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Natural_Evolution_Enemies_5.0.4
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Natural_Evolution_Enemies_5.0.4
I tried to make biters not attack rails. So I removed the "player-creation" flag. As a result, they won't show up on the mini-map.Darkestnoir wrote:Since the last update, rails are partly invisible on the map (m).
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Natural_Evolution_Enemies_5.0.4
Glad to hear the mod is doing it's job... making your life hard!Chronosfear wrote:Hi,
thanks for the mod.
Im playing it for some hours already and it is somewhat hard. ( as you said )
If been forced to use quite a bunch of gun turrets and even do some research on them
Now I´m sitting in my large fortress ( cant kill bigger bitter nests yet )
I´m asking myself if my tamed bitters can attack enemy bases ( or at least try to do so ) on their own. ( other than the "follow"-me item )
I don`t like them following me , cause i end up shooting my own bitters
If not. I think it would be a nice option to have if possible ( maybe with a config on/off )
It also seems it prevents making blueprints of rails.TheSAguy wrote:I tried to make biters not attack rails. So I removed the "player-creation" flag. As a result, they won't show up on the mini-mapDarkestnoir wrote:Since the last update, rails are partly invisible on the map (m).
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Natural_Evolution_Enemies_5.0.4
It could work better if you'd make them indestructible - wouldn't affect anything else and this flag seems important. Would need a test to see if they can still be mined with that flag set.hoho wrote:It also seems it prevents making blueprints of rails.TheSAguy wrote:I tried to make biters not attack rails. So I removed the "player-creation" flag. As a result, they won't show up on the mini-mapDarkestnoir wrote:Since the last update, rails are partly invisible on the map (m).
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Natural_Evolution_Enemies_5.0.4
Orzelek,orzelek wrote:It could work better if you'd make them indestructible - wouldn't affect anything else and this flag seems important. Would need a test to see if they can still be mined with that flag set.hoho wrote:It also seems it prevents making blueprints of rails.TheSAguy wrote:I tried to make biters not attack rails. So I removed the "player-creation" flag. As a result, they won't show up on the mini-mapDarkestnoir wrote:Since the last update, rails are partly invisible on the map (m).
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Natural_Evolution_Enemies_5.0.4
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It's not prototype field, it's entity field. You need to do that when they are built.
Other way to try would be to remove "player-creation" from the prototype flags in definition or rails.
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Error while running the event handler: __Natural_Evolution_Enemies__/control.lua:116: bad argument #-1 to 'set_multi_command' (table expected, got nil)
Darkestnoir, what version of Factorio are you using? If you're using 12.10, are you using that version of my Mod?Darkestnoir wrote:Getting this sometimes when i am attacking alien bases.Code: Select all
Error while running the event handler: __Natural_Evolution_Enemies__/control.lua:116: bad argument #-1 to 'set_multi_command' (table expected, got nil)
Oh sorry, i am using 12.15. Every time when i attack enemy bases all aliens from the map running in to my base and then that.. Evolution by 89.3236%.TheSAguy wrote:Darkestnoir, what version of Factorio are you using? If you're using 12.10, are you using that version of my Mod?Darkestnoir wrote:Getting this sometimes when i am attacking alien bases.Code: Select all
Error while running the event handler: __Natural_Evolution_Enemies__/control.lua:116: bad argument #-1 to 'set_multi_command' (table expected, got nil)
Thanks.
Darkestnoir,Darkestnoir wrote:Oh sorry, i am using 12.15. Every time when i attack enemy bases all aliens from the map running in to my base and then that.. Evolution by 89.3236%.TheSAguy wrote:Darkestnoir, what version of Factorio are you using? If you're using 12.10, are you using that version of my Mod?Darkestnoir wrote:Getting this sometimes when i am attacking alien bases.Code: Select all
Error while running the event handler: __Natural_Evolution_Enemies__/control.lua:116: bad argument #-1 to 'set_multi_command' (table expected, got nil)
Thanks.
I can't test at the moment.OvermindDL1 wrote:Bug in this mod reported by Factorio dev, any chance of a fix? This mod is accessing offline players, which kills the game.
https://forums.factorio.com/forum/vie ... 30&t=17801
Based on a cursory look of the code you changed it seems fixed, but will test it when I get a chance (work may prevent this for the next day or two...).TheSAguy wrote:I can't test at the moment.OvermindDL1 wrote:Bug in this mod reported by Factorio dev, any chance of a fix? This mod is accessing offline players, which kills the game.
https://forums.factorio.com/forum/vie ... 30&t=17801
Give the attached N.E. Enemies Control.lua file a try and let me know if that fixed the crash.
It failed due to:TheSAguy wrote:I can't test at the moment.OvermindDL1 wrote:Bug in this mod reported by Factorio dev, any chance of a fix? This mod is accessing offline players, which kills the game.
https://forums.factorio.com/forum/vie ... 30&t=17801
Give the attached N.E. Enemies Control.lua file a try and let me know if that fixed the crash.
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Error while running the event handler:
__Natural_Evolution_Enemies__/control.lua:121: attempt to index local 'surface' (a nil value)
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local surface = game.get_surface(0) -- i'm really not sure how surfaces work between different forces and entities so i mostly use this.
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local surface = game.get_surface("nauvis") -- World surface name
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local surface = game.get_surface(1) -- Default world ID
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Error while running the event handler:
__Natural_Evolution_Enemies__/control.lua:12: LuaEntity doesn't contain key character.
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surface.set_multi_command{command = {type=defines.command.attack, target=player.character, distraction=defines.distraction.by_enemy},unit_count = (20+math.floor(game.evolution_factor*100)), unit_search_distance = 600}
Yes, the higher the evolution factor, the closer they can expand to your base. At very high evo it's 0, so no restrictions.reddutton wrote:question here does this mod modify /change the behavior of the expansion chunk canadated for biters spawns? i am running mod verson 4.3.0 on 12.10 and when working in my base have the chunk active for expansion in the middle of my base
should this be the case after the removal of the mod as well? or only with the mod enabled?TheSAguy wrote:Yes, the higher the evolution factor, the closer they can expand to your base. At very high evo it's 0, so no restrictions.reddutton wrote:question here does this mod modify /change the behavior of the expansion chunk canadated for biters spawns? i am running mod verson 4.3.0 on 12.10 and when working in my base have the chunk active for expansion in the middle of my base