this message
2019-06-20_20-31-32.jpg
2019-06-20_20-31-32.jpg (37.65 KiB) Viewed 7236 times
TheSAguy
Smart Inserter
Smart Inserter
Posts: 1449
Joined: Mon Jan 13, 2014 6:17 pm
Contact:

Re: [MOD 0.17.x] Natural Evolution - All things Alien!

Post by TheSAguy »

FluffyDiscord wrote: Thu Jun 20, 2019 6:34 pm hi, just updated the mod from previous version in my world and now im getting spammed with this message 2019-06-20_20-31-32.jpg
Ugh, okay I’ll look at it tonight/tomorrow.
For now just revert to the previous version please.
TheSAguy
Smart Inserter
Smart Inserter
Posts: 1449
Joined: Mon Jan 13, 2014 6:17 pm
Contact:

Re: [MOD 0.17.x] Natural Evolution - All things Alien!

Post by TheSAguy »

TheSAguy wrote: Thu Jun 20, 2019 9:41 pm
FluffyDiscord wrote: Thu Jun 20, 2019 6:34 pm hi, just updated the mod from previous version in my world and now im getting spammed with this message 2019-06-20_20-31-32.jpg
Ugh, okay I’ll look at it tonight/tomorrow.
For now just revert to the previous version please.
Okay, should be fixed in 0.17.26.
You really should add EvoGUI mod. :)
doktorstick
Fast Inserter
Fast Inserter
Posts: 219
Joined: Fri Aug 12, 2016 10:22 pm
Contact:

Re: [MOD 0.17.x] Natural Evolution - All things Alien!

Post by doktorstick »

What is the critter that burns down your tank's shields in 0 seconds flat and the continues to burn you until your tank explodes. It's a green fire and lasts forever. I don't know how to mitigate this. I'm guessing it's stacking from multiple enemies, but without any counter, it's a bit of a repeat-smash-head-wall.

(Playing w/ Bob's Enemies on Krastorio)
slippycheeze
Filter Inserter
Filter Inserter
Posts: 587
Joined: Sun Jun 09, 2019 10:40 pm
Contact:

Re: [MOD 0.17.x] Natural Evolution - All things Alien!

Post by slippycheeze »

doktorstick wrote: Fri Jul 26, 2019 1:56 am What is the critter that burns down your tank's shields in 0 seconds flat and the continues to burn you until your tank explodes. It's a green fire and lasts forever. I don't know how to mitigate this. I'm guessing it's stacking from multiple enemies, but without any counter, it's a bit of a repeat-smash-head-wall.

(Playing w/ Bob's Enemies on Krastorio)
Alien "turrets", the big imobile worm things. You dodge those, or you burn, those are your choices. :)

It does stack, too.
Wildejackson
Long Handed Inserter
Long Handed Inserter
Posts: 54
Joined: Sun Jul 31, 2016 2:40 am
Contact:

Re: [MOD 0.12.x | 0.14.x] Natural Evolution - All things Alien!

Post by Wildejackson »

Airat9000 wrote: Fri Dec 30, 2016 3:44 pm author hello
1 questions - what in code to dirt in kill

1 - dirt 1number
replacement
2 - sand
There is an option in "mod settings" to turn it off
User avatar
Kythblood
Manual Inserter
Manual Inserter
Posts: 3
Joined: Sun Jul 28, 2019 1:12 am
Contact:

Re: [MOD 0.17.x] Natural Evolution - All things Alien!

Post by Kythblood »

Hey,
I recently started a new game with Bobs Enemies and this mod, but all I am getting is "vanilla" spawners that spawn Bobs Enemies biters, but barely any NE Enemies spawners.
And no, I am not talking about a few hundred spawners. I created a pollution cloud that covers a big part of my map and here are the results:

https://imgur.com/a/ntAIuq5

Those 11k and 7.4k are the normal spawners.
I found a few patches of NEE spawners, but shouldn't they be mixed in with the normal spawners?
Is there a number that I can tweak to correct this?
Or has anybody a recommendation for the settings for a Bobs/Natural Evolution and maybe even Rampant world?
TheSAguy
Smart Inserter
Smart Inserter
Posts: 1449
Joined: Mon Jan 13, 2014 6:17 pm
Contact:

Re: [MOD 0.17.x] Natural Evolution - All things Alien!

Post by TheSAguy »

Kythblood wrote: Wed Aug 07, 2019 6:07 pm Hey,
I recently started a new game with Bobs Enemies and this mod, but all I am getting is "vanilla" spawners that spawn Bobs Enemies biters, but barely any NE Enemies spawners.
And no, I am not talking about a few hundred spawners. I created a pollution cloud that covers a big part of my map and here are the results:

https://imgur.com/a/ntAIuq5

Those 11k and 7.4k are the normal spawners.
I found a few patches of NEE spawners, but shouldn't they be mixed in with the normal spawners?
Is there a number that I can tweak to correct this?
Or has anybody a recommendation for the settings for a Bobs/Natural Evolution and maybe even Rampant world?
Are you playing with Rampant's new enemies? He removes most of my spawners.
My suggestion would be to use the "Disable Vanilla Spawners" in NE Enemies. You should still get Bob's and Mine then.
skorpio0876
Manual Inserter
Manual Inserter
Posts: 4
Joined: Thu Apr 28, 2016 2:53 pm
Contact:

