[MOD 0.12.2+] Evolution | Alien Manipulation

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Devildog
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Re: [0.11.22] Evolution | Alien Manipulation

Post by Devildog »

Awesome! Will give it a try.
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darkshadow1809
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Re: [0.11.22] Evolution | Alien Manipulation

Post by darkshadow1809 »

Every fix / changes that people recommended I integrated :) Sorry for being a bit late.

Gl & hf!
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vedrit
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Re: [0.11.22] Evolution | Alien Manipulation

Post by vedrit »

I'm adding this mod to the list I'll be using when playing with friends!
darkshadow1809 wrote:Dytech support: Oh yeah! queen sized and KING sized bugs to YOUR disposal aswell!
Does this mean that hives won't spawn Dytech biters/spitters? Also, do hives follow evolution like enemy hives?
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Re: [0.11.22] Evolution | Alien Manipulation

Post by Airat9000 »

;) good mod! author! excellense! good work!
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Re: [0.11.22] Evolution | Alien Manipulation

Post by darkshadow1809 »

vedrit wrote:I'm adding this mod to the list I'll be using when playing with friends!
darkshadow1809 wrote:Dytech support: Oh yeah! queen sized and KING sized bugs to YOUR disposal aswell!
Does this mean that hives won't spawn Dytech biters/spitters? Also, do hives follow evolution like enemy hives?


Nope :) you will get seperate tech tree to spawn dytech biters and spitters instead of vanilla. (Vanilla will be a bit buffed in the amounts it will spawn if dytech is in due to balancing)

> and yes hive followes evolution just like the enemy hives do :) so they will benefit from being in the middle of your factory!
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Re: [0.11.22] Evolution | Alien Manipulation

Post by vampiricdust »

Was it intentional for the ore to only spawn in the starting area?

EDIT:

WOW, ok. I've been digging around for the last 3 hours trying to figure out how the hell ore generation works & what does what. So, I think I've figured out why the ore only generates in the starting area, and it has to do with the influence values.

On lines 49 to 101 this is the peak values which control spawning. You have .2, .2 which is the main cause of the no generation. All the -.2 influences at the bottom essentially eliminate all traces of the ore outside the starting area. To fix this problem, you may want to put it somewhere between .3 and .4 for influence.

Evolution_1.0.5\prototypes\resources\alien-artifacts.lua

Code: Select all

peaks = {
        {
          influence = 0.2,
          starting_area_weight_optimal = 0,
          starting_area_weight_range = 0,
          starting_area_weight_max_range = 2,
        },
        {
          influence = 0.2,
          noise_layer = "alien-artifacts",
          noise_octaves_difference = -1.9,
          noise_persistence = 0.3,
          starting_area_weight_optimal = 0,
          starting_area_weight_range = 0,
          starting_area_weight_max_range = 2,
        },
        {
          influence = 0.3,
          starting_area_weight_optimal = 1,
          starting_area_weight_range = 0,
          starting_area_weight_max_range = 2,
        },
        {
          influence = 0.55,
          noise_layer = "alien-artifacts",
          noise_octaves_difference = -2.3,
          noise_persistence = 0.4,
          starting_area_weight_optimal = 1,
          starting_area_weight_range = 0,
          starting_area_weight_max_range = 2,
        },
        {
          influence = -0.2,
          max_influence = 0,
          noise_layer = "iron-ore",
          noise_octaves_difference = -2.3,
          noise_persistence = 0.45,
        },
        {
          influence = -0.2,
          max_influence = 0,
          noise_layer = "coal",
          noise_octaves_difference = -2.3,
          noise_persistence = 0.45,
        },
        {
          influence = -0.2,
          max_influence = 0,
          noise_layer = "stone",
          noise_octaves_difference = -3,
          noise_persistence = 0.45,
        },
      }
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Re: [0.11.22] Evolution | Alien Manipulation

Post by vedrit »

Mod calls nil values in 0.12
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Re: [0.11.22] Evolution | Alien Manipulation

Post by vedrit »

I've attached a rough fix, patching the biters.lua and spitters.lua files, which were causing nil values until the mod author updates.
There's still an issue in the resources, "No such node (width)" in alien-artifacts prototype.

Edit: I've fixed a number of issues, but there's one that is eluding me, small-biter-capsule, no such note (type) in capsule.lua

Edit: Fixed issues, game (0.12) will now load without errors from Evolution. I've attached my unofficial patch.


Edit: Nevermind, there's an oninit error when actually trying to load a map.

