and confing needs updatedata.raw["map-settings"]["map-settings"]["enemy_evolution"].pollution_factor = 10
-- POLLUTION: Quadruple the vanilla Pollution Evolution, so don't pollute! From 0.00003 to 0.00006
and confing needs updatedata.raw["map-settings"]["map-settings"]["enemy_evolution"].pollution_factor = 10
-- POLLUTION: Quadruple the vanilla Pollution Evolution, so don't pollute! From 0.00003 to 0.00006
Code: Select all
/c game.local_player.surface.rechart()
I don't want to disable the safe rails because of:orzelek wrote:For the rails - there is a config option named NE.SafeRail in enemies mod - you need to set it to false. (Not sure whats the default value on it since I have it at false) After you change it rails won't appear back - you'll need to call rechart:Artifact recipe is in prototypes/Extra_Loot folder in recipe.lua - you can change it there if you want.Code: Select all
/c game.local_player.surface.rechart()
Evolution phases are how angry biters are - from what I remember they go till 9 or 10.
As for the recipe and evolution phase though, thank you kindly ^-^ I should prolly avoid pissing them off while I try to make my bases o_oCaptain Taz wrote: How do I re-enable rails on the map, without letting biters attack them? I have a challenge/playstyle I love where I can only have one type of process in one base, before i need to seperate it by train [...] I'd rather not have to deal with repairing my rails every minute on top of all my poor laser turrets xD
Small clarification about rails - if you disable that they still get 100% resistances which means they are not damagable (except by few types of bob's mod enemies that do other types of damage). So they won't get destroyed altho you might have spitter thats trying to demolish them stuck on attacking same rail.Captain Taz wrote:I don't want to disable the safe rails because of:orzelek wrote:For the rails - there is a config option named NE.SafeRail in enemies mod - you need to set it to false. (Not sure whats the default value on it since I have it at false) After you change it rails won't appear back - you'll need to call rechart:Artifact recipe is in prototypes/Extra_Loot folder in recipe.lua - you can change it there if you want.Code: Select all
/c game.local_player.surface.rechart()
Evolution phases are how angry biters are - from what I remember they go till 9 or 10.As for the recipe and evolution phase though, thank you kindly ^-^ I should prolly avoid pissing them off while I try to make my bases o_oCaptain Taz wrote: How do I re-enable rails on the map, without letting biters attack them? I have a challenge/playstyle I love where I can only have one type of process in one base, before i need to seperate it by train [...] I'd rather not have to deal with repairing my rails every minute on top of all my poor laser turrets xD
*Edit* I changed the recipe to 25, however it still says 100 in-game and still takes 100..... is there something else I need to change? (it's overwriting bob's if that makes any difference)
Code: Select all
/c game.local_player.force.reset_recipes()
Ah, thank you for that command, fixed it right up!orzelek wrote:Small clarification about rails - if you disable that they still get 100% resistances which means they are not damagable (except by few types of bob's mod enemies that do other types of damage). So they won't get destroyed altho you might have spitter thats trying to demolish them stuck on attacking same rail.Captain Taz wrote:I don't want to disable the safe rails because of:orzelek wrote:For the rails - there is a config option named NE.SafeRail in enemies mod - you need to set it to false. (Not sure whats the default value on it since I have it at false) After you change it rails won't appear back - you'll need to call rechart:Artifact recipe is in prototypes/Extra_Loot folder in recipe.lua - you can change it there if you want.Code: Select all
/c game.local_player.surface.rechart()
Evolution phases are how angry biters are - from what I remember they go till 9 or 10.As for the recipe and evolution phase though, thank you kindly ^-^ I should prolly avoid pissing them off while I try to make my bases o_oCaptain Taz wrote: How do I re-enable rails on the map, without letting biters attack them? I have a challenge/playstyle I love where I can only have one type of process in one base, before i need to seperate it by train [...] I'd rather not have to deal with repairing my rails every minute on top of all my poor laser turrets xD
*Edit* I changed the recipe to 25, however it still says 100 in-game and still takes 100..... is there something else I need to change? (it's overwriting bob's if that makes any difference)
As for recipe - only chaning it in the mod won't update already running game. You need to reload recipes to do that:Code: Select all
/c game.local_player.force.reset_recipes()
Code: Select all
/c game.local_player.force.rechart()
orzelek wrote:Sorry that was the wrong command - it's this one:Code: Select all
/c game.local_player.force.rechart()
Not a bug,XBBX wrote:I think i found bug i tried to change pollution factor and nothing is changing biters evolve at same speedand confing needs updatedata.raw["map-settings"]["map-settings"]["enemy_evolution"].pollution_factor = 10-- POLLUTION: Quadruple the vanilla Pollution Evolution, so don't pollute! From 0.00003 to 0.00006
Code: Select all
/c game.map_settings.enemy_evolution.pollution_factor = 0.00003
Thanks Orzelek for the responses!Captain Taz wrote:orzelek wrote:Sorry that was the wrong command - it's this one:Code: Select all
/c game.local_player.force.rechart()
Yep, that worked! Thanks a ton for all your help
Did you change anything on the mod?Airat9000 wrote:
If you could send me a save with your mods I could look. That' be very helpful. I've never had it happen to myself, but have heard of this happening before.Captain Taz wrote:Hate to be a nag again, but my artifact collectors just stopped working... new ones I place won't gather as well as old ones... it literally just stopped dead while I'm mid-battle turret creeping....
