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Re: [MOD 0.14] Alien Biomes

Posted: Sat Jan 21, 2017 10:58 pm
by Earendel
xeln4g4 wrote:I wonder why it has so few download!!!!
Not enough people telling other people to download it ;)

Seriously though, I think a big reason is that unlike most mods you can't just add it to an existing game without it showing lines between the old and new biome distribution when you explore more land. So you don't install it right away and you think to yourself "I'll install this for my next game" and then you forget.

Re: [MOD 0.14] Alien Biomes

Posted: Mon Jan 30, 2017 1:12 am
by Earendel
Version 0.1.7 has some new original tree graphics.

Re: [MOD 0.14] Alien Biomes

Posted: Mon Jan 30, 2017 1:45 am
by Arch666Angel
Earendel wrote:Version 0.1.7 has some new original tree graphics.
Oh they look really awesome, your creation I suppose?

Re: [MOD 0.14] Alien Biomes

Posted: Mon Jan 30, 2017 2:06 am
by Earendel
Arch666Angel wrote:
Earendel wrote:Version 0.1.7 has some new original tree graphics.
Oh they look really awesome, your creation I suppose?
Thanks, yes my creations.

Re: [MOD 0.14] Alien Biomes

Posted: Wed Feb 01, 2017 4:28 pm
by PeteTheLich
you

Image

vs. tile she tells you not to worry about.

Image


your volcanic tile looks severely cool.

Re: [MOD 0.14] Alien Biomes

Posted: Sat Feb 11, 2017 3:42 pm
by Light
I was surprised how much of an atmospheric impact this has on the game, it really cranks up the immersion by having really warm climates in one area then freezing tundras in another.

The colored forests really remind me of Command and Conquer: Tiberian Sun, with the sudden shift from normal tundra to forested blue trees. I was half expecting tiberium lifeforms to inhabit the area and attack at any moment.

Perhaps that's an idea to look at, some passive lifeforms that just roam the biomes to add additional life outside of aggressive biters. They surely couldn't be the only things living here aside from fish, since the world does seem pretty dead... unless the biters ate everything.

Re: [MOD 0.14] Alien Biomes

Posted: Thu Mar 02, 2017 6:41 pm
by Biwel
can i use the mod to load my old safe game and how doe's effect it then?
i would guess only the new explored area will be new?

Re: [MOD 0.14] Alien Biomes

Posted: Sat Mar 04, 2017 9:39 am
by Earendel
Biwel wrote:can i use the mod to load my old safe game and how doe's effect it then?
i would guess only the new explored area will be new?
Correct.

Re: [MOD 0.14] Alien Biomes

Posted: Sat Apr 22, 2017 3:50 am
by takefour
I love this mod, but the biomes are really quite small. Did you ever work out the terrain segmentation issue?

Re: [MOD 0.14] Alien Biomes

Posted: Tue Apr 25, 2017 2:42 pm
by icdmize
I know it's probably too soon but should we expect a version for 0.15 soon? It looks like a meteor shower obliterated my world when I upgraded.

Re: [MOD 0.14] Alien Biomes

Posted: Tue Apr 25, 2017 8:46 pm
by Earendel
I have been working on updating for 0.15 all day. I have a version that seems to work now but it needs more testing. I don't want to release it too early because a mistake could mean that the world does not form properly and updating won't fix it once chunks have been generated. Please be patient, it may be a day or two yet.

Also the new vanilla red desert is spawning in the wrong place so I need to move that... and also fix the vanilla red desert tile transitions.

Re: [MOD 0.14] Alien Biomes

Posted: Tue Apr 25, 2017 8:56 pm
by zebez
Thanks for the update and the hard work! Miss my snow :D

Re: [MOD 0.14] Alien Biomes

Posted: Wed Apr 26, 2017 1:31 am
by osuf
This is the most amazing mod!

