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				[MOD 0.11.x] Alien Temple
				Posted: Thu Feb 26, 2015 1:55 pm
				by albatrosv13
				Made a very simple mod for myself and thought giving it out.
Adds a researchable alien temple, which reduces alien evolution per time(in lore, it transmits radio waves throughout the air, manipulating alien brain(you evil bastard)).
It acts like a radar and the gui is like radar, wherever one 'sector scanned' reduces evolution by 0.0002. In reality, it doesn't scan for sectors(unless unexplored tile is very close to that building).
Technology req - 75 red, 75 green.
(0.1.1)Recipe req - 2 alien artifacts, 25 electronic circuits, 50 stone bricks.
Graphics - Took an image from random free image site and modified a bit.
Requires 200kw for operation.
If there are issues with balancing, can change things here and there(oh and bugfixes).
Oh yeah, thanks to rk84 for help.
Edit1: When updating to 0.11.17, use later version.
Update 0.1.2 - Made things harder, as it should have been from the start. 1/2 the effect and the recipe req needs advanced circuits and more alien artifacts.
Recipe req - 70 stone bricks, 15 advanced circuits, 10 alien artifacts.
			 
			
					
				Re: [MOD 0.11.x] Alien Temple
				Posted: Thu Feb 26, 2015 6:02 pm
				by StoneLegion
				Very neat idea. I could see a lot of people using this overtime.
			 
			
					
				Re: [MOD 0.11.x] Alien Temple
				Posted: Fri Feb 27, 2015 3:15 am
				by darkshadow1809
				Thats a very nice but simple mod you have there! Mind if i throw it on the modpack:)?
			 
			
					
				Re: [MOD 0.11.x] Alien Temple
				Posted: Fri Feb 27, 2015 11:06 am
				by albatrosv13
				darkshadow1809 wrote:Thats a very nice but simple mod you have there! Mind if i throw it on the modpack:)?
Not a problem 

 
			
					
				Re: [MOD 0.11.x] Alien Temple
				Posted: Fri Mar 06, 2015 12:04 pm
				by Nagshell
				It suddenly stopped working. How can I fix it? 

 
			
					
				Re: [MOD 0.11.x] Alien Temple
				Posted: Fri Mar 06, 2015 3:14 pm
				by albatrosv13
				Nagshell wrote:It suddenly stopped working. How can I fix it? 

 
Could you please elaborate how it stopped? The bar doesn't move?
Maybe your evolution factor went to 0? I haven't yet tested how that building reacts to negative evolution factor.
Check your evolution factor(in chat) - ''/c game.player.print(game.evolutionfactor)''
Was it after update to .11.17?
 
			
					
				Re: [MOD 0.11.x] Alien Temple
				Posted: Fri Mar 06, 2015 7:47 pm
				by Nagshell
				After update to 11.17 game didn't want to launch at all throwing error about entity.
I managed to compare new core files of radar, and there appeared new line
max_distance_of_nearby_sector_revealed = 3,
Which i copied to temple and it started to launch and work again.
			 
			
					
				Re: [MOD 0.11.x] Alien Temple
				Posted: Sat Mar 07, 2015 11:47 am
				by albatrosv13
				Nagshell wrote:After update to 11.17 game didn't want to launch at all throwing error about entity.
I managed to compare new core files of radar, and there appeared new line
max_distance_of_nearby_sector_revealed = 3,
Which i copied to temple and it started to launch and work again.
I guess they changed the line at this update.
It was ''max_distance_of_sector_revealed = xx,'' before.
Thanks for reporting 

P.S. Updated.
 
			
					
				Re: [MOD 0.11.x] Alien Temple
				Posted: Mon Mar 09, 2015 9:46 am
				by darkshadow1809
				albatrosv13 wrote:Nagshell wrote:After update to 11.17 game didn't want to launch at all throwing error about entity.
I managed to compare new core files of radar, and there appeared new line
max_distance_of_nearby_sector_revealed = 3,
Which i copied to temple and it started to launch and work again.
I guess they changed the line at this update.
It was ''max_distance_of_sector_revealed = xx,'' before.
Thanks for reporting 

P.S. Updated.
 