Certainly, All the mods in the mod folder are enabled (and there are a bunch of them.) Do note the world is a biiit.... dangerous. There should be a plane in the spawn base you can use to fly around and inspect the artifact collectors, they're all around pretty much any of my walls. There are also laser turrets and power poles should you want to field test yourself, although using the plane to lead the biters back would probably be easier.TheSAguy wrote:If you could send me a save with your mods I could look. That' be very helpful. I've never had it happen to myself, but have heard of this happening before.Captain Taz wrote:Hate to be a nag again, but my artifact collectors just stopped working... new ones I place won't gather as well as old ones... it literally just stopped dead while I'm mid-battle turret creeping....
Also, there are some alternative item collector mods out there you can try.
RemTM,RemTM wrote:Gonna link this here as I am fairly positive that my collection of mods should still have Natural Evolution taking care of the evolution rate...
https://www.reddit.com/r/factorio/comme ... tion_rate/
I would upload my modpack and save file, but my net is terrible at best (thanks Australia), so uploading anything larger than 10MB is not happening. =(
On the other hand, I do list all the mods I'm using in that reddit post, and I'm fairly confident that making a new world will have this issue, yet loading an old world won't have the issue.
Let me know your thoughts on what exactly is happening here, cause while I like building my factory in peace, it isn't really exciting and effectively makes your mod and any other "harder biters" mod I've installed completely useless.
Code: Select all
if NEConfig.EvolutionFactor then
if (not NEConfig.mod.DyTechWar) or (NEConfig.mod.DyTechWar and NEConfig.DyTechWar_Evo_override) then
-- TIME: Only 75% of vanilla
-- percentual increase in the evolve factor for every second (60 ticks). Default = 0.000004
data.raw["map-settings"]["map-settings"]["enemy_evolution"].time_factor = 0.000003
-- POLLUTION: Four times the vanilla Pollution Evolution, so don't pollute!
-- percentual increase in the evolve factor for 1000 PU. Default = 0.000015
data.raw["map-settings"]["map-settings"]["enemy_evolution"].pollution_factor = 0.00006
-- KILLING EMENY SPAWNERS: 10% of vanilla. You are going to kill a lot more bases...
-- percentual increase in the evolve factor for every destroyed spawner. Default = 0.002
data.raw["map-settings"]["map-settings"]["enemy_evolution"].destroy_factor = 0.0002
end
end
Thanks Captain Taz,Captain Taz wrote:TheSAguy wrote:If you could send me a save with your mods I could look. That' be very helpful. I've never had it happen to myself, but have heard of this happening before.Captain Taz wrote:Hate to be a nag again, but my artifact collectors just stopped working... new ones I place won't gather as well as old ones... it literally just stopped dead while I'm mid-battle turret creeping....
Also, there are some alternative item collector mods out there you can try.
New modland (my world) has been attached below. *Edit* actually attached the correct world version.. xD
RemTM,TheSAguy wrote:RemTM,RemTM wrote:Gonna link this here as I am fairly positive that my collection of mods should still have Natural Evolution taking care of the evolution rate...
https://www.reddit.com/r/factorio/comme ... tion_rate/
I would upload my modpack and save file, but my net is terrible at best (thanks Australia), so uploading anything larger than 10MB is not happening. =(
On the other hand, I do list all the mods I'm using in that reddit post, and I'm fairly confident that making a new world will have this issue, yet loading an old world won't have the issue.
Let me know your thoughts on what exactly is happening here, cause while I like building my factory in peace, it isn't really exciting and effectively makes your mod and any other "harder biters" mod I've installed completely useless.
Did you change any of the Evolution Affecting attributes in Natural_Evolution_Expansion - data-final-fixes.lua (or Config):Code: Select all
if NEConfig.EvolutionFactor then if (not NEConfig.mod.DyTechWar) or (NEConfig.mod.DyTechWar and NEConfig.DyTechWar_Evo_override) then -- TIME: Only 75% of vanilla -- percentual increase in the evolve factor for every second (60 ticks). Default = 0.000004 data.raw["map-settings"]["map-settings"]["enemy_evolution"].time_factor = 0.000003 -- POLLUTION: Four times the vanilla Pollution Evolution, so don't pollute! -- percentual increase in the evolve factor for 1000 PU. Default = 0.000015 data.raw["map-settings"]["map-settings"]["enemy_evolution"].pollution_factor = 0.00006 -- KILLING EMENY SPAWNERS: 10% of vanilla. You are going to kill a lot more bases... -- percentual increase in the evolve factor for every destroyed spawner. Default = 0.002 data.raw["map-settings"]["map-settings"]["enemy_evolution"].destroy_factor = 0.0002 end end
The above code will run if you don't have DyTech, (does not look like you do), or did not disable it in the config.
Currently Natural_Evolution_Expansion punishes a person a lot for polluting. Do you have a 'green' factory? Meaning very low pollution producing. Using mods that remove pollution or a lot of solar power vs. steam?
The module Natural_Evolution_Buildings adds a building "Terraforming_Station" that reduces the evolution factor. But it should not be OP, unless you have almost zero pollution.
Thew above two things is what N.E. does to evolution factor. You have a lot of mods, not sure if any other adds stuff that could affect Evolution.
Let me know what you find.
P.S. You have a very old version of Bio-farm, get the new one
Thanks Orzelek, always love to receive performance tweaks!orzelek wrote:You can try with attached control.lua and see if it changes anything.
It's modified to make collectors check 6 times slower and pick up to 6 items per check.
It's mainly performance optimization (I'm using them with doubled radius also).