What mod is that actually coming from? I've never used NE in my game yet, but I'm collaborating on Bio Industries/Natural Evolution and should look into this. (Currently working on NE Buildings, so if it's in NE Enemies it would still be some time until I'll get around to it.)
[MOD 1.1] Natural Evolution - All things Alien!
Re: [MOD 0.17.x] Natural Evolution - All things Alien!
A good mod deserves a good changelog. Here's a tutorial (WIP) about Factorio's way too strict changelog syntax!
Re: [MOD 0.17.x] Natural Evolution - All things Alien!
This came from NE Enemies.Pi-C wrote: ↑Wed Feb 19, 2020 2:04 pmWhat mod is that actually coming from? I've never used NE in my game yet, but I'm collaborating on Bio Industries/Natural Evolution and should look into this. (Currently working on NE Buildings, so if it's in NE Enemies it would still be some time until I'll get around to it.)
It's one of the damage effects, probably from one of the new spitter biters.
Re: [MOD 0.17.x] Natural Evolution - All things Alien!
Hello,
I hear during a game that an alien biome integration that spawns biters depending on the terrain would be great. Do you have the possibility/time/idea to integrate this into your mod?
As an example, spawn preferentially fire biters on lava biome, etc.
Thanks for this awsome mod, this keep me challenged everytime I play with it!!
I hear during a game that an alien biome integration that spawns biters depending on the terrain would be great. Do you have the possibility/time/idea to integrate this into your mod?
As an example, spawn preferentially fire biters on lava biome, etc.
Thanks for this awsome mod, this keep me challenged everytime I play with it!!
Re: [MOD 0.17.x] Natural Evolution - All things Alien!
It seems the setting to disable artifacts does not work. Biters still drop alien artifacts. And I don't think there's anything I can do with them anyway. Is this a known issue?
Re: [MOD 0.17.x] Natural Evolution - All things Alien!
this happened for me too, but i was using Biter Factions and assumed it was because forces other than player were attacking them.
Re: [MOD 0.17.x] Natural Evolution - All things Alien!
I'll put that on my list of things to do…
I think you also need NE Buildings. The artifacts are used there for building the Alien Control Station and the Terraforming Station. Alien artifacts are also needed to produce Alien revitalization solution, which is an ingredient for Enhanced nutrient solution in turn.
And I don't think there's anything I can do with them anyway. Is this a known issue?
A good mod deserves a good changelog. Here's a tutorial (WIP) about Factorio's way too strict changelog syntax!
Re: [MOD 0.17.x] Natural Evolution - All things Alien!
Sorry, not right now. I'm still working on Bio Industries (the biggest of TheSAguy's mods), cleaning up code and fixing hidden bugs (especially local variables used out of scope seem to be a major issue). Turns out it's a much bigger job than I expected! As BI and the NE mods have a lot of common (entities and code), I'll first need to adapt the NE mods to make them compatible with BI again. Then there will probably follow several updates of the NE mods because of new bugs I didn't find myself. Just to give you an idea: I've had to release 5 updates for BI during the past week because of some new bug that had crept in, and another update will follow in the next hour or so. Moreover, almost every update means working on two versions (for Factorio 0.17 and 0.18), so it's quite a chore!
When I'm done with this task (i.e., when there is a clean code base to work with), you are very welcome to contribute! I hope you understand. Nevertheless, thanks a lot for your offer.
A good mod deserves a good changelog. Here's a tutorial (WIP) about Factorio's way too strict changelog syntax!
Re: [MOD 0.17.x] Natural Evolution - All things Alien!
Meanwhile, at my east wall...
Re: [MOD 1.1] Natural Evolution - All things Alien!
Hey Guys,
I've not played in a long time. Just updated NE Enemies to 1.1
Let me know if you have any issues.
Thanks.
I've not played in a long time. Just updated NE Enemies to 1.1
Let me know if you have any issues.
Thanks.
Re: [MOD 1.1] Natural Evolution - All things Alien!
In my modded game (AAI, SE, Krastorio and few others) I realized bugs are walking over cliffs freely. Was told that its feature. Later I realized they walk over water too. By fiddling with mods I realized, its your Natural Evolution Buildings and Natural Evolution Graphics which does so. Removed those two mods and biters cant Jesus walk anymore... Dont have Natural Evolution Enemies, only Building and Graphics
Re: [MOD 1.1] Natural Evolution - All things Alien!
Thx for creating this mod which gives a challenge to the game.
Is there a way to limit the base expansions of Ai? I mean not the normal new base building i mean the new spawners which appear on mass if pollution hits the base and super fast extend to directly your own base.
I want to have challenging AI attacks but i dont want constandly the hole map full up alien bases if pollution hits them.
Is there a way to limit the base expansions of Ai? I mean not the normal new base building i mean the new spawners which appear on mass if pollution hits the base and super fast extend to directly your own base.
I want to have challenging AI attacks but i dont want constandly the hole map full up alien bases if pollution hits them.