Just adding these terrain variations gives so much to the feel of the game. It would be fun if some effects of the different biomes would be relevant too - e.g. efficacy of different machines (smelting more efficient in warm biomes), spread of pollution, and variations in resource&biter generation. This could then motivate that a big base isn't clumped together but for natural resources is partitioned to different biomes.

Though, I'm having an issue with the mod on 14.20. Cutting down trees grinds the game to a halt. It doesn't seem to happen as much whilst chopping but rather when the chopping is completed. The lag seems to go beyond the tree destruction animation as well - say 1 FPS for perhaps 10 seconds.

The issue has been tracked down to this particular mod, which is why I unfortunately have to play with it off. However I play with a large number of other mods and have not tested without them. Including rso, angels, bobs, and yuoki.

Re: [MOD 0.14] Alien Biomes

Posted: Wed Apr 26, 2017 4:54 pm
by Earendel
The update for 0.15 is now out.
osuf wrote:This is the most amazing mod!

Just adding these terrain variations gives so much to the feel of the game. It would be fun if some effects of the different biomes would be relevant too - e.g. efficacy of different machines (smelting more efficient in warm biomes), spread of pollution, and variations in resource&biter generation. This could then motivate that a big base isn't clumped together but for natural resources is partitioned to different biomes.

Though, I'm having an issue with the mod on 14.20. Cutting down trees grinds the game to a halt. It doesn't seem to happen as much whilst chopping but rather when the chopping is completed. The lag seems to go beyond the tree destruction animation as well - say 1 FPS for perhaps 10 seconds.

The issue has been tracked down to this particular mod, which is why I unfortunately have to play with it off. However I play with a large number of other mods and have not tested without them. Including rso, angels, bobs, and yuoki.
The issue you described does not happen when just this mod is installed. Please provide a complete mod list because it's probably a combination of mods that causes the problem.

Re: [MOD 0.14] Alien Biomes

Posted: Fri Apr 28, 2017 1:29 am
by wdyt
Great mod! Is it possible to change how large the biomes are? I would love for them to be much bigger.

I poked around in map generation, and it looks like it's tied to terrain_segmentation. But I couldn't fiddle with it to get it to work - is it possible to add a configuration file to change this?

Re: [MOD 0.14] Alien Biomes

Posted: Sat Apr 29, 2017 9:36 am
by Earendel
wdyt wrote:Great mod! Is it possible to change how large the biomes are? I would love for them to be much bigger.

I poked around in map generation, and it looks like it's tied to terrain_segmentation. But I couldn't fiddle with it to get it to work - is it possible to add a configuration file to change this?
It ends up being controlled by the same noise layers as water placement, so if you have low frequency water the biomes will be bigger. I put quite a lot of time into finding a way to make the biomes larger in general in Factoriog 0.14 and I will try again in Factorio 0.15 at some point but am busy with other things right now (such as getting the decals to look right on all biomes).

Re: [MOD 0.14] Alien Biomes

Posted: Sat Apr 29, 2017 7:49 pm
by sbadkins4@yahoo.com
AlienBiomesMissingSoundError.png
AlienBiomesMissingSoundError.png (14.36 KiB) Viewed 6983 times
On 0.15.4

Re: [MOD 0.14] Alien Biomes

Posted: Sat Apr 29, 2017 10:52 pm
by Earendel
The missing sounds problem has been fixed.

Re: [MOD 0.14] Alien Biomes

Posted: Sun Apr 30, 2017 2:47 am
by Shin
Beautiful mod that fits really well with the vanilla landscapes without looking weird. Great work!

Re: [MOD 0.14] Alien Biomes

Posted: Sun Apr 30, 2017 3:09 pm
by Earendel
Shin wrote:Beautiful mod that fits really well with the vanilla landscapes without looking weird. Great work!
Thanks, I'm glad you like it.

There's a slight issue right new where the stone decals can overlap the water and look weird, not sure what I can do about that :?