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

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

Image

Wasn't able to find settings for that.

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

Posted: Wed Apr 24, 2019 8:16 pm
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

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

Posted: Thu Apr 25, 2019 1:59 pm
by system
Thank you!

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

Posted: Thu Jun 20, 2019 6:34 pm
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 6132 times

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

Posted: Thu Jun 20, 2019 9:41 pm
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.

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

Posted: Thu Jun 20, 2019 11:18 pm
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. :)

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

Posted: Fri Jul 26, 2019 1:56 am
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)

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

Posted: Fri Jul 26, 2019 9:14 pm
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.

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

Posted: Sat Jul 27, 2019 10:54 am
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

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

Posted: Wed Aug 07, 2019 6:07 pm
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?

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

Posted: Thu Aug 08, 2019 4:59 pm
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.

Natural evolution and alien collector artifact

Posted: Sat Sep 21, 2019 5:12 pm
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:

Re: Natural evolution and alien collector artifact

Posted: Thu Sep 26, 2019 7:37 pm
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.

Re: Natural evolution and alien collector artifact

Posted: Fri Sep 27, 2019 4:15 am
by DaleStan
You should typically post about problems with a mod in the thread (or subforum, if applicable) for that mod.

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

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

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

Posted: Sun Oct 13, 2019 11:24 pm
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

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

Posted: Sun Jan 26, 2020 5:16 pm
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

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

Posted: Mon Jan 27, 2020 10:21 am
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)

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

Posted: Mon Jan 27, 2020 1:55 pm
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.

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

Posted: Wed Feb 19, 2020 12:25 pm
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.