[MOD 1.1] Natural Evolution - All things Alien!
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Re: [MOD 0.15.x] Natural Evolution - All things Alien!
Gotta say i am really enjoying a new game with the increased difficulty from your mod, bobs enemies and rampart. Really appreciate your great mod.
However there is one thing that i wanted to bring up, i tried out a couple of your mind control stations because it seemed like it would be fun to have friendly bugs fighting or defending areas, however the "getting destroyed siren" going off constantly every time a friendly bug bites the dust is quite annoying in my opinion, to the point i am no longer using them which is a shame. I cant really ignore it, (not only because its loud, but because i might miss that something important got destroyed. Any chance of getting a option to disable that for bugs dying?
However there is one thing that i wanted to bring up, i tried out a couple of your mind control stations because it seemed like it would be fun to have friendly bugs fighting or defending areas, however the "getting destroyed siren" going off constantly every time a friendly bug bites the dust is quite annoying in my opinion, to the point i am no longer using them which is a shame. I cant really ignore it, (not only because its loud, but because i might miss that something important got destroyed. Any chance of getting a option to disable that for bugs dying?
Re: [MOD 0.15.x] Natural Evolution - All things Alien!
Yeah, I don't think there is currently an option to stop warnings.OrlandoKev wrote:Gotta say i am really enjoying a new game with the increased difficulty from your mod, bobs enemies and rampart. Really appreciate your great mod.
However there is one thing that i wanted to bring up, i tried out a couple of your mind control stations because it seemed like it would be fun to have friendly bugs fighting or defending areas, however the "getting destroyed siren" going off constantly every time a friendly bug bites the dust is quite annoying in my opinion, to the point i am no longer using them which is a shame. I cant really ignore it, (not only because its loud, but because i might miss that something important got destroyed. Any chance of getting a option to disable that for bugs dying?
Re: [MOD 0.15.x] Natural Evolution - All things Alien!
V7.3.6 - NE Buildings - Changed the Terraforming Station, sorry but you will lose what you had... Changed Artifact Collectors, please mine those you had. I'm using Veden's code to improve the Artifact Collectors performance immensely. Thx Veden!
I'm probably going to get hate-mail about losing those Terraforming stations... I tried to find a way to prevent it, but in the end it was just easier to cut the old entities.
I'm probably going to get hate-mail about losing those Terraforming stations... I tried to find a way to prevent it, but in the end it was just easier to cut the old entities.
Re: [MOD 0.15.x] Natural Evolution - All things Alien!
Oh no, my terraforming stations!
Im joking. Its small price for having mod still in development. You are doing great work, keep going!
Im joking. Its small price for having mod still in development. You are doing great work, keep going!
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Re: [MOD 0.15.x] Natural Evolution - All things Alien!
Hi,
i will start a new world first time with a15.
One question. Did you find a fix for the mentioned RSO problem?
"RSO users, please note that RSO significantly reduced started biters and expansion seems very slow. More info here"
or is it better to play without RSO
i will start a new world first time with a15.
One question. Did you find a fix for the mentioned RSO problem?
"RSO users, please note that RSO significantly reduced started biters and expansion seems very slow. More info here"
or is it better to play without RSO
Re: [MOD 0.15.x] Natural Evolution - All things Alien!
I highly recommend you play with RSO.WhatTheDuck wrote:Hi,
i will start a new world first time with a15.
One question. Did you find a fix for the mentioned RSO problem?
"RSO users, please note that RSO significantly reduced started biters and expansion seems very slow. More info here"
or is it better to play without RSO
You will have slightly less biters at first, but trust me, they will become a problem later on.
If you like a challenge, add Rampant also.
Enjoy.
Re: [MOD 0.15.x] Natural Evolution - All things Alien!
I found a problem. When the game normally run I feel the fps very low and I find this.
This will be normal when another mod named "Alien Loot Economy" trigger a level up event. And become this.
This is not his problem I think because if don't have his mod the problem will never reduce.
Is there any bug cause the thunks continue to load?
This will be normal when another mod named "Alien Loot Economy" trigger a level up event. And become this.
This is not his problem I think because if don't have his mod the problem will never reduce.
Is there any bug cause the thunks continue to load?
Re: [MOD 0.15.x] Natural Evolution - All things Alien!
Did you look at mod timings?sp518 wrote:I found a problem. When the game normally run I feel the fps very low and I find this.
...
This will be normal when another mod named "Alien Loot Economy" trigger a level up event. And become this.
...
This is not his problem I think because if don't have his mod the problem will never reduce.
Is there any bug cause the thunks continue to load?
From what I noticed game will generate some chunks in the black to have them ready in advance. It shouldn't slow down the game unless mod is interfering with that or using them for something. Then mod timings will show you which mod does that.
Re: [MOD 0.15.x] Natural Evolution - All things Alien!
I really don't think any of the NE Mods should cause this... I don't do anything with "on chunk" or "hidden stuff"... I'm not that a good programmer.sp518 wrote:I found a problem. When the game normally run I feel the fps very low and I find this.
Image Removed
This will be normal when another mod named "Alien Loot Economy" trigger a level up event. And become this.
Image Removed
This is not his problem I think because if don't have his mod the problem will never reduce.
Is there any bug cause the thunks continue to load?
As Orzelek said, hit "F5" and see if there is a spike by any mod.
