[MOD 0.12.2+] Evolution | Alien Manipulation

Topics and discussion about specific mods
User avatar
darkshadow1809
Filter Inserter
Filter Inserter
Posts: 306
Joined: Thu Jan 15, 2015 10:13 pm
Contact:

Re: [0.11.22] Evolution | Alien Manipulation

Post by darkshadow1809 »

FishSandwich wrote:Haha no worries, can't expect perfection every time. :P And I don't mind testing this and helping squash bugs, because I want to see it working perfectly for the spotlight. ;)

I have some questions/suggestions for you;

Do you plan to add other biter-type items? For example, an organic wall, an organic weapon with organic ammo(like the spitter)?
Well actually this works complimentary with cursed EXP :) He provides the wall basically.

And later on I do want to have a weapon of alien sorts. However still figuring how to build them.

As you can see in the what i have planned for the future section. Theres alot more biter strains comming along :) you can eventually make mechanical biters which will be my own addition to the mod. Then a friendly A.I for dytech & hardcorios biters :) And can also create and set them to your hand. IF you have those mods installed :P Probably gonna do the hardcorio "enemies" in myself so you dont HAVE TO install hardcorio :)
ShadowsModpackDevelopment

FishSandwich
Smart Inserter
Smart Inserter
Posts: 1847
Joined: Sun Feb 23, 2014 3:37 pm
Contact:

Re: [0.11.22] Evolution | Alien Manipulation

Post by FishSandwich »

Found a new one. :P

The Hive Controller item isn't craftable, you'd need to make it spawn in the player's inventory at some point, probably when they complete the research.

User avatar
Klonan
Factorio Staff
Factorio Staff
Posts: 5150
Joined: Sun Jan 11, 2015 2:09 pm
Contact:

Re: [0.11.22] Evolution | Alien Manipulation

Post by Klonan »

FishSandwich wrote:Found a new one. :P

The Hive Controller item isn't craftable, you'd need to make it spawn in the player's inventory at some point, probably when they complete the research.
something like this is what you'd need

Code: Select all

game.onevent(defines.events.onresearchfinished , function(event)
 
		if research.name == alien research whatever then
		game.player.insert(name ="biter-copyright-notice", count = 1)
		
		end

User avatar
darkshadow1809
Filter Inserter
Filter Inserter
Posts: 306
Joined: Thu Jan 15, 2015 10:13 pm
Contact:

Re: [0.11.22] Evolution | Alien Manipulation

Post by darkshadow1809 »

FishSandwich wrote:Found a new one. :P

The Hive Controller item isn't craftable, you'd need to make it spawn in the player's inventory at some point, probably when they complete the research.

Should be craftable.. Swear i added a recipe for that. Hold up!
ShadowsModpackDevelopment

FishSandwich
Smart Inserter
Smart Inserter
Posts: 1847
Joined: Sun Feb 23, 2014 3:37 pm
Contact:

Re: [0.11.22] Evolution | Alien Manipulation

Post by FishSandwich »

darkshadow1809 wrote:
FishSandwich wrote:Found a new one. :P

The Hive Controller item isn't craftable, you'd need to make it spawn in the player's inventory at some point, probably when they complete the research.

Should be craftable.. Swear i added a recipe for that. Hold up!
Only the on/off is craftable, the item itself isn't.

User avatar
darkshadow1809
Filter Inserter
Filter Inserter
Posts: 306
Joined: Thu Jan 15, 2015 10:13 pm
Contact:

Re: [0.11.22] Evolution | Alien Manipulation

Post by darkshadow1809 »

FishSandwich wrote:
darkshadow1809 wrote:
FishSandwich wrote:Found a new one. :P

The Hive Controller item isn't craftable, you'd need to make it spawn in the player's inventory at some point, probably when they complete the research.

Should be craftable.. Swear i added a recipe for that. Hold up!
Only the on/off is craftable, the item itself isn't.
Mmh yeh.. I got a loop issue. I can't make a recipe that just requires one of the items.. not ALL to craft it.

