[MOD 0.14] Alien Biomes

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Earendel
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Re: [MOD 0.14] Alien Biomes

Post by Earendel »

xeln4g4 wrote:I wonder why it has so few download!!!!
Not enough people telling other people to download it ;)

Seriously though, I think a big reason is that unlike most mods you can't just add it to an existing game without it showing lines between the old and new biome distribution when you explore more land. So you don't install it right away and you think to yourself "I'll install this for my next game" and then you forget.

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Earendel
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Re: [MOD 0.14] Alien Biomes

Post by Earendel »

Version 0.1.7 has some new original tree graphics.
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Arch666Angel
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Re: [MOD 0.14] Alien Biomes

Post by Arch666Angel »

Earendel wrote:Version 0.1.7 has some new original tree graphics.
Oh they look really awesome, your creation I suppose?

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Re: [MOD 0.14] Alien Biomes

Post by Earendel »

Arch666Angel wrote:
Earendel wrote:Version 0.1.7 has some new original tree graphics.
Oh they look really awesome, your creation I suppose?
Thanks, yes my creations.

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Re: [MOD 0.14] Alien Biomes

Post by PeteTheLich »

you

Image

vs. tile she tells you not to worry about.

Image


your volcanic tile looks severely cool.

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Light
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Re: [MOD 0.14] Alien Biomes

Post by Light »

I was surprised how much of an atmospheric impact this has on the game, it really cranks up the immersion by having really warm climates in one area then freezing tundras in another.

The colored forests really remind me of Command and Conquer: Tiberian Sun, with the sudden shift from normal tundra to forested blue trees. I was half expecting tiberium lifeforms to inhabit the area and attack at any moment.

Perhaps that's an idea to look at, some passive lifeforms that just roam the biomes to add additional life outside of aggressive biters. They surely couldn't be the only things living here aside from fish, since the world does seem pretty dead... unless the biters ate everything.

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Re: [MOD 0.14] Alien Biomes

Post by Biwel »

can i use the mod to load my old safe game and how doe's effect it then?
i would guess only the new explored area will be new?

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Re: [MOD 0.14] Alien Biomes

Post by Earendel »

Biwel wrote:can i use the mod to load my old safe game and how doe's effect it then?
i would guess only the new explored area will be new?
Correct.

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Re: [MOD 0.14] Alien Biomes

Post by takefour »

I love this mod, but the biomes are really quite small. Did you ever work out the terrain segmentation issue?

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Re: [MOD 0.14] Alien Biomes

Post by icdmize »

I know it's probably too soon but should we expect a version for 0.15 soon? It looks like a meteor shower obliterated my world when I upgraded.

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Re: [MOD 0.14] Alien Biomes

Post by Earendel »

I have been working on updating for 0.15 all day. I have a version that seems to work now but it needs more testing. I don't want to release it too early because a mistake could mean that the world does not form properly and updating won't fix it once chunks have been generated. Please be patient, it may be a day or two yet.

Also the new vanilla red desert is spawning in the wrong place so I need to move that... and also fix the vanilla red desert tile transitions.

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Re: [MOD 0.14] Alien Biomes

Post by zebez »

Thanks for the update and the hard work! Miss my snow :D

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Re: [MOD 0.14] Alien Biomes

Post by osuf »

This is the most amazing mod!

Just adding these terrain variations gives so much to the feel of the game. It would be fun if some effects of the different biomes would be relevant too - e.g. efficacy of different machines (smelting more efficient in warm biomes), spread of pollution, and variations in resource&biter generation. This could then motivate that a big base isn't clumped together but for natural resources is partitioned to different biomes.

Though, I'm having an issue with the mod on 14.20. Cutting down trees grinds the game to a halt. It doesn't seem to happen as much whilst chopping but rather when the chopping is completed. The lag seems to go beyond the tree destruction animation as well - say 1 FPS for perhaps 10 seconds.

The issue has been tracked down to this particular mod, which is why I unfortunately have to play with it off. However I play with a large number of other mods and have not tested without them. Including rso, angels, bobs, and yuoki.

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Re: [MOD 0.14] Alien Biomes

Post by Earendel »

The update for 0.15 is now out.
osuf wrote:This is the most amazing mod!

Just adding these terrain variations gives so much to the feel of the game. It would be fun if some effects of the different biomes would be relevant too - e.g. efficacy of different machines (smelting more efficient in warm biomes), spread of pollution, and variations in resource&biter generation. This could then motivate that a big base isn't clumped together but for natural resources is partitioned to different biomes.

Though, I'm having an issue with the mod on 14.20. Cutting down trees grinds the game to a halt. It doesn't seem to happen as much whilst chopping but rather when the chopping is completed. The lag seems to go beyond the tree destruction animation as well - say 1 FPS for perhaps 10 seconds.

The issue has been tracked down to this particular mod, which is why I unfortunately have to play with it off. However I play with a large number of other mods and have not tested without them. Including rso, angels, bobs, and yuoki.
The issue you described does not happen when just this mod is installed. Please provide a complete mod list because it's probably a combination of mods that causes the problem.

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Re: [MOD 0.14] Alien Biomes

Post by wdyt »

Great mod! Is it possible to change how large the biomes are? I would love for them to be much bigger.

I poked around in map generation, and it looks like it's tied to terrain_segmentation. But I couldn't fiddle with it to get it to work - is it possible to add a configuration file to change this?

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Re: [MOD 0.14] Alien Biomes

Post by Earendel »

wdyt wrote:Great mod! Is it possible to change how large the biomes are? I would love for them to be much bigger.

I poked around in map generation, and it looks like it's tied to terrain_segmentation. But I couldn't fiddle with it to get it to work - is it possible to add a configuration file to change this?
It ends up being controlled by the same noise layers as water placement, so if you have low frequency water the biomes will be bigger. I put quite a lot of time into finding a way to make the biomes larger in general in Factoriog 0.14 and I will try again in Factorio 0.15 at some point but am busy with other things right now (such as getting the decals to look right on all biomes).

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Re: [MOD 0.14] Alien Biomes

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Earendel
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Re: [MOD 0.14] Alien Biomes

Post by Earendel »

The missing sounds problem has been fixed.

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Re: [MOD 0.14] Alien Biomes

Post by Shin »

Beautiful mod that fits really well with the vanilla landscapes without looking weird. Great work!

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Re: [MOD 0.14] Alien Biomes

Post by Earendel »

Shin wrote:Beautiful mod that fits really well with the vanilla landscapes without looking weird. Great work!
Thanks, I'm glad you like it.

There's a slight issue right new where the stone decals can overlap the water and look weird, not sure what I can do about that :?

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