[MOD 0.14] Alien Biomes

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Earendel
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Re: [MOD 0.14] Alien Biomes

Post by Earendel »

Black_Fire95 wrote: Mon Mar 11, 2019 9:02 pm Quick question, how do i reset my vanilla biomes to the alien ones with having restart my game? I remember the older version had something like that when you load the mod in an old save.
I removed the 'regenerate terrain' code from the mod as the terrain settings are part of the map settings instead of mod settings.

I will be releasing a separate 'Regenerate World' mod soon.
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Re: [MOD 0.14] Alien Biomes

Post by Black_Fire95 »

Ok, Thank You :D
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Re: [MOD 0.14] Alien Biomes

Post by Light »

brokenshakles wrote: Tue Mar 05, 2019 4:21 am
Light wrote: Mon Mar 04, 2019 5:26 am I refuse to start a new game until this mod is ready, I love it that much. The alien atmosphere this mod brings elevates the experience more than I imagined it could have. It's like C&C Tiberian Sun, which is also why I play the soundtrack alongside it.
O.O I do the exact same thing!
RocketManChronicles wrote: Tue Mar 05, 2019 3:56 pm
Light wrote: Mon Mar 04, 2019 5:26 am I refuse to start a new game until this mod is ready, I love it that much. The alien atmosphere this mod brings elevates the experience more than I imagined it could have. It's like C&C Tiberian Sun, which is also why I play the soundtrack alongside it.
Tiberian Sun music would be awesome to add to the side, thanks for the idea! I usually listen to non-vocal music alongside my gameplay, Tiberian Sun music would be a great addition.
Hello fellow brothers of Nod.

Now that Alien Biomes is complete it's time to begin playing the game. Thank you for your efforts Earendel.
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Re: [MOD 0.14] Alien Biomes

Post by Haeffound »

Earendel wrote: Mon Mar 11, 2019 10:10 pm
Black_Fire95 wrote: Mon Mar 11, 2019 9:02 pm Quick question, how do i reset my vanilla biomes to the alien ones with having restart my game? I remember the older version had something like that when you load the mod in an old save.
I removed the 'regenerate terrain' code from the mod as the terrain settings are part of the map settings instead of mod settings.

I will be releasing a separate 'Regenerate World' mod soon.
You sir, are a hero with this mod. I saw you have upload the "regenerate terrain" mod.Will it change a vanilla map the same every time? Or if you load a save, will it have a random factor?
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Re: [MOD 0.14] Alien Biomes

Post by RocketManChronicles »

Light wrote: Tue Mar 12, 2019 12:17 am Hello fellow brothers of Nod.
Also note that I use the Stellaris soundtrack as well.

thank you Earendel for the release. I am happy to tie this with the release of your AAI mods and Bob's latest release to start a new modded 0.17. :) This mod makes the world amazing. And I am looking forward to creating a purple-ish alien world this playthrough. :)
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Re: [MOD 0.14] Alien Biomes

Post by Trashman992 »

Thankyou so much for updating one of my absolute favourite mods!
You're the best Earendel!!
<3 <3 <3

PS:
Also the HR terrain pack :D
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Re: [MOD 0.14] Alien Biomes

Post by npuldon »

So what's up with the camo/blotchy textures now in 0.17? In 0.16 you didn't get this weird effect. No matter how I change the setting, the camo effect remains now. Is there a way for the user to bring back the smoothness of alien biomes in 0.16 ? The blotches could be alright sometimes I guess but they are literally everywhere on the map which feels like aesthetic overkill IMO.

https://i.imgur.com/xubEihB.png
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Re: [MOD 0.14] Alien Biomes

Post by orzelek »

Is the pollution absorbtion set up for tiles added by this mod?
I have strange effect with arctic terrain where I have leftover pollution on pretty big area on it that doesn't seem to dissipate. I'm not sure if it's because tiles don't absorb it or some base game bug that makes very small values of pollution fail to absorb properly.
It looks like this:
Pollution.jpg
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Re: [MOD 0.14] Alien Biomes