Last edited by TheSAguy on Mon Sep 11, 2017 5:15 pm, edited 1 time in total.
Re: [MOD 0.15.x] Natural Evolution - All things Alien!
How to see mod timing? I can't find this in F4.orzelek wrote:Did you look at mod timings?sp518 wrote:I found a problem. When the game normally run I feel the fps very low and I find this.
...
This will be normal when another mod named "Alien Loot Economy" trigger a level up event. And become this.
...
This is not his problem I think because if don't have his mod the problem will never reduce.
Is there any bug cause the thunks continue to load?
From what I noticed game will generate some chunks in the black to have them ready in advance. It shouldn't slow down the game unless mod is interfering with that or using them for something. Then mod timings will show you which mod does that.
Re: [MOD 0.15.x] Natural Evolution - All things Alien!
With default options it's under F5.sp518 wrote:How to see mod timing? I can't find this in F4.orzelek wrote:Did you look at mod timings?sp518 wrote:I found a problem. When the game normally run I feel the fps very low and I find this.
...
This will be normal when another mod named "Alien Loot Economy" trigger a level up event. And become this.
...
This is not his problem I think because if don't have his mod the problem will never reduce.
Is there any bug cause the thunks continue to load?
From what I noticed game will generate some chunks in the black to have them ready in advance. It shouldn't slow down the game unless mod is interfering with that or using them for something. Then mod timings will show you which mod does that.
Name of option under F4 is show-time-usage.
Re: [MOD 0.15.x] Natural Evolution - All things Alien!
We've been playing a coop multiplayer map that has ended up big. Evolution factor is 0.999.
Until now keeping up has been a nice challenge, but with leviathan spitters it seems we no longer have any tools to fight them except nukes. They just have too large HP pool to fight with the maxed out turrets.
Is there a way to tweak the hp values of these enemies?
Until now keeping up has been a nice challenge, but with leviathan spitters it seems we no longer have any tools to fight them except nukes. They just have too large HP pool to fight with the maxed out turrets.
Is there a way to tweak the hp values of these enemies?
Re: [MOD 0.15.x] Natural Evolution - All things Alien!
It looks like the hp values can be edited on the lua-files on bob-enemies mod. Going to try that later and see if that makes the challenge just right instead of too hard (for us anyway)
Re: [MOD 0.15.x] Natural Evolution - All things Alien!
Hi TheSAguys, have u plans to develop new units - flying units? Or underground units
I especially did not watch this branch of a forum, so sorry if that question asked
I especially did not watch this branch of a forum, so sorry if that question asked
Nickname on ModPortal - Naron79
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Re: [MOD 0.15.x] Natural Evolution - All things Alien!
Hey,
I can't for the life of me change the evolution time rate. Is it in one of the configs of expansion? Is it ingame? I changed "data.raw["map-settings"]["map-settings"]["enemy_evolution"].time_factor = data.raw["map-settings"]["map-settings"]["enemy_evolution"].time_factor * 0.25" from 0.50 to .25 and test-ran a map for 60 minutes and it ended on 6.7% evolution. Is that vanilla values, or 50% of vanilla values? Not sure what & where I'm supposed to change, sorry for the noob question I tried reddit & google.
I can't for the life of me change the evolution time rate. Is it in one of the configs of expansion? Is it ingame? I changed "data.raw["map-settings"]["map-settings"]["enemy_evolution"].time_factor = data.raw["map-settings"]["map-settings"]["enemy_evolution"].time_factor * 0.25" from 0.50 to .25 and test-ran a map for 60 minutes and it ended on 6.7% evolution. Is that vanilla values, or 50% of vanilla values? Not sure what & where I'm supposed to change, sorry for the noob question I tried reddit & google.
Re: [MOD 0.15.x] Natural Evolution - All things Alien!
You can change this when creating a new game. (New Game only, does not affect existing games)donkeystealing wrote:Hey,
I can't for the life of me change the evolution time rate. Is it in one of the configs of expansion? Is it ingame? I changed "data.raw["map-settings"]["map-settings"]["enemy_evolution"].time_factor = data.raw["map-settings"]["map-settings"]["enemy_evolution"].time_factor * 0.25" from 0.50 to .25 and test-ran a map for 60 minutes and it ended on 6.7% evolution. Is that vanilla values, or 50% of vanilla values? Not sure what & where I'm supposed to change, sorry for the noob question I tried reddit & google.
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Re: [MOD 0.15.x] Natural Evolution - All things Alien!
Hm i think i have a problem with the terraforming station. I cant load it with stimulants. I only use bob's and angel's mod's, so i think there should be no problem? Or is this changed and i overlooked it?
Oh... i think i overseen the chest of the station, sorry. xD
Oh... i think i overseen the chest of the station, sorry. xD
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Re: [MOD 0.15.x] Natural Evolution - All things Alien!
Hey TheASguy! Sorry to bother you again. Just curious if NE will also get a 0.16 update (as you said earlier at the BioIndustries page). Thank you and cheers!
Re: [MOD 0.16.x] Natural Evolution - All things Alien!
0.16:
V8.0.0 - Initial release for Factorio 0.16
Let me know if you have any issues.
Thanks.
V8.0.0 - Initial release for Factorio 0.16
Let me know if you have any issues.
Thanks.
Re: [MOD 0.16.x] Natural Evolution - All things Alien!
Did you skip expansion for specific reason?