After updating it appears i still get this error. Looked into the entity.lua to see it indeed changed. Tried this with modpack and without the modpack same error. emptied mod folder to check if it was an old lua that was stuck etc etc.
Nothing worked. Any ideas? Probably look like an idiot for not seeing the issue here haha 

 
			
					
				Re: [MOD 0.11.x] Alien Temple
				Posted: Mon Mar 09, 2015 11:24 am
				by hoho
				You need to *add* max_distance_of_nearby_sector_revealed, not replace max_distance_of_sector_revealed.
In other words, you need both max_distance_of_nearby_sector_revealed and max_distance_of_sector_revealed
			 
			
					
				Re: [MOD 0.11.x] Alien Temple
				Posted: Mon Mar 09, 2015 11:31 am
				by darkshadow1809
				hoho wrote:You need to *add* max_distance_of_nearby_sector_revealed, not replace max_distance_of_sector_revealed.
In other words, you need both max_distance_of_nearby_sector_revealed and max_distance_of_sector_revealed
Ah right thank you 

 Thought the author had fixed that issue. 

 stupid me i overlooked it.
 
			
					
				Re: [MOD 0.11.x] Alien Temple
				Posted: Mon Mar 09, 2015 11:50 am
				by albatrosv13
				Actually, the issue is that i'm a pirate(yeah, i know i should burn on an imperial stake and so on; my excuse is that i *really* don't have money) and can't yet update to 0.11.17(it takes 3-5 days to get to the wides of internet). I 'updated' the first time just by guesstimation.
I put up the file again by having both lines in entity.lua. This works in 0.11.16 and i hope in 11.17 too.
			 
			
					
				Re: [MOD 0.11.x] Alien Temple
				Posted: Mon Mar 09, 2015 2:20 pm
				by darkshadow1809
				albatrosv13 wrote:Actually, the issue is that i'm a pirate(yeah, i know i should burn on an imperial stake and so on; my excuse is that i *really* don't have money) and can't yet update to 0.11.17(it takes 3-5 days to get to the wides of internet). I 'updated' the first time just by guesstimation.
I put up the file again by having both lines in entity.lua. This works in 0.11.16 and i hope in 11.17 too.
Haha not a problem mate 

 Atleast your contributing back by making a mod 

 
			
					
				Re: [MOD 0.11.x] Alien Temple
				Posted: Thu Mar 26, 2015 12:32 pm
				by British_Petroleum
				Hey thanks a lot for making this mod I really like it. 
Only thing I'd change is that the temple is way too cheap! I've been playing with dytech and bobs, and this temple makes the game really easy. I built several of them early on, and after playing for 20+ hours I'm still fighting small spitters and medium biters. This temple is insanely good, should cost at least 100 artefacts plus other stuff imo.
			 
			
					
				Re: [MOD 0.11.x] Alien Temple
				Posted: Thu Mar 26, 2015 12:40 pm
				by splooby
				.
			 
			
					
				Re: [MOD 0.11.x] Alien Temple
				Posted: Thu Mar 26, 2015 1:36 pm
				by albatrosv13
				It took 1 month for anyone telling that this mod makes the game too easy.
It took only half a day for this mod - 
https://forums.factorio.com/forum/vie ... =14&t=8884   ...
for anyone telling that this mod is too hard.
You pretentious little fucks 
 
  
  (i love my social experiments)
Anyways, will update.
 
			
					
				Re: [MOD 0.11.x] Alien Temple
				Posted: Sun Mar 29, 2015 1:28 pm
				by chlue
				Hello,
for me the mod appeared overpowered too and I changed this:
Code: Select all
game.onevent(defines.events.onsectorscanned, function(event)
  if event.radar.name == "templev2" then
      game.evolutionfactor = game.evolutionfactor - 0.0002
  end
end)
to this:
Code: Select all
game.onevent(defines.events.onsectorscanned, function(event)
  if event.radar.name == "templev2" then
      if game.evolutionfactor > 0.0003 then
        game.evolutionfactor = game.evolutionfactor - (0.0003 * game.evolutionfactor)
      end
  end
end)
So basically the 
temple does nearly nothing at a low evolutionfactor, but gets stronger when the factor rises. At 66% the effectiveness is back to the original level.
I fear it is still way overpowered if a lot of them are build. So an additional constraint like reducing the effectivity after each 'scan' and setting effectivity back to 100% after each scancyle might counter this.
-->
example with effectivity scale 90%:
1 
temple: 100% --> 90%, reset --> not affected / 100% yield
2 
temple: 100% --> 90% --> 81%, reset --> 190% yield
5 
temple: 100% --> 90% --> 81% --> .... 59.05%, reset --> 410%  yield
10 
temple: 100% --> 90% --> 81% --> .... 34.87%, reset --> 651%  yield
50 
temple: 100% --> 90% --> ... 0.52%, reset --> 995%  yield
Ok not sure if this is understandable, but the idea is that each additional 
temple only provides 90% of the one build before. As a result the player can build as many as he wants but after about 10 the additional ones are mostly useless --> mod is balance-able