Edit: Ok, now you can load a map. Someone let me know otherwise, as I don't have a save with just evolution. Again, the attached mod is an unofficial patch
Evolution_1.0.7.zip
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Re: [0.11.22] Evolution | Alien Manipulation

Post by vedrit »

There's an issue when loading an MP save into SP. Probably related to one in the game itself, but now it's being called in the Evolution control.lua, and I haven't the foggiest on how to fix it.
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Re: [0.11.22] Evolution | Alien Manipulation

Post by darkshadow1809 »

Fully updated and fixed for 0.12 :) Mods please move :D
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Re: [0.12.2] Evolution | Alien Manipulation

Post by ssilk »

darkshadow1809 wrote:Fully updated and fixed for 0.12 :) Mods please move :D
Done. :)
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Re: [0.12.2] Evolution | Alien Manipulation

Post by orzelek »

Does it also include re-balancing or only conversion?
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Re: [0.12.2] Evolution | Alien Manipulation

Post by darkshadow1809 »

orzelek wrote:Does it also include re-balancing or only conversion?

I have the rebalancing in tomorrow ;) I am playing with it right now to create a very good feel for the balancing :) I've got it nailed right now so ill ship a completed evolution version 2.0.1 tomorrow :)
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Re: [0.12.2] Evolution | Alien Manipulation

Post by darkshadow1809 »

ssilk wrote:
darkshadow1809 wrote:Fully updated and fixed for 0.12 :) Mods please move :D
Done. :)
Thanks bud :) Quick as always !
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Re: [0.12.2] Evolution | Alien Manipulation

Post by darkshadow1809 »

2.0.1

Fixed a lot of biter AI bugs.
Fixed the hive mind controller
Fixed more bugs for behaviour o.o

Added a whole bunch of balancing and carefully planned changes in item recipes :)

Enjoy!
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Re: [0.12.2] Evolution | Alien Manipulation

Post by Talguy »

Does this support Resource Spawner Overhaul and/or Natural Evolution? Or do they need to support this mod (optional dependency)?

EDIT: Your 1.0.5 migration script is incompatible with 0.12 ;) I found out by loading an existing save.

Line 1 should be:

Code: Select all

game.regenerate_entity("alien-artifacts")
However, that existing save didn't get any alien artifact patches... Then I tried remote.call("RSO", "regenerate") and remote.call("RSO", "regenerate", true), but nothing happened.
Last edited by Talguy on Tue Aug 04, 2015 4:24 pm, edited 1 time in total.
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Re: [0.12.2] Evolution | Alien Manipulation

Post by darkshadow1809 »

Talguy wrote:Does this support Resource Spawner Overhaul and/or Natural Evolution? Or do they need to support this mod (optional dependency)?

EDIT: Your 1.0.5 migration script is incompatible with 0.12 ;) I found out by loading an existing save.

Line 1 should be:

Code: Select all

game.regenerate_entity("alien-artifacts")

My mod should work with both. As I also have those mods in the modpack without causing issues. However RSO i am not very sure about.

EDIT: Also uploaded a version with the updated code

Thank you :)
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Re: [0.12.2] Evolution | Alien Manipulation

Post by Talguy »

darkshadow1809 wrote:[...]My mod should work with both. As I also have those mods in the modpack without causing issues. However RSO i am not very sure about.

EDIT: Also uploaded a version with the updated code

Thank you :)
Edited my original post. Do I need to ask in the RSO forum? I'm thinking RSO overrules game.regenerate_entity somehow. I'm using RSO 1.2.9 with the default settings. Maybe I should try with debug on, will get back to you :)
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Re: [0.12.2] Evolution | Alien Manipulation

Post by orzelek »

Talguy wrote:
darkshadow1809 wrote:[...]My mod should work with both. As I also have those mods in the modpack without causing issues. However RSO i am not very sure about.

EDIT: Also uploaded a version with the updated code

Thank you :)
Edited my original post. Do I need to ask in the RSO forum? I'm thinking RSO overrules game.regenerate_entity somehow. I'm using RSO 1.2.9 with the default settings. Maybe I should try with debug on, will get back to you :)
RSO should notice and react to it in regenerate call. It won't affect starting area and expect all the other places to get reloaded in completely different way.
If it doesn't I'll need to take a look - alien ore should be recognized by RSO unless it's name changed.
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Re: [0.12.2] Evolution | Alien Manipulation

Post by darkshadow1809 »

Alright guys! Since the things on my modpack died down a bit and people seem to report it back as stable. I would gladly work on this mod again! Probably a few days and ill have loads of cool new things ready for this mod ;) !

Wish me luck! 8-)
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