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Re: [0.11.22] Evolution | Alien Manipulation
Posted: Mon May 04, 2015 11:28 am
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.

Re: [0.11.22] Evolution | Alien Manipulation
Posted: Mon May 04, 2015 12:01 pm
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.
Re: [0.11.22] Evolution | Alien Manipulation
Posted: Mon May 04, 2015 12:18 pm
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

Although i reworked a part of it myself. But, Credits added

Re: [0.11.22] Evolution | Alien Manipulation
Posted: Mon May 04, 2015 1:47 pm
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.
Re: [0.11.22] Evolution | Alien Manipulation
Posted: Mon May 04, 2015 1:51 pm
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

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.
Re: [0.11.22] Evolution | Alien Manipulation
Posted: Mon May 04, 2015 2:19 pm
by FishSandwich
That's weird, the slot is coming up as Alien Artifacts..
Untitled.png
Re: [0.11.22] Evolution | Alien Manipulation
Posted: Mon May 04, 2015 2:23 pm
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
Re: [0.11.22] Evolution | Alien Manipulation
Posted: Mon May 04, 2015 2:29 pm
by FishSandwich
Found it,
alien-tech-lab.lua:
inputs =
{
"alien-artifacts",
"alien-fragments",
"endo-skeleton",
"exo-skeleton"
},
Re: [0.11.22] Evolution | Alien Manipulation
Posted: Mon May 04, 2015 2:31 pm
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

Fixed and uploading an improved version now.
Sorry for the mistakes here and there

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!
Re: [0.11.22] Evolution | Alien Manipulation
Posted: Mon May 04, 2015 2:48 pm
by FishSandwich
Haha no worries, can't expect perfection every time.

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)?
Re: [0.11.22] Evolution | Alien Manipulation
Posted: Mon May 04, 2015 2:51 pm
by darkshadow1809
FishSandwich wrote:Haha no worries, can't expect perfection every time.

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

Probably gonna do the hardcorio "enemies" in myself so you dont HAVE TO install hardcorio

Re: [0.11.22] Evolution | Alien Manipulation
Posted: Mon May 04, 2015 7:21 pm
by FishSandwich
Found a new one.
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.
Re: [0.11.22] Evolution | Alien Manipulation
Posted: Mon May 04, 2015 7:40 pm
by Klonan
FishSandwich wrote:Found a new one.
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
Re: [0.11.22] Evolution | Alien Manipulation
Posted: Mon May 04, 2015 8:23 pm
by darkshadow1809
FishSandwich wrote:Found a new one.
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!
Re: [0.11.22] Evolution | Alien Manipulation
Posted: Mon May 04, 2015 8:34 pm
by FishSandwich
darkshadow1809 wrote:FishSandwich wrote:Found a new one.
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.
Re: [0.11.22] Evolution | Alien Manipulation
Posted: Mon May 04, 2015 9:18 pm
by darkshadow1809
FishSandwich wrote:darkshadow1809 wrote:FishSandwich wrote:Found a new one.
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?
Re: [0.11.22] Evolution | Alien Manipulation
Posted: Tue May 05, 2015 5:16 am
by darkshadow1809
If anyone has a way to figure

feel free to mess with the code see what you can come up with to make both remotes craftable

& changeable.
Re: [0.11.22] Evolution | Alien Manipulation
Posted: Tue May 05, 2015 5:59 pm
by FishSandwich
darkshadow1809 wrote:They Wont recieve another hive controller. Unless theres some code for that?
Take another look through my PvP mod.

Re: [0.11.22] Evolution | Alien Manipulation
Posted: Tue May 05, 2015 10:57 pm
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

Sec
Re: [0.11.22] Evolution | Alien Manipulation
Posted: Tue May 05, 2015 11:51 pm
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.