[MOD 0.12.2+] Evolution | Alien Manipulation

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FishSandwich
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Re: [0.11.22] Evolution | Alien Manipulation

Post by FishSandwich »

darkshadow1809 wrote:Sure man that be great! Ill upload it right away then.
PM'd you with the file. I'll test the zip when you update it again. ;)
darkshadow1809 wrote:Also thanks for doing a mod spotlight on this !
No worries, I really like this mod. :D
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Klonan
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Re: [0.11.22] Evolution | Alien Manipulation

Post by Klonan »

Hey looking through the mod I can see that its like 80% a straight rip from the PvP mod, I'm not saying this is a problem or anything, I just think you should acknowledge it and credit some of the great people who worked on the PvP mod.
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darkshadow1809
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Re: [0.11.22] Evolution | Alien Manipulation

Post by darkshadow1809 »

Klonan wrote:Hey looking through the mod I can see that its like 80% a straight rip from the PvP mod, I'm not saying this is a problem or anything, I just think you should acknowledge it and credit some of the great people who worked on the PvP mod.

I did send a message to fish :P Although i reworked a part of it myself. But, Credits added :)
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Re: [0.11.22] Evolution | Alien Manipulation

Post by FishSandwich »

I believe I found a couple minor issues. ;)

1. The Alien Tech Lab needs Alien Fragments to build, but you need an Alien Tech Lab to research Alien Fragments.
2. All researches require Alien Bioconstruct, but there is no slot in the Alien Tech Lab for them.
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darkshadow1809
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Re: [0.11.22] Evolution | Alien Manipulation

Post by darkshadow1809 »

FishSandwich wrote:I believe I found a couple minor issues. ;)

1. The Alien Tech Lab needs Alien Fragments to build, but you need an Alien Tech Lab to research Alien Fragments.
2. All researches require Alien Bioconstruct, but there is no slot in the Alien Tech Lab for them.

Very weird.. Thought i changed this. Damn always a mistake you oversee :P Fixing now.

Fixed issue 1.

Issue 2.?

function alien_research(count, one, two, three, four, time)
local ing = {}
if one > 0 then
ing[#ing + 1] = {"alien-bioconstruct", one}
end
if two > 0 then
ing[#ing + 1] = {"alien-fragments", two}

Seems its present.
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Re: [0.11.22] Evolution | Alien Manipulation

Post by FishSandwich »

That's weird, the slot is coming up as Alien Artifacts..
Untitled.png
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darkshadow1809
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Re: [0.11.22] Evolution | Alien Manipulation

Post by darkshadow1809 »

FishSandwich wrote:That's weird, the slot is coming up as Alien Artifacts..
Untitled.png
very very weird... Lets see :/ Nothings wrong in data.lua nor in my technology nor the alien-tech-lab.lua itself... Weirdness o.o!?

EDIT: also uploaded the rar instead of a zip my bad:P
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FishSandwich
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Re: [0.11.22] Evolution | Alien Manipulation

Post by FishSandwich »

Found it,

alien-tech-lab.lua:
inputs =
{
"alien-artifacts",
"alien-fragments",
"endo-skeleton",
"exo-skeleton"
},
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darkshadow1809
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Re: [0.11.22] Evolution | Alien Manipulation

Post by darkshadow1809 »

FishSandwich wrote:Found it,

alien-tech-lab.lua:
inputs =
{
"alien-artifacts",
"alien-fragments",
"endo-skeleton",
"exo-skeleton"
},
Haha found it at the same time :P Fixed and uploading an improved version now.

Sorry for the mistakes here and there :P I really seem to missed out on some important stuff. :) Guess its best releasing it to the public haha ;) Seems some errors indeed turn up!
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Re: [0.11.22] Evolution | Alien Manipulation

Post by FishSandwich »

Haha no worries, can't expect perfection every time. :P And I don't mind testing this and helping squash bugs, because I want to see it working perfectly for the spotlight. ;)

I have some questions/suggestions for you;

Do you plan to add other biter-type items? For example, an organic wall, an organic weapon with organic ammo(like the spitter)?
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Re: [0.11.22] Evolution | Alien Manipulation

Post by darkshadow1809 »

FishSandwich wrote:Haha no worries, can't expect perfection every time. :P And I don't mind testing this and helping squash bugs, because I want to see it working perfectly for the spotlight. ;)

I have some questions/suggestions for you;

Do you plan to add other biter-type items? For example, an organic wall, an organic weapon with organic ammo(like the spitter)?
Well actually this works complimentary with cursed EXP :) He provides the wall basically.

