Page 12 of 43

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.0.8

Posted: Wed Apr 06, 2016 2:32 am
by TheSAguy
V5.0.8 - Released.

Natural_Evolution_Buildings Module:
Only Tech Graphic updates. 128bit.

Natural_Evolution_Enemies Module:
- Bio Ammo Damage Reduction and made it so you can set the damage in the config.
Remember that the damage needs to be high, since the late game is challenging and you are limited by the production, since you need Alien artifacts to create the ammo.
- New Worm, launches units at you :)
- Gave Vanilla worms some resistances.

Natural_Evolution_Expansion:
- If Harder Endgame enabled, the cost of rocket parts will be doubled. This will cause you to work harder to get off the planet!

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.0.8

Posted: Wed Apr 06, 2016 2:03 pm
by Sedar
Hello. Thank you for this perfect mod.


My two penc about OP biological ammo, for short: it is not.

Now i use this mod with vanilla game version + some other mods with minor gameplay changes (not BobMod). And in this case a biological ammo is the only way to defend base when evolution gain over 50%. Besides in my wersion (5.0.6) biological ammo very well balanced, you cannot to spam it, becouse of lack the artifacts.
So i thing the config option is the nice thing.

Just my opinion. Thank you. :)

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.0.8

Posted: Thu Apr 07, 2016 9:52 pm
by Enriss
Got this error any time i try to load, whether in game and rolling back a save or loading from main menu.

Mods running are:
Bob's enemies 0.12.6
Evolution Factor Indicator 0.4.15
Natural_Evolution_Expansion 5.0.8
Natural_Evolution_Buildings 5.0.8
Natural_Evolution_Enemies 5.0.8
RSO 1.5.0

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.0.8

Posted: Thu Apr 07, 2016 10:30 pm
by IGotBaconSoda
Enriss wrote:Got this error any time i try to load, whether in game and rolling back a save or loading from main menu.

Mods running are:
Bob's enemies 0.12.6
Evolution Factor Indicator 0.4.15
Natural_Evolution_Expansion 5.0.8
Natural_Evolution_Buildings 5.0.8
Natural_Evolution_Enemies 5.0.8
RSO 1.5.0
I made a rough fix by reading the author's other codes, just replace the control.lua file in the Natural_Evolution_Enemies folder with this one.

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.0.8

Posted: Thu Apr 07, 2016 11:56 pm
by Enriss
IGotBaconSoda wrote:
Enriss wrote:Got this error any time i try to load, whether in game and rolling back a save or loading from main menu.

Mods running are:
Bob's enemies 0.12.6
Evolution Factor Indicator 0.4.15
Natural_Evolution_Expansion 5.0.8
Natural_Evolution_Buildings 5.0.8
Natural_Evolution_Enemies 5.0.8
RSO 1.5.0
I made a rough fix by reading the author's other codes, just replace the control.lua file in the Natural_Evolution_Enemies folder with this one.
Worked, thank you very much.

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.0.8

Posted: Fri Apr 08, 2016 1:59 am
by TheSAguy
IGotBaconSoda wrote:
Enriss wrote:Got this error any time i try to load, whether in game and rolling back a save or loading from main menu.

Mods running are:
Bob's enemies 0.12.6
Evolution Factor Indicator 0.4.15
Natural_Evolution_Expansion 5.0.8
Natural_Evolution_Buildings 5.0.8
Natural_Evolution_Enemies 5.0.8
RSO 1.5.0
I made a rough fix by reading the author's other codes, just replace the control.lua file in the Natural_Evolution_Enemies folder with this one.
Thanks IGotBaconSoda,
For now, I just commented out:

Code: Select all

	for k,force in pairs(game.forces) do 
		force.reset_recipes()
		force.reset_technologies() 
	end
Version 5.0.9 up

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.0.10

Posted: Fri Apr 08, 2016 5:03 pm
by TheSAguy
V5.0.10 Enemies: I still had a problem loading an old save, so did a few more tweaks with script.on_load. Should work now

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.0.10

Posted: Fri Apr 08, 2016 6:47 pm
by orzelek
Added new worm you say... ouchies. More integration needed in RSO and will need to figure out how to merge it with bob's mods presence ;D

If anyone uses RSO - new worm won't be spawned till integration happens.

Also a tip for buildings part since it seems resource hungry atm.
It can be amended a bit by restructuring code to check for presence of attactor and it's state first. Then if it it's enebled run the target search - that search is a cpu hungry thing that makes mod eat up to 0.3 per player active. It's quite important in multiplayer I think due to code execution per active player.

Switching to find_entities_filtered for enemies (you can filter by force) would improve speed of working attractor - hard to test for me atm so won't try it for now.

Attached modified file that should work (not tested extensively tho).

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.0.10

Posted: Fri Apr 08, 2016 11:17 pm
by TheSAguy
orzelek wrote:Added new worm you say... ouchies. More integration needed in RSO and will need to figure out how to merge it with bob's mods presence ;D

If anyone uses RSO - new worm won't be spawned till integration happens.

