No biter spawners

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MPeti1
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No biter spawners

Post by MPeti1 »

Hi!
I had to use a command to kill all enemies in my save, because they were attacked my base everywhere, and i couldn't deal with them. Now i improved my base, and i decided to discover new areas, because the game will generate spawners there, and they could expand all over my map. I generated a lot of new areas, but i can't find any enemies. What's the problem? A mod named "Creative mode" shows the "Don't generate enemy" setting is turned off, and just to be sure I turned it on and then off and then generated new areas, so it can't be the problem. I don't want to start a new map, but without biters attacking my base is too easy. If needed, i can provide my mods and my save.
Thanks!
Bushdoctor
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Re: No biter spawners

Post by Bushdoctor »

Hello MPeti1,

I think the mod is your problem. It sounds like it's not doing what it's supposed to do.
There's probably no solution for that, but if there is, then the person who designed that mod might be able to help.

Personally I think you're screwed and will have to start a new game, but don't consider that a disaster.
You've learned a lot along the way and this is your chance to apply that and create a new and better base.

If you're really really attached to your current build, you can use the mod called Blueprint String to copy your entire base
and paste it in your newly generated map. Keep in mind you need to provide a lot of goods on that new map to reach 'bot level' quickly.
You probably want to fill up a bunch of chests when you go there...

Good luck man.
Don't let a failed game get you down. :cry:
MPeti1
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Re: No biter spawners

Post by MPeti1 »

Bushdoctor wrote:Hello MPeti1,

I think the mod is your problem. It sounds like it's not doing what it's supposed to do.
There's probably no solution for that, but if there is, then the person who designed that mod might be able to help.

Personally I think you're screwed and will have to start a new game, but don't consider that a disaster.
You've learned a lot along the way and this is your chance to apply that and create a new and better base.

If you're really really attached to your current build, you can use the mod called Blueprint String to copy your entire base
and paste it in your newly generated map. Keep in mind you need to provide a lot of goods on that new map to reach 'bot level' quickly.
You probably want to fill up a bunch of chests when you go there...

Good luck man.
Don't let a failed game get you down. :cry:
Hi!

I'm playing with the game since 0.13 (? maybe 0.12), and i had some map since it :D But i done so much thing, and you know, the beginning is a bit of pain :/
i killed the biters with some command, not with the mod. I think i used these commands, but i'm not sure i remember all:
/c game.forces["enemy"].kill_all_units()
/c local surface = game.player.surface
for c in surface.get_chunks() do
for key, entity in pairs(surface.find_entities_filtered({area={{c.x * 32, c.y * 32}, {c.x * 32 + 32, c.y * 32 + 32}}, force= "enemy"})) do
entity.destroy()
end
end

while i'm searching what commands i used, i was reading this Factorio wiki page (i found the enemy killer command here, and i known about this wiki page earlier): https://wiki.factorio.com/Console
and i remembered i tried these (below) commands with high x and y values, i just seen it and tried it, because why not? (i don't remember it's before or after the enemy killer command). Maybe i generated a VERY HUGE area before enemy killing? If yes, can i regenerate the full map except my base?
The commands that I mentioned above:
/c game.take_screenshot{resolution = {x = XPOS, y = YPOS}}
/c game.take_screenshot{showgui = true, resolution = {x = XPOS, y = YPOS}}
/c game.take_screenshot{show_entity_info = true, resolution = {x = XPOS, y = YPOS}}
Bushdoctor
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Re: No biter spawners

Post by Bushdoctor »

Ah, gotcha. I've never used any of those commands, hence my assumption that you used a mod.
In that case, the only sensible thing I can say about your alien-issue is that the age of the map could be a problem.
The game is known to react strange to some of the maps that were created with an older game version.

You can probably do a test where you create a new map and apply the same commands that you used on your older map.
If that new map reacts as intended to those commands, while the old map didn't, then you found your answer.

Don't overlook my suggestion to copy your entire base to a new map. I've done it before and it works great.
You just need to make sure to prepare the new map with a bunch of chests that have all the machines and materials that you created sofar.
(and a lot of science packs so you can push your research back to where it was and use bots for the blueprint)
MPeti1
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Re: No biter spawners

Post by MPeti1 »

Bushdoctor wrote:Ah, gotcha. I've never used any of those commands, hence my assumption that you used a mod.
In that case, the only sensible thing I can say about your alien-issue is that the age of the map could be a problem.
The game is known to react strange to some of the maps that were created with an older game version.

You can probably do a test where you create a new map and apply the same commands that you used on your older map.
If that new map reacts as intended to those commands, while the old map didn't, then you found your answer.

Don't overlook my suggestion to copy your entire base to a new map. I've done it before and it works great.
You just need to make sure to prepare the new map with a bunch of chests that have all the machines and materials that you created sofar.
(and a lot of science packs so you can push your research back to where it was and use bots for the blueprint)
I started this map in this version (0.14). I started to rebuild the base with blueprint in a new map what is generated with the old map exchange string, and with creative mode mod i can unlock all research what i had without the science packs. the only problem is i can't transfer my inventory, but it's a small problem, i can get it with the mod i mentioned
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