Post by Earendel »

npuldon wrote: Fri Mar 15, 2019 10:58 pm So what's up with the camo/blotchy textures now in 0.17? In 0.16 you didn't get this weird effect. No matter how I change the setting, the camo effect remains now. Is there a way for the user to bring back the smoothness of alien biomes in 0.16 ? The blotches could be alright sometimes I guess but they are literally everywhere on the map which feels like aesthetic overkill IMO.

https://i.imgur.com/xubEihB.png
It's not really supposed to look like that. I'll see what I can do.
orzelek wrote: Sat Mar 16, 2019 8:35 pm Is the pollution absorbtion set up for tiles added by this mod?
I have strange effect with arctic terrain where I have leftover pollution on pretty big area on it that doesn't seem to dissipate. I'm not sure if it's because tiles don't absorb it or some base game bug that makes very small values of pollution fail to absorb properly.
It looks like this:
Pollution.jpg
The new factorio version changed how pollution works so I need to update all the tiles.
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Re: [MOD 0.14] Alien Biomes

Post by Molay »

Will the biomes get vadtly different absorbtion values (i.e. gameplay impact, more immersive) or be standardized (aesthetic only, balance over immersion)? I'd lean towards immersive, though wouldn't mind either way. If you're feeling ambitious perhaps a mod setting to toggle between the two settings? ;)
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Re: [MOD 0.14] Alien Biomes

Post by Earendel »

Pollution has been updated.
Volcanic and sand are low absorption.
Grass is high absorption.
Other terrain is medium.
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Re: [MOD 0.14] Alien Biomes

Post by Molay »

Sounds good and following the vanilla balance. Thanks for the update!
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Re: [MOD 0.14] Alien Biomes

Post by Falconcommand »

Help!

Im picking up this error after I updated a few mods ingame.

Thanks for all the hard work!
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Earendel
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Re: [MOD 0.14] Alien Biomes

Post by Earendel »

Falconcommand wrote: Sun Mar 24, 2019 3:37 pm Help!

Im picking up this error after I updated a few mods ingame.

Thanks for all the hard work!
I think this is a mod conflict problem. Can post a mod list or narrow down which one causes the problem?
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Re: [MOD 0.14] Alien Biomes

Post by Philuminati »

I noticed that the trees added by the mod don't have a building collsion box for small power poles, i.e. you can build them on the trees. Is that a bug or a feature :?
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Re: [MOD 0.14] Alien Biomes

Post by Earendel »

Philuminati wrote: Fri Apr 05, 2019 12:45 pm I noticed that the trees added by the mod don't have a building collsion box for small power poles, i.e. you can build them on the trees. Is that a bug or a feature :?
The collision box is intentionally reduced so they don't get in the way as much. I don't see why you wouldn't be able to put a power pole among trees, I guess it's a feature.
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Re: [MOD 0.14] Alien Biomes

Post by BlueTemplar »

It's picking them up again (as well as inserters, pipes, walls...) that can be tricky if you don't want to cut down the trees... (before bots / without bluebuild)
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Re: [MOD 0.14] Alien Biomes

Post by Earendel »

BlueTemplar wrote: Fri Apr 05, 2019 9:28 pm It's picking them up again (as well as inserters, pipes, walls...) that can be tricky if you don't want to cut down the trees... (before bots / without bluebuild)
Oh right, I might be able to do something about that.
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Re: [MOD 0.14] Alien Biomes

Post by BlueTemplar »

That would be wonderful ! :D
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Re: [MOD 0.14] Alien Biomes

Post by Omnifarious »

I spawned in a swamp, and it's frustrating to not be able to landfill the puddles you can splash through but not build on. Especially since several of them are in the middle of ore patches. :-) This is especially true since the landfill was consumed, but had no effect.

Also, this mod doesn't work well with NiceFill. I'm not sure what would have to change about NiceFill or Alien Biomes for that to change. It's not a huge deal. It would just be nice. :-)
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