[MOD 0.11.x] Alien Temple
-
- Long Handed Inserter
- Posts: 80
- Joined: Wed Apr 30, 2014 5:36 pm
- Contact:
[MOD 0.11.x] Alien Temple
Made a very simple mod for myself and thought giving it out.
Adds a researchable alien temple, which reduces alien evolution per time(in lore, it transmits radio waves throughout the air, manipulating alien brain(you evil bastard)).
It acts like a radar and the gui is like radar, wherever one 'sector scanned' reduces evolution by 0.0002. In reality, it doesn't scan for sectors(unless unexplored tile is very close to that building).
Technology req - 75 red, 75 green.
(0.1.1)Recipe req - 2 alien artifacts, 25 electronic circuits, 50 stone bricks.
Graphics - Took an image from random free image site and modified a bit.
Requires 200kw for operation.
If there are issues with balancing, can change things here and there(oh and bugfixes).
Oh yeah, thanks to rk84 for help.
Edit1: When updating to 0.11.17, use later version.
Update 0.1.2 - Made things harder, as it should have been from the start. 1/2 the effect and the recipe req needs advanced circuits and more alien artifacts.
Recipe req - 70 stone bricks, 15 advanced circuits, 10 alien artifacts.
Adds a researchable alien temple, which reduces alien evolution per time(in lore, it transmits radio waves throughout the air, manipulating alien brain(you evil bastard)).
It acts like a radar and the gui is like radar, wherever one 'sector scanned' reduces evolution by 0.0002. In reality, it doesn't scan for sectors(unless unexplored tile is very close to that building).
Technology req - 75 red, 75 green.
(0.1.1)Recipe req - 2 alien artifacts, 25 electronic circuits, 50 stone bricks.
Graphics - Took an image from random free image site and modified a bit.
Requires 200kw for operation.
If there are issues with balancing, can change things here and there(oh and bugfixes).
Oh yeah, thanks to rk84 for help.
Edit1: When updating to 0.11.17, use later version.
Update 0.1.2 - Made things harder, as it should have been from the start. 1/2 the effect and the recipe req needs advanced circuits and more alien artifacts.
Recipe req - 70 stone bricks, 15 advanced circuits, 10 alien artifacts.
- Attachments
-
- devolution_0.1.2.zip
- The harder version
- (479.01 KiB) Downloaded 994 times
-
- devolution_0.1.1.zip
- Possibly fixed one for 0.11.17+
- (479.72 KiB) Downloaded 280 times
-
- devolution_0.1.0.zip
- First release.
- (479.71 KiB) Downloaded 274 times
Last edited by albatrosv13 on Thu Mar 26, 2015 1:45 pm, edited 6 times in total.
- StoneLegion
- Filter Inserter
- Posts: 687
- Joined: Fri Sep 05, 2014 7:34 pm
- Contact:
Re: [MOD 0.11.x] Alien Temple
Very neat idea. I could see a lot of people using this overtime.
- darkshadow1809
- Filter Inserter
- Posts: 306
- Joined: Thu Jan 15, 2015 10:13 pm
- Contact:
Re: [MOD 0.11.x] Alien Temple
Thats a very nice but simple mod you have there! Mind if i throw it on the modpack:)?
ShadowsModpackDevelopment
-
- Long Handed Inserter
- Posts: 80
- Joined: Wed Apr 30, 2014 5:36 pm
- Contact:
Re: [MOD 0.11.x] Alien Temple
Not a problemdarkshadow1809 wrote:Thats a very nice but simple mod you have there! Mind if i throw it on the modpack:)?
Re: [MOD 0.11.x] Alien Temple
It suddenly stopped working. How can I fix it?
-
- Long Handed Inserter
- Posts: 80
- Joined: Wed Apr 30, 2014 5:36 pm
- Contact:
Re: [MOD 0.11.x] Alien Temple
Could you please elaborate how it stopped? The bar doesn't move?Nagshell wrote:It suddenly stopped working. How can I fix it?
Maybe your evolution factor went to 0? I haven't yet tested how that building reacts to negative evolution factor.
Check your evolution factor(in chat) - ''/c game.player.print(game.evolutionfactor)''
Was it after update to .11.17?