Natural evolution and alien collector artifact

Post by skorpio0876 »

hi, im playing ver .16.51, love Natural Evolution mod (including lot others) and im creating or trying to make civil war between aliens, i put 3 artifact collector chests/tower, but doesn't do his job, scan is ok but they don't collect anything. any help please? my map is pink with little balls :lol:

ps it would be interesting to see converted aliens/build/friends with green/other color, is it possible?

edit: i tried other mods, like loot chest+, Item Collector but my tamed creatures dissapears :cry:
skorpio0876
Manual Inserter
Manual Inserter
Posts: 4
Joined: Thu Apr 28, 2016 2:53 pm
Contact:

Re: Natural evolution and alien collector artifact

Post by skorpio0876 »

I wrote in the wrong forum? Somebody tell me something please

Image

edit:
Koub wrote: Fri Sep 27, 2019 5:16 am [Koub] Merged into the Natural Evolution topic.

thanks for move to correct topic.
Last edited by skorpio0876 on Fri Sep 27, 2019 11:27 am, edited 1 time in total.
DaleStan
Filter Inserter
Filter Inserter
Posts: 371
Joined: Mon Jul 09, 2018 2:40 am
Contact:

Re: Natural evolution and alien collector artifact

Post by DaleStan »

You should typically post about problems with a mod in the thread (or subforum, if applicable) for that mod.
Koub
Global Moderator
Global Moderator
Posts: 7784
Joined: Fri May 30, 2014 8:54 am
Contact:

Re: [MOD 0.17.x] Natural Evolution - All things Alien!

Post by Koub »

[Koub] Merged into the Natural Evolution topic.
Koub - Please consider English is not my native language.
photomac54
Manual Inserter
Manual Inserter
Posts: 1
Joined: Sun Oct 13, 2019 11:21 pm
Contact:

Re: [MOD 0.17.x] Natural Evolution - All things Alien!

Post by photomac54 »

Hey I cant find anymore information about the allien artifact collector issue with not picking anything up. I have tried just running NE mods and still doesnt work. Thanks
User avatar
Klonan
Factorio Staff
Factorio Staff
Posts: 5286
Joined: Sun Jan 11, 2015 2:09 pm
Contact:

Re: [MOD 0.17.x] Natural Evolution - All things Alien!

Post by Klonan »

Your damage effects are doing a small amount of damage each tick, but with tons of them:

Image

This causes a poor performance, especially with any mods which listen to the damage entity event,
But even base game performance suffers and it does some non-trivial processing for each damage hit

I would suggest to make less entities, but do more damage,

So instead of 1 damage x 100 entities, its 100 damage x 1 entity.

This shouldn't affect balance, and makes everything smoother for those suffering
mrvn
Smart Inserter
Smart Inserter
Posts: 5884
Joined: Mon Sep 05, 2016 9:10 am
Contact:

Re: [MOD 0.17.x] Natural Evolution - All things Alien!

Post by mrvn »

Klonan wrote: Sun Jan 26, 2020 5:16 pm Your damage effects are doing a small amount of damage each tick, but with tons of them:

Image

This causes a poor performance, especially with any mods which listen to the damage entity event,
But even base game performance suffers and it does some non-trivial processing for each damage hit

I would suggest to make less entities, but do more damage,

So instead of 1 damage x 100 entities, its 100 damage x 1 entity.

This shouldn't affect balance, and makes everything smoother for those suffering
Wouldn't this be a case affected by the new particle optimizations shown in a recent FFF. Or something that could be optimized the same way.

100 entities spread out over an area have a different effect than a single entity in the center. (not that the screenshot looks like the entities are scattered)
User avatar
Klonan
Factorio Staff
Factorio Staff
Posts: 5286
Joined: Sun Jan 11, 2015 2:09 pm
Contact:

Re: [MOD 0.17.x] Natural Evolution - All things Alien!

Post by Klonan »

mrvn wrote: Mon Jan 27, 2020 10:21 am
Klonan wrote: Sun Jan 26, 2020 5:16 pm Your damage effects are doing a small amount of damage each tick, but with tons of them:

Image

This causes a poor performance, especially with any mods which listen to the damage entity event,
But even base game performance suffers and it does some non-trivial processing for each damage hit

I would suggest to make less entities, but do more damage,

So instead of 1 damage x 100 entities, its 100 damage x 1 entity.

This shouldn't affect balance, and makes everything smoother for those suffering
Wouldn't this be a case affected by the new particle optimizations shown in a recent FFF. Or something that could be optimized the same way.

100 entities spread out over an area have a different effect than a single entity in the center. (not that the screenshot looks like the entities are scattered)
It has nothing to do with the particles, the particles are just being created on every damage tick.

What I think the current damage effect does, is that it spawns 100 small flames under the biter when it dies, instead of 1 big flame with 100x the damage.
WhatTheDuck
Inserter
Inserter
Posts: 23
Joined: Wed Mar 16, 2016 9:56 pm
Contact:

Re: [MOD 0.17.x] Natural Evolution - All things Alien!

Post by WhatTheDuck »

Hey people. Its a long time ago that i played Factorio with NE.
Since the changes to NE Expansion (removed) i asked myself which expansion settings are you using since 0.17.
Post Reply

Return to “Mods”