Re: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
Posted: Wed Mar 27, 2019 9:00 pm
Forget it. I'll just make the changes myself and deny updates... again.
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Yes, but the 0.17 update is more involved for a mod of this size.makeitgraphic18 wrote: Mon Apr 01, 2019 8:24 pm Love this mod, compensates for the whole finite water debate imo, will it be maintained for .17?
I just finally reinstalled after the 0.17 update, and am just now experiencing this change. . . and I find it rather less forgiving than previously (which maybe is the point?). The deaeros are now useless until you're producing quite a bit of pollution, at which point the evolution factor is going up quite quickly. Certainly, there seems to be no way to stabilize things below 0.5, even with tier 4 deaeros. Am I missing something, or is that just how things are intended to be?Reika wrote: Tue Oct 23, 2018 12:22 am I implemented pollution-specific deaerosolization recipes, and it works amazingly. They deaeros can no longer bring pollution to zero - the four tiers bottom out around 1500, 1000, 400, and 100 - and it finally means sludge from nothing is no longer possible.
Here is the efficiency curve I went with:Code: Select all
{0, 0}, {1000, 0.05}, {2500, 0.2}, {4000, 0.5}, {10000, 0.8}, {25000, 1}, {40000, 1.5}, {100000, 2.5}
No amount of deaeros will prevent evo from pollution; no matter how powerful their cleanup, pollution emission will still occur at the same rate, and thus the evolution factor will be influenced at the same rate. This has always been the case. To prevent evolution from pollution, you would need to stop pollution before it is even created, not just clean it up after it is.geostar1024 wrote: Wed Jun 12, 2019 3:16 amI just finally reinstalled after the 0.17 update, and am just now experiencing this change. . . and I find it rather less forgiving than previously (which maybe is the point?). The deaeros are now useless until you're producing quite a bit of pollution, at which point the evolution factor is going up quite quickly. Certainly, there seems to be no way to stabilize things below 0.5, even with tier 4 deaeros. Am I missing something, or is that just how things are intended to be?Reika wrote: Tue Oct 23, 2018 12:22 am I implemented pollution-specific deaerosolization recipes, and it works amazingly. They deaeros can no longer bring pollution to zero - the four tiers bottom out around 1500, 1000, 400, and 100 - and it finally means sludge from nothing is no longer possible.
Here is the efficiency curve I went with:Code: Select all
{0, 0}, {1000, 0.05}, {2500, 0.2}, {4000, 0.5}, {10000, 0.8}, {25000, 1}, {40000, 1.5}, {100000, 2.5}
Ah, right, thanks. For some reason, I was conflating the the evolution factor reduction due to time with pollution removal.Reika wrote: Thu Jun 13, 2019 7:32 amNo amount of deaeros will prevent evo from pollution; no matter how powerful their cleanup, pollution emission will still occur at the same rate, and thus the evolution factor will be influenced at the same rate. This has always been the case. To prevent evolution from pollution, you would need to stop pollution before it is even created, not just clean it up after it is.geostar1024 wrote: Wed Jun 12, 2019 3:16 amI just finally reinstalled after the 0.17 update, and am just now experiencing this change. . . and I find it rather less forgiving than previously (which maybe is the point?). The deaeros are now useless until you're producing quite a bit of pollution, at which point the evolution factor is going up quite quickly. Certainly, there seems to be no way to stabilize things below 0.5, even with tier 4 deaeros. Am I missing something, or is that just how things are intended to be?Reika wrote: Tue Oct 23, 2018 12:22 am I implemented pollution-specific deaerosolization recipes, and it works amazingly. They deaeros can no longer bring pollution to zero - the four tiers bottom out around 1500, 1000, 400, and 100 - and it finally means sludge from nothing is no longer possible.
Here is the efficiency curve I went with:Code: Select all
{0, 0}, {1000, 0.05}, {2500, 0.2}, {4000, 0.5}, {10000, 0.8}, {25000, 1}, {40000, 1.5}, {100000, 2.5}
I don't have skin in the game since I don't use Pitch Black, but maybe a compromise is for NVDay to add a remote API that adds a bonus to NVDay's internal evolution factor. In this way, at night, Pitch Black can invoke remote.call("nvday.evo.bonus", 10000) and in the day remote.call("nvday.evo.bonus", 0). Of course, it shouldn't modify NVDay's raw evolution factor; hence the "bonus".Reika wrote: Wed Mar 27, 2019 4:05 pmThat is still a "one or the other" situation, just one wher NVDay is making sure it is always the other. Simply disabling those breaks NVDay.Light wrote: Sun Mar 24, 2019 6:41 am I've already suggested adding a toggle to disable any evolution changes from occurring or disabling that function while Pitch Black is installed.