Reason I don't want to add the code Klonan (Thanks for help though) Is if people die in multiplayer. They Wont recieve another hive controller. Unless theres some code for that?
ShadowsModpackDevelopment

User avatar
darkshadow1809
Filter Inserter
Filter Inserter
Posts: 306
Joined: Thu Jan 15, 2015 10:13 pm
Contact:

Re: [0.11.22] Evolution | Alien Manipulation

Post by darkshadow1809 »

If anyone has a way to figure :P feel free to mess with the code see what you can come up with to make both remotes craftable ;) & changeable.
ShadowsModpackDevelopment

FishSandwich
Smart Inserter
Smart Inserter
Posts: 1847
Joined: Sun Feb 23, 2014 3:37 pm
Contact:

Re: [0.11.22] Evolution | Alien Manipulation

Post by FishSandwich »

darkshadow1809 wrote:They Wont recieve another hive controller. Unless theres some code for that?
Take another look through my PvP mod. ;)

User avatar
darkshadow1809
Filter Inserter
Filter Inserter
Posts: 306
Joined: Thu Jan 15, 2015 10:13 pm
Contact:

Re: [0.11.22] Evolution | Alien Manipulation

Post by darkshadow1809 »

FishSandwich wrote:
darkshadow1809 wrote:They Wont recieve another hive controller. Unless theres some code for that?
Take another look through my PvP mod. ;)
Will do :D Sec
ShadowsModpackDevelopment

User avatar
L0771
Filter Inserter
Filter Inserter
Posts: 516
Joined: Tue Jan 14, 2014 1:51 pm
Contact:

Re: [0.11.22] Evolution | Alien Manipulation

Post by L0771 »

Sorry, my english is soo bad, but if i understand, you want other option from "give the control by research", i think can make the control crafteable.
1° Save the last state of every player
2° If the new state of control is different with the last state "or have 2 controls diferents", change state
3° Delete all controls without the new state and lets only 1 of this state

If you like it, tell me by skype.

User avatar
darkshadow1809
Filter Inserter
Filter Inserter
Posts: 306
Joined: Thu Jan 15, 2015 10:13 pm
Contact:

Re: [0.11.22] Evolution | Alien Manipulation

Post by darkshadow1809 »

Ok figured it a bit :) !

So first off I thought about some idea's that fish you in your code had and then what Klonan gave me as a code.


However I decided to do a bit of a change with the help of l0771 :D

We did the following

1. We gave research at start to help on early game compliment the biter capsules to follow & guard you while your base might get attacked if you are playing with some mods that might make things harder.

2. We have three recipes now, One to craft and 2 to convert between the two :)

Hope you like the changes!
ShadowsModpackDevelopment

lnguy3219
Manual Inserter
Manual Inserter
Posts: 1
Joined: Sat May 02, 2015 5:26 am
Contact:

Re: [0.11.22] Evolution | Alien Manipulation

Post by lnguy3219 »

it would be the best for the ShadowMega

User avatar
darkshadow1809
Filter Inserter
Filter Inserter
Posts: 306
Joined: Thu Jan 15, 2015 10:13 pm
Contact:

Re: [0.11.22] Evolution | Alien Manipulation

Post by darkshadow1809 »

lnguy3219 wrote:it would be the best for the ShadowMega
Tis already in there :)
ShadowsModpackDevelopment

avogadro
Manual Inserter
Manual Inserter
Posts: 2
Joined: Thu Mar 26, 2015 4:31 pm
Contact:

Re: [0.11.22] Evolution | Alien Manipulation

Post by avogadro »

This mod caused a multi-player error every so often and on save (which prevented saving) which we got from the Shadow ModPack.

We "fixed" it, but we really don't know what we're doing so take it with a grain of salt. The issue is in control.lua which references game.player

Code: Select all

game.onload(function()
	if glob.evolution == nil then
		glob.evolution = {}
	end
	if game.player.force.technologies["Hive-mind"].researched then
		game.player.force.recipes["attractor-on2"].enabled = true
	end
end)

Code: Select all

game.onload(function()
	if glob.evolution == nil then
		glob.evolution = {}
	end
    for i = 1, #game.players, 1 do
        if game.players[i].force.technologies["Hive-mind"].researched then
           game.players[i].force.recipes["attractor-on2"].enabled = true
        end
    end
end)
It now lets us save and doesn't cause an error, but we could've broken something about the mod for all we know.

