[MOD 0.11.x] Alien Temple

Topics and discussion about specific mods
Post Reply
albatrosv13
Long Handed Inserter
Long Handed Inserter
Posts: 80
Joined: Wed Apr 30, 2014 5:36 pm
Contact:

[MOD 0.11.x] Alien Temple

Post by albatrosv13 »

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.
Attachments
devolution_0.1.2.zip
The harder version
(479.01 KiB) Downloaded 954 times
devolution_0.1.1.zip
Possibly fixed one for 0.11.17+
(479.72 KiB) Downloaded 256 times
devolution_0.1.0.zip
First release.
(479.71 KiB) Downloaded 249 times
Last edited by albatrosv13 on Thu Mar 26, 2015 1:45 pm, edited 6 times in total.

Kane
Filter Inserter
Filter Inserter
Posts: 666
Joined: Fri Sep 05, 2014 7:34 pm
Contact:

Re: [MOD 0.11.x] Alien Temple

Post by Kane »

Very neat idea. I could see a lot of people using this overtime.

User avatar
darkshadow1809
Filter Inserter
Filter Inserter
Posts: 306
Joined: Thu Jan 15, 2015 10:13 pm
Contact:

Re: [MOD 0.11.x] Alien Temple

Post by darkshadow1809 »

Thats a very nice but simple mod you have there! Mind if i throw it on the modpack:)?
ShadowsModpackDevelopment

albatrosv13
Long Handed Inserter
Long Handed Inserter
Posts: 80
Joined: Wed Apr 30, 2014 5:36 pm
Contact:

Re: [MOD 0.11.x] Alien Temple

Post by albatrosv13 »

darkshadow1809 wrote:Thats a very nice but simple mod you have there! Mind if i throw it on the modpack:)?
Not a problem :)

Nagshell
Long Handed Inserter
Long Handed Inserter
Posts: 63
Joined: Wed Feb 25, 2015 1:53 pm
Contact:

Re: [MOD 0.11.x] Alien Temple

Post by Nagshell »

It suddenly stopped working. How can I fix it? :(

albatrosv13
Long Handed Inserter
Long Handed Inserter
Posts: 80
Joined: Wed Apr 30, 2014 5:36 pm
Contact:

Re: [MOD 0.11.x] Alien Temple

Post by albatrosv13 »

Nagshell wrote:It suddenly stopped working. How can I fix it? :(
Could you please elaborate how it stopped? The bar doesn't move?
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?

Nagshell
Long Handed Inserter
Long Handed Inserter
Posts: 63
Joined: Wed Feb 25, 2015 1:53 pm
Contact:

Re: [MOD 0.11.x] Alien Temple

Post by Nagshell »

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.

albatrosv13
Long Handed Inserter
Long Handed Inserter
Posts: 80
Joined: Wed Apr 30, 2014 5:36 pm
Contact:

Re: [MOD 0.11.x] Alien Temple

Post by albatrosv13 »

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.
I guess they changed the line at this update.
It was ''max_distance_of_sector_revealed = xx,'' before.

Thanks for reporting :)
P.S. Updated.

User avatar
darkshadow1809
Filter Inserter
Filter Inserter
Posts: 306
Joined: Thu Jan 15, 2015 10:13 pm
Contact:

Re: [MOD 0.11.x] Alien Temple

Post by darkshadow1809 »

albatrosv13 wrote:
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.
I guess they changed the line at this update.
It was ''max_distance_of_sector_revealed = xx,'' before.

Thanks for reporting :)
P.S. Updated.
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.

Nothing worked. Any ideas? Probably look like an idiot for not seeing the issue here haha :P
Attachments
Screenshot_15.png
Screenshot_15.png (125.83 KiB) Viewed 15670 times
ShadowsModpackDevelopment

hoho
Filter Inserter
Filter Inserter
Posts: 677
Joined: Sat Jan 18, 2014 11:23 am
Contact:

Re: [MOD 0.11.x] Alien Temple

Post by hoho »

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

User avatar
darkshadow1809
Filter Inserter
Filter Inserter
Posts: 306
Joined: Thu Jan 15, 2015 10:13 pm
Contact:

Re: [MOD 0.11.x] Alien Temple

Post by darkshadow1809 »

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
Ah right thank you :) Thought the author had fixed that issue. :P stupid me i overlooked it.
ShadowsModpackDevelopment

albatrosv13
Long Handed Inserter
Long Handed Inserter
Posts: 80
Joined: Wed Apr 30, 2014 5:36 pm
Contact:

Re: [MOD 0.11.x] Alien Temple

Post by albatrosv13 »

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.

User avatar
darkshadow1809
Filter Inserter
Filter Inserter
Posts: 306
Joined: Thu Jan 15, 2015 10:13 pm
Contact:

Re: [MOD 0.11.x] Alien Temple

Post by darkshadow1809 »

albatrosv13 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.
Haha not a problem mate ;) Atleast your contributing back by making a mod :P
ShadowsModpackDevelopment

British_Petroleum
Filter Inserter
Filter Inserter
Posts: 321
Joined: Tue Dec 23, 2014 7:21 am
Contact:

Re: [MOD 0.11.x] Alien Temple

Post by British_Petroleum »

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.

splooby
Manual Inserter
Manual Inserter
Posts: 4
Joined: Sun Mar 22, 2015 3:24 pm
Contact:

Re: [MOD 0.11.x] Alien Temple

Post by splooby »

.
Last edited by splooby on Sat Mar 28, 2015 4:02 am, edited 1 time in total.

albatrosv13
Long Handed Inserter
Long Handed Inserter
Posts: 80
Joined: Wed Apr 30, 2014 5:36 pm
Contact:

Re: [MOD 0.11.x] Alien Temple

Post by albatrosv13 »

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 :D :D (i love my social experiments)
Anyways, will update.

chlue
Inserter
Inserter
Posts: 43
Joined: Sun May 25, 2014 2:06 pm
Contact:

Re: [MOD 0.11.x] Alien Temple

Post by chlue »

Hello,

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)
to this:

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)
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

Post Reply

Return to “Mods”