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There's a mod Enhanced_Biters https://mods.factorio.com/mod/Enhanced_Biters that tries to infinitely enhance biter powers like this:
game.forces.enemy.set_ammo_damage_modifier("melee", 0.5 + (2 * scale + game.tick) / (2 * scale) )
That's only part of the story. Turrets also get weaker to simulate biters having more HP.jessefjxm wrote:This mod is pretty cool. Just wondering if it's possible to allow biters evolve infinitely. I feel biters are now toooo weak in may late bob+angel save![]()
There's a mod Enhanced_Biters https://mods.factorio.com/mod/Enhanced_Biters that tries to infinitely enhance biter powers like this:
game.forces.enemy.set_ammo_damage_modifier("melee", 0.5 + (2 * scale + game.tick) / (2 * scale) )
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/c game.player.print(game.map_settings.enemy_expansion.enabled)
You can try to grab Evo GUI and use information about biter phase there to check. There is a paceful phase that disables expansion temporarly I think.CaptainSmog wrote:In my current playthrough, I noticed that the biters just stopped expanding. They have lots and lots of room to expand (checked with F5) but they just don't. I then noticed that game.map_settings.enemy_expansion.enabled is being forced to false no matter what I do. Even if I set it to true, it gets reset to false a couple of minutes later (I checked with). I managed to get a few new bases built by forcing enemy_expansion.enabled to true constantly for 10 minutes, but obviously, this is not a sustainable state of affairs.Code: Select all
/c game.player.print(game.map_settings.enemy_expansion.enabled)
I suspect this mod to be the cause, but I have no idea really. Would this be intended behavior of this mod? If yes, what conditions do I need to fulfill to get biters to expand "naturally"?
Thanks for the quick reply - I already have Evo GUI and I don't know why I didn't bother to check if there's useful information in there. The additional NE fields sure are handy, but I'm not sure the info can help me find out what's going on. For one, I already played 72+ hours on this map, and the evolution factor is at 70%. I don't think there's supposed to be a peace time this late in the game, but maybe I just don't understand the mechanics correctly? The intro post doesn't seem to explain what the expansion phases do (are they the evolution states in EvoGUI?) - if there's some additional documentation somewhere you can point me to, please do.orzelek wrote:You can try to grab Evo GUI and use information about biter phase there to check. There is a peaceful phase that disables expansion temporarly I think.
Ok, after it hit 0, the next phase said "peaceful", and sure enough, enemy_expansion.enabled was back to false. I think I noticed a new base too. I'll keep an eye on the phase indicator to confirm. But if this indeed how it's supposed to be, then the expansion is way too unaggressive for my liking... is there a way to tweak this without having to mess around with the lua files (so that the changes don't get lost after mod updates)?CaptainSmog wrote:Currently it says my evolution state is in phase 7, with a timer at 500 something seconds, going down steadily. I'll wait and see what happens when the timer hits 0 and report back.
It would look like a bug for me.CaptainSmog wrote:Ok, after it hit 0, the next phase said "peaceful", and sure enough, enemy_expansion.enabled was back to false. I think I noticed a new base too. I'll keep an eye on the phase indicator to confirm. But if this indeed how it's supposed to be, then the expansion is way too unaggressive for my liking... is there a way to tweak this without having to mess around with the lua files (so that the changes don't get lost after mod updates)?CaptainSmog wrote:Currently it says my evolution state is in phase 7, with a timer at 500 something seconds, going down steadily. I'll wait and see what happens when the timer hits 0 and report back.
/update The next non-peaceful phase still didn't return enemy_expansion.enabled back to true. Could this be a bug? Or are those phases not supposed to have anything to do with expansion after all?
I guess at least I now know exactly when the setting will be reset, so this is an acceptable workaround for now...
Captain, can you send me a save?orzelek wrote:It would look like a bug for me.CaptainSmog wrote:Ok, after it hit 0, the next phase said "peaceful", and sure enough, enemy_expansion.enabled was back to false. I think I noticed a new base too. I'll keep an eye on the phase indicator to confirm. But if this indeed how it's supposed to be, then the expansion is way too unaggressive for my liking... is there a way to tweak this without having to mess around with the lua files (so that the changes don't get lost after mod updates)?CaptainSmog wrote:Currently it says my evolution state is in phase 7, with a timer at 500 something seconds, going down steadily. I'll wait and see what happens when the timer hits 0 and report back.
/update The next non-peaceful phase still didn't return enemy_expansion.enabled back to true. Could this be a bug? Or are those phases not supposed to have anything to do with expansion after all?
I guess at least I now know exactly when the setting will be reset, so this is an acceptable workaround for now...
I'd expect it to enable expansion as soon as you go out of paceful phase.
I made a quick test and it seems to work correctly for me.
You can extract the mod and set QC_Mod to true at start of control.lua. It will print then all the decisions to console so you should see if something is off.
Also validate that you did not change the startup setting that allows mod to enable expansion.
That seems to have been itorzelek wrote:Also validate that you did not change the startup setting that allows mod to enable expansion.
Do you still want the save despite the above? It's very mod-heavy and it might now not be worth the trouble anymore... the first couple of outputs from QC_Mod that I saw looked fine too. Although the negative building coefficient seemed peculiar to me, but I'm not an expert on the expansion formulas or anything.TheSAguy wrote:Captain, can you send me a save?
Should be expanding after the peace phase
Xagros,Xagros wrote:Hello. I have found a bug. I do not know why, but it happened while I was defending the wall. Probably the latest version of the trigger issue.
The above window occurs when the mod setting is different. And the bug I found is in the multiplay game, so I do not know exactly the cause. If the bug occurs again, I will extract the log and send it to you.TheSAguy wrote: Can you tell me what you were doing when the error happened?
I started a new game with your mods and it all seems to work. I added a call to have biters attack when you bomb cliffs. I tested it in a new game and it worked.
Please give 8.1.4 a go and let me know if this fixes the issue.Xagros wrote:Hello. I have found a bug. I do not know why, but it happened while I was defending the wall. Probably the latest version of the trigger issue.
orzelek wrote:Two fast comments:
1. Those biters/spitters might be to big - they get pixellated. Maybe scaling option to make increase smaller.
Sorry..... create a function and call it 5xorzelek wrote: 2. They fact that you added option for every spawner... that will be a pain to implement in RSO![]()