Re: [MOD 0.11.x] Alien Temple
After update to 11.17 game didn't want to launch at all throwing error about entity.
I managed to compare new core files of radar, and there appeared new line
max_distance_of_nearby_sector_revealed = 3,
Which i copied to temple and it started to launch and work again.
I managed to compare new core files of radar, and there appeared new line
max_distance_of_nearby_sector_revealed = 3,
Which i copied to temple and it started to launch and work again.
-
- Long Handed Inserter
- Posts: 80
- Joined: Wed Apr 30, 2014 5:36 pm
- Contact:
Re: [MOD 0.11.x] Alien Temple
I guess they changed the line at this update.Nagshell wrote:After update to 11.17 game didn't want to launch at all throwing error about entity.
I managed to compare new core files of radar, and there appeared new line
max_distance_of_nearby_sector_revealed = 3,
Which i copied to temple and it started to launch and work again.
It was ''max_distance_of_sector_revealed = xx,'' before.
Thanks for reporting
P.S. Updated.
- darkshadow1809
- Filter Inserter
- Posts: 306
- Joined: Thu Jan 15, 2015 10:13 pm
- Contact:
Re: [MOD 0.11.x] Alien Temple
After updating it appears i still get this error. Looked into the entity.lua to see it indeed changed. Tried this with modpack and without the modpack same error. emptied mod folder to check if it was an old lua that was stuck etc etc.albatrosv13 wrote:I guess they changed the line at this update.Nagshell wrote:After update to 11.17 game didn't want to launch at all throwing error about entity.
I managed to compare new core files of radar, and there appeared new line
max_distance_of_nearby_sector_revealed = 3,
Which i copied to temple and it started to launch and work again.
It was ''max_distance_of_sector_revealed = xx,'' before.
Thanks for reporting
P.S. Updated.
Nothing worked. Any ideas? Probably look like an idiot for not seeing the issue here haha
- Attachments
-
- Screenshot_15.png (125.83 KiB) Viewed 16631 times
ShadowsModpackDevelopment
Re: [MOD 0.11.x] Alien Temple
You need to *add* max_distance_of_nearby_sector_revealed, not replace max_distance_of_sector_revealed.
In other words, you need both max_distance_of_nearby_sector_revealed and max_distance_of_sector_revealed
In other words, you need both max_distance_of_nearby_sector_revealed and max_distance_of_sector_revealed
- darkshadow1809
- Filter Inserter
- Posts: 306
- Joined: Thu Jan 15, 2015 10:13 pm
- Contact:
Re: [MOD 0.11.x] Alien Temple
Ah right thank you Thought the author had fixed that issue. stupid me i overlooked it.hoho wrote:You need to *add* max_distance_of_nearby_sector_revealed, not replace max_distance_of_sector_revealed.
In other words, you need both max_distance_of_nearby_sector_revealed and max_distance_of_sector_revealed
ShadowsModpackDevelopment
-
- Long Handed Inserter
- Posts: 80
- Joined: Wed Apr 30, 2014 5:36 pm
- Contact:
Re: [MOD 0.11.x] Alien Temple
Actually, the issue is that i'm a pirate(yeah, i know i should burn on an imperial stake and so on; my excuse is that i *really* don't have money) and can't yet update to 0.11.17(it takes 3-5 days to get to the wides of internet). I 'updated' the first time just by guesstimation.
I put up the file again by having both lines in entity.lua. This works in 0.11.16 and i hope in 11.17 too.
I put up the file again by having both lines in entity.lua. This works in 0.11.16 and i hope in 11.17 too.
- darkshadow1809
- Filter Inserter
- Posts: 306
- Joined: Thu Jan 15, 2015 10:13 pm
- Contact:
Re: [MOD 0.11.x] Alien Temple
Haha not a problem mate Atleast your contributing back by making a modalbatrosv13 wrote:Actually, the issue is that i'm a pirate(yeah, i know i should burn on an imperial stake and so on; my excuse is that i *really* don't have money) and can't yet update to 0.11.17(it takes 3-5 days to get to the wides of internet). I 'updated' the first time just by guesstimation.