And later on I do want to have a weapon of alien sorts. However still figuring how to build them.

As you can see in the what i have planned for the future section. Theres alot more biter strains comming along :) you can eventually make mechanical biters which will be my own addition to the mod. Then a friendly A.I for dytech & hardcorios biters :) And can also create and set them to your hand. IF you have those mods installed :P Probably gonna do the hardcorio "enemies" in myself so you dont HAVE TO install hardcorio :)
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Re: [0.11.22] Evolution | Alien Manipulation

Post by FishSandwich »

Found a new one. :P

The Hive Controller item isn't craftable, you'd need to make it spawn in the player's inventory at some point, probably when they complete the research.
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Klonan
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Re: [0.11.22] Evolution | Alien Manipulation

Post by Klonan »

FishSandwich wrote:Found a new one. :P

The Hive Controller item isn't craftable, you'd need to make it spawn in the player's inventory at some point, probably when they complete the research.
something like this is what you'd need

Code: Select all

game.onevent(defines.events.onresearchfinished , function(event)
 
		if research.name == alien research whatever then
		game.player.insert(name ="biter-copyright-notice", count = 1)
		
		end
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darkshadow1809
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Re: [0.11.22] Evolution | Alien Manipulation

Post by darkshadow1809 »

FishSandwich wrote:Found a new one. :P

The Hive Controller item isn't craftable, you'd need to make it spawn in the player's inventory at some point, probably when they complete the research.

Should be craftable.. Swear i added a recipe for that. Hold up!
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Re: [0.11.22] Evolution | Alien Manipulation

Post by FishSandwich »

darkshadow1809 wrote:
FishSandwich wrote:Found a new one. :P

The Hive Controller item isn't craftable, you'd need to make it spawn in the player's inventory at some point, probably when they complete the research.

Should be craftable.. Swear i added a recipe for that. Hold up!
Only the on/off is craftable, the item itself isn't.
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Re: [0.11.22] Evolution | Alien Manipulation

Post by darkshadow1809 »

FishSandwich wrote:
darkshadow1809 wrote:
FishSandwich wrote:Found a new one. :P

The Hive Controller item isn't craftable, you'd need to make it spawn in the player's inventory at some point, probably when they complete the research.

Should be craftable.. Swear i added a recipe for that. Hold up!
Only the on/off is craftable, the item itself isn't.
Mmh yeh.. I got a loop issue. I can't make a recipe that just requires one of the items.. not ALL to craft it.

Reason I don't want to add the code Klonan (Thanks for help though) Is if people die in multiplayer. They Wont recieve another hive controller. Unless theres some code for that?
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Re: [0.11.22] Evolution | Alien Manipulation

Post by darkshadow1809 »

If anyone has a way to figure :P feel free to mess with the code see what you can come up with to make both remotes craftable ;) & changeable.
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Re: [0.11.22] Evolution | Alien Manipulation

Post by FishSandwich »

darkshadow1809 wrote:They Wont recieve another hive controller. Unless theres some code for that?
Take another look through my PvP mod. ;)
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Re: [0.11.22] Evolution | Alien Manipulation

Post by darkshadow1809 »

FishSandwich wrote:
darkshadow1809 wrote:They Wont recieve another hive controller. Unless theres some code for that?
Take another look through my PvP mod. ;)
Will do :D Sec
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Re: [0.11.22] Evolution | Alien Manipulation

Post by L0771 »

Sorry, my english is soo bad, but if i understand, you want other option from "give the control by research", i think can make the control crafteable.
1° Save the last state of every player
2° If the new state of control is different with the last state "or have 2 controls diferents", change state
3° Delete all controls without the new state and lets only 1 of this state

If you like it, tell me by skype.
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