Pitch Black operates on the principle of increasing and decreasing evolution based on time of day or random events. It needs full control over evolution values to accomplish what it's designed to do. Nauvis needs to leave evolution alone to avoid tripping over Pitch Black, which is why I made that request so the two mods can work together instead of fighting each other for control. Otherwise it's a 'one or the other' situation and that's completely unnecessary.
Code: Select all
/evolution
Evolution factor: 0.8731. (Time -2%) (Pollution 102%) (Spawner kills 0%).
That is not how evolution factor works; it is a simple number that mods/scripts can modify. Any mod can increase it or decrease it at will, as well as change the values the base game uses to manipulate it (ie change how much is added or subtracted based on certain events), which NVDay does. The original poster was saying that this prevents PB from getting its day/night up/down cycle as intended, and the only way for me to prevent that conflict is to remove my evo manipulation entirely. I will not do that, even as an option, as that a core part of what the mod is.doktorstick wrote: Mon Jun 17, 2019 9:38 pm I don't have skin in the game since I don't use Pitch Black, but maybe a compromise is for NVDay to add a remote API that adds a bonus to NVDay's internal evolution factor. In this way, at night, Pitch Black can invoke remote.call("nvday.evo.bonus", 10000) and in the day remote.call("nvday.evo.bonus", 0). Of course, it shouldn't modify NVDay's raw evolution factor; hence the "bonus".
That sounds like a minimal amount of pollution, which should not cause to the evolution levels you describe.doktorstick wrote: Tue Jun 18, 2019 9:39 pm I've started a 0.17 NDay /w Rampant (10 levels / 10 variations) and I was wipe last night by a wave that had medium/titan fire spitters. The pollution overlay is a very, very light pink; I had to do a double-take to even see it. My power use is about 3MW (two of which are radars). The only research I've done is bullets and turret upgrades plus walls (besides the base automation, logistics, and optics). Game time ~80 minutes.
I've opened a bug on github w/ an attached savegame: https://github.com/ReikaKalseki/Reika_F ... issues/177Reika wrote: Tue Jun 18, 2019 11:06 pmThat sounds like a minimal amount of pollution, which should not cause to the evolution levels you describe.doktorstick wrote: Tue Jun 18, 2019 9:39 pm I've started a 0.17 NDay /w Rampant (10 levels / 10 variations) and I was wipe last night by a wave that had medium/titan fire spitters. The pollution overlay is a very, very light pink; I had to do a double-take to even see it. My power use is about 3MW (two of which are radars). The only research I've done is bullets and turret upgrades plus walls (besides the base automation, logistics, and optics). Game time ~80 minutes.
I think the suggestion is to have a way of sharing control, possibly with a shared dependency to mediate the demands.Reika wrote: Tue Jun 18, 2019 11:06 pmThat is not how evolution factor works; it is a simple number that mods/scripts can modify. Any mod can increase it or decrease it at will, as well as change the values the base game uses to manipulate it (ie change how much is added or subtracted based on certain events), which NVDay does. The original poster was saying that this prevents PB from getting its day/night up/down cycle as intended, and the only way for me to prevent that conflict is to remove my evo manipulation entirely. I will not do that, even as an option, as that a core part of what the mod is.
I know. I had to massively rebalance everything to more match the pre-0.17 behavior.Eylrid wrote: Wed Jun 10, 2020 1:25 pm 1.18.3 cranked the pollution way up. Mining drills went from 60/min to 900/min.
Fel is right as to the root cause but completely wrong as to the reasons, with the real ones being that I thought the fluid already had a fuel value, and in testing it did, but unknown to me that was a result of a completely different mod (and not any of Bob's).Chicken80s wrote: Wed Jun 17, 2020 6:34 pm Hi everyone !
I had a problem with a gas-powered boiler that was not working, if that can help me I put the links of the discussion which allowed me to solve this problem
https://steamcommunity.com/app/427520/d ... 017818229/