I put up the file again by having both lines in entity.lua. This works in 0.11.16 and i hope in 11.17 too.
ShadowsModpackDevelopment
-
- Filter Inserter
- Posts: 321
- Joined: Tue Dec 23, 2014 7:21 am
- Contact:
Re: [MOD 0.11.x] Alien Temple
Hey thanks a lot for making this mod I really like it.
Only thing I'd change is that the temple is way too cheap! I've been playing with dytech and bobs, and this temple makes the game really easy. I built several of them early on, and after playing for 20+ hours I'm still fighting small spitters and medium biters. This temple is insanely good, should cost at least 100 artefacts plus other stuff imo.
Only thing I'd change is that the temple is way too cheap! I've been playing with dytech and bobs, and this temple makes the game really easy. I built several of them early on, and after playing for 20+ hours I'm still fighting small spitters and medium biters. This temple is insanely good, should cost at least 100 artefacts plus other stuff imo.
Re: [MOD 0.11.x] Alien Temple
.
Last edited by splooby on Sat Mar 28, 2015 4:02 am, edited 1 time in total.
-
- Long Handed Inserter
- Posts: 80
- Joined: Wed Apr 30, 2014 5:36 pm
- Contact:
Re: [MOD 0.11.x] Alien Temple
It took 1 month for anyone telling that this mod makes the game too easy.
It took only half a day for this mod - https://forums.factorio.com/forum/vie ... =14&t=8884 ...
for anyone telling that this mod is too hard.
You pretentious little fucks (i love my social experiments)
Anyways, will update.
It took only half a day for this mod - https://forums.factorio.com/forum/vie ... =14&t=8884 ...
for anyone telling that this mod is too hard.
You pretentious little fucks (i love my social experiments)
Anyways, will update.
Re: [MOD 0.11.x] Alien Temple
Hello,
for me the mod appeared overpowered too and I changed this:
to this:
So basically the temple does nearly nothing at a low evolutionfactor, but gets stronger when the factor rises. At 66% the effectiveness is back to the original level.
I fear it is still way overpowered if a lot of them are build. So an additional constraint like reducing the effectivity after each 'scan' and setting effectivity back to 100% after each scancyle might counter this.
-->
example with effectivity scale 90%:
1 temple: 100% --> 90%, reset --> not affected / 100% yield
2 temple: 100% --> 90% --> 81%, reset --> 190% yield
5 temple: 100% --> 90% --> 81% --> .... 59.05%, reset --> 410% yield
10 temple: 100% --> 90% --> 81% --> .... 34.87%, reset --> 651% yield
50 temple: 100% --> 90% --> ... 0.52%, reset --> 995% yield
Ok not sure if this is understandable, but the idea is that each additional temple only provides 90% of the one build before. As a result the player can build as many as he wants but after about 10 the additional ones are mostly useless --> mod is balance-able
for me the mod appeared overpowered too and I changed this:
Code: Select all
game.onevent(defines.events.onsectorscanned, function(event)
if event.radar.name == "templev2" then
game.evolutionfactor = game.evolutionfactor - 0.0002
end
end)
Code: Select all
game.onevent(defines.events.onsectorscanned, function(event)
if event.radar.name == "templev2" then
if game.evolutionfactor > 0.0003 then
game.evolutionfactor = game.evolutionfactor - (0.0003 * game.evolutionfactor)
end
end
end)
I fear it is still way overpowered if a lot of them are build. So an additional constraint like reducing the effectivity after each 'scan' and setting effectivity back to 100% after each scancyle might counter this.
-->
example with effectivity scale 90%:
1 temple: 100% --> 90%, reset --> not affected / 100% yield
2 temple: 100% --> 90% --> 81%, reset --> 190% yield
5 temple: 100% --> 90% --> 81% --> .... 59.05%, reset --> 410% yield
10 temple: 100% --> 90% --> 81% --> .... 34.87%, reset --> 651% yield
50 temple: 100% --> 90% --> ... 0.52%, reset --> 995% yield
Ok not sure if this is understandable, but the idea is that each additional temple only provides 90% of the one build before. As a result the player can build as many as he wants but after about 10 the additional ones are mostly useless --> mod is balance-able