User avatar
darkshadow1809
Filter Inserter
Filter Inserter
Posts: 306
Joined: Thu Jan 15, 2015 10:13 pm
Contact:

Re: [0.11.22] Evolution | Alien Manipulation

Post by darkshadow1809 »

avogadro wrote:This mod caused a multi-player error every so often and on save (which prevented saving) which we got from the Shadow ModPack.

We "fixed" it, but we really don't know what we're doing so take it with a grain of salt. The issue is in control.lua which references game.player

Code: Select all

game.onload(function()
	if glob.evolution == nil then
		glob.evolution = {}
	end
	if game.player.force.technologies["Hive-mind"].researched then
		game.player.force.recipes["attractor-on2"].enabled = true
	end
end)

Code: Select all

game.onload(function()
	if glob.evolution == nil then
		glob.evolution = {}
	end
    for i = 1, #game.players, 1 do
        if game.players[i].force.technologies["Hive-mind"].researched then
           game.players[i].force.recipes["attractor-on2"].enabled = true
        end
    end
end)
It now lets us save and doesn't cause an error, but we could've broken something about the mod for all we know.
Don't see how that would break things :) Thank you!

Will add it to the mod upcomming release ;)
ShadowsModpackDevelopment

Koncookie
Burner Inserter
Burner Inserter
Posts: 7
Joined: Tue Aug 19, 2014 8:06 am
Contact:

Re: [0.11.22] Evolution | Alien Manipulation

Post by Koncookie »

Is your mod compatible to existing games? Because I wanted to test your mod, but I couldn't find your new ore. Even after exploring for a long time.

User avatar
darkshadow1809
Filter Inserter
Filter Inserter
Posts: 306
Joined: Thu Jan 15, 2015 10:13 pm
Contact:

Re: [0.11.22] Evolution | Alien Manipulation

Post by darkshadow1809 »

Koncookie wrote:Is your mod compatible to existing games? Because I wanted to test your mod, but I couldn't find your new ore. Even after exploring for a long time.

Sorry buddy ore does only spawn on generation of a new map :P Its with most mods I assume :o
ShadowsModpackDevelopment

orzelek
Smart Inserter
Smart Inserter
Posts: 3911
Joined: Fri Apr 03, 2015 10:20 am
Contact:

Re: [0.11.22] Evolution | Alien Manipulation

Post by orzelek »

darkshadow1809 wrote:
Koncookie wrote:Is your mod compatible to existing games? Because I wanted to test your mod, but I couldn't find your new ore. Even after exploring for a long time.

Sorry buddy ore does only spawn on generation of a new map :P Its with most mods I assume :o
I think that by calling entity regeneration on ore you should be able to spawn it after adding mod to save.
That also reminds me that I'd need to add ore from this mod to RSO at some point :D

Koncookie
Burner Inserter
Burner Inserter
Posts: 7
Joined: Tue Aug 19, 2014 8:06 am
Contact:

Re: [0.11.22] Evolution | Alien Manipulation

Post by Koncookie »

orzelek wrote:I think that by calling entity regeneration on ore you should be able to spawn it after adding mod to save.
Got it working this way. I also modified one of Bobs migration scripts for a more convenient way to add the ressource in an existing game:
In "Evolution_1.0.4" I created a folder "migrations" and inside, the file "Evolution_1.0.4.lua":

Code: Select all

game.regenerateentity("alien-artifacts")

for i, player in ipairs(game.players) do
  player.print("Added alien-artifacts to the map.")
end
Worked nicely with my singleplayer game. And should also works for multiplayer, but I can't assure this now.
darkshadow1809 wrote:Sorry buddy ore does only spawn on generation of a new map :P Its with most mods I assume :o
Bob uses a lot of migration files, so it always worked instantly and I never had to use the console to get a new ore etc. ^^

Koncookie
Burner Inserter
Burner Inserter
Posts: 7
Joined: Tue Aug 19, 2014 8:06 am
Contact:

Re: [0.11.22] Evolution | Alien Manipulation

Post by Koncookie »

For the researches I would suggest to change the cost to less items per cycle but more cycles.
For example the "Hive-Mind-V2" research needs 90 items (30-30-15-15) with a total of 100 cycles. Therefore my labs often don't run because the inserters aren't fast enough to prodvide this amount of items. I would suggest to change this to 2-2-1-1 and 1500 cycles. This would cost the same amount of items.

Post Reply

Return to “Mods”