(please dont judge that they almost immediately destroy my rail network. it worked fine in 0.2.4 )
File available here: https://dl.dropboxusercontent.com/u/169 ... 2Bmods.zip
I found in my game it has some peaks to a lot higher than 0.1 update time:
Okay, thanks. Yeah, peaking at 2 is not acceptable. I will look into this.Gammro wrote:Thanks, I removed WaiTex to cut down on filesize but I dont think that should be too much of a problem.
(please dont judge that they almost immediately destroy my rail network. it worked fine in 0.2.4 )
File available here: https://dl.dropboxusercontent.com/u/169 ... 2Bmods.zip
For I found in my game it has some peaks to a lot higher than 0.1 update time:updatetime
How is your pollution cloud on your minimap white and not red?Gammro wrote:Thanks, I removed WaiTex to cut down on filesize but I dont think that should be too much of a problem.
(please dont judge that they almost immediately destroy my rail network. it worked fine in 0.2.4 )
File available here: https://dl.dropboxusercontent.com/u/169 ... 2Bmods.zip
I found in my game it has some peaks to a lot higher than 0.1 update time:updatetime
Instructions:Supercheese wrote:How is your pollution cloud on your minimap white and not red?Gammro wrote:Thanks, I removed WaiTex to cut down on filesize but I dont think that should be too much of a problem.
(please dont judge that they almost immediately destroy my rail network. it worked fine in 0.2.4 )
File available here: https://dl.dropboxusercontent.com/u/169 ... 2Bmods.zip
I found in my game it has some peaks to a lot higher than 0.1 update time:updatetime
Probably doesnt work nice with MPBetter visibility pollution
Courtesy of Ragnaman:
Save this image to [Factorio install location]\data\core\graphics and rename to pollution-visualization.png :
Preview(without colorblind ores): http://steamcommunity.com/sharedfiles/f ... =653751086
Try out version 0.3.2.Gammro wrote:Thanks, I removed WaiTex to cut down on filesize but I dont think that should be too much of a problem.
(please dont judge that they almost immediately destroy my rail network. it worked fine in 0.2.4 )
File available here: https://dl.dropboxusercontent.com/u/169 ... 2Bmods.zip
I found in my game it has some peaks to a lot higher than 0.1 update time:updatetime
What outcomes, other than the 'Great Wall' would you like to see?BlakeMW wrote:The main problem with Misanthrope 0.3 can be summed up as:
Pre Great Wall:
Ow Ow Ow Ow Stop biting me dammit!
Post Great Wall:
Biters make awesome neighbors
Unfortunately they are such a nuisance walling them out completely is the only recourse (nuisances including attacking through gaps, and expanding extremely aggressively into un-occupied territory, they even seem to plop down spawners while I'm killing a nest such that the nest rebuilds itself just behind my tank). There is little incentive to do any other strategy other than walling in a big rectangle encompassing all of your territory. The relationship between circumference and area means there is little reason to try and protect supply lines or outposts - just expand the big rectangle, it results in less surface area to defend and the larger your rectangle the cheaper it is per tile encompassed.
Not everyone likes building walls of turrets 4 tile thick. . .seronis wrote:I like that list except for the locked 100% thing. Maybe offer that as a 'hard mode option' in some gui toggle. But not default and not without explicit player choice
Scary Nights, no. Swarm, yes. Scary Nights doesn't actually work... I looked at that mod a long time ago and it doesn't really have any effect on biters. It's all placebo.Kazaanh wrote:Not everyone likes building walls of turrets 4 tile thick. . .seronis wrote:I like that list except for the locked 100% thing. Maybe offer that as a 'hard mode option' in some gui toggle. But not default and not without explicit player choice
Also is this mod compatible *officialy* with the Scary Nights and Swarm ? I use them all together and they seems to work nicely, at least for now. Testing in the MP.
Perhaps every rocket launched (regardless of payload) increases the minimum evolution by 5% and adds a big chunk to the current evolution, which means the first launch simply sees a response to the fact a giant cloud of smoke is everywhere (coupled with a loud sound and shockwave) and repeat launchings are something they would rather not see continue at all.Afforess wrote:[*]End-Game Phase? (Not sure if I like/want this...Maybe.)
- Triggered when the Player builds the rocket silo, biter evolution locks to 100%, All biter bases that are able to will send attack parties against the player
Still unrealistic enough it would ruin my entire sense of immersion. If you calculate the amt of pollution you want and just spawn that with a rocket launch then normal mechanics will handle it appropriately. Random forcing of evo factor has no basis since insects are not aware of things in orbitHexicube wrote:Perhaps every rocket launched (regardless of payload) increases the minimum evolution by 5% and adds a big chunk to the current evolution, which means the first launch simply sees a response to the fact a giant cloud of smoke is everywhere (coupled with a loud sound and shockwave) and repeat launchings are something they would rather not see continue at all.Afforess wrote:[*]End-Game Phase? (Not sure if I like/want this...Maybe.)
- Triggered when the Player builds the rocket silo, biter evolution locks to 100%, All biter bases that are able to will send attack parties against the player
Fixed in 0.3.6, thanks for the report. Glad to hear the biters are toughlamesnow wrote:After playing the 3.5 version for a while (we're suddenly getting attacked everywhere, our current defenses weren't nearly enough!), I got the following error:
Error on tick "__Misanthrope__/libs/region/biter_scents.lua:126 attemt to index field 'values' (a nil value)"
I'm playing multiplayer with multiple mods, but previously (version 2.4) we had no problems.