Also a tip for buildings part since it seems resource hungry atm.
It can be amended a bit by restructuring code to check for presence of attactor and it's state first. Then if it it's enebled run the target search - that search is a cpu hungry thing that makes mod eat up to 0.3 per player active. It's quite important in multiplayer I think due to code execution per active player.

Switching to find_entities_filtered for enemies (you can filter by force) would improve speed of working attractor - hard to test for me atm so won't try it for now.

Attached modified file that should work (not tested extensively tho).
Thanks Orzelek! Appreciate it! I don't play MP, so good to have someone look at that.
Will update in next release.

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.0.10

Posted: Fri Apr 08, 2016 11:29 pm
by orzelek
I didn't test it in multi since I don't play it too. It's a bit of a guess and I seen reports that buildings part had big time usage.
And area search per player would scale linearly with number of players I think.

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.0.10

Posted: Wed Apr 13, 2016 12:13 am
by OvermindDL1
So... I am unable to put tracks and signals and train stops in a blueprint, grepped my mods and the only mod that touches any of those is Natural_Evolution_Enemies via:

Code: Select all

data-updates.lua:       Biters_Dont_Attack(data.raw["curved-rail"])
data-updates.lua:       Biters_Dont_Attack(data.raw["straight-rail"])
data-updates.lua:       Biters_Dont_Attack(data.raw["rail-signal"])
data-updates.lua:       Biters_Dont_Attack(data.raw["rail-chain-signal"])
data-updates.lua:       Biters_Dont_Attack(data.raw["train-stop"])
And that function seems to be doing this to each of them:

Code: Select all

        for i,d in pairs(Raw) do
                local newflags = {}
                for pos=1,#d.flags do
                        if not (d.flags[pos] == "player-creation") then
                                table.insert(newflags, d.flags[pos])
                        end
                end
                d.flags = newflags

        end
Which seems to be removing the player-creation flag.

So... how are we supposed to be able to use blueprints with rails, a fairly necessary task especially with F.A.R.L.?

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.0.10

Posted: Wed Apr 13, 2016 12:19 am
by OvermindDL1
And upon painfully manually placing a lot of rails I also notice that rails do not appear on the map nor are deconstructable or ghostable by/for robots. This is a pretty major breakage/regression.

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.0.10

Posted: Wed Apr 13, 2016 2:46 am
by TheSAguy
I forgot removing the player flag caused that...
Made it optional in the config now, by default it's turned off, meaning biters will attack, but you can use it in blueprints.
Update on first post.
Will update post later.

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.0.10

Posted: Wed Apr 13, 2016 6:51 pm
by OvermindDL1
TheSAguy wrote:I forgot removing the player flag caused that...
Made it optional in the config now, by default it's turned off, meaning biters will attack, but you can use it in blueprints.
Update on first post.
Will update post later.
Awesome, thanks.

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.0.10

Posted: Sat Apr 16, 2016 5:44 pm
by Maiyr
Looking forward to trying this out on our PVP Red vs Blue map. Hopefully I can use my biters to disrupt my buddy as we see who will reign supreme with rocket launching. Is there a way to have my biters search him out? Kind of like a fire and forget system? Create bitter, then they actively hunt him down?

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.0.10

Posted: Sun Apr 17, 2016 6:43 pm
by thaflya
Hi, I looked a bit in the mod data and changed some values cause the mod does several nice changes but is a bit too diffucult for me. I´ve found a lot of values which improves the mod for me but one thing bothers me. Its about the spawn rate of the worms. Currently I am in a game and the evolution factor is around 0.2 and there are some enemy bases with big worms (the vanilla ones) and big worms from them mod. They are impossible to beat for me at this point, and later it will become even harder. How can I adjust the values for big worms (both the vanilla and mod version) that they spawn less frequently and on higher evolution factor?

That will help me alot, thanks in advance.

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.0.10

Posted: Sun Apr 17, 2016 9:07 pm
by TheSAguy
thaflya wrote:Hi, I looked a bit in the mod data and changed some values cause the mod does several nice changes but is a bit too diffucult for me. I´ve found a lot of values which improves the mod for me but one thing bothers me. Its about the spawn rate of the worms. Currently I am in a game and the evolution factor is around 0.2 and there are some enemy bases with big worms (the vanilla ones) and big worms from them mod. They are impossible to beat for me at this point, and later it will become even harder. How can I adjust the values for big worms (both the vanilla and mod version) that they spawn less frequently and on higher evolution factor?

That will help me alot, thanks in advance.
thaflya, use this version. I'll release it officially later this week. It removes the new worms, but adds the unit projectiles to the vanilla worms.
My mod does not affect vanilla worm spawn rates though.

Remember that the mod is on Hard by default, you can set it to normal in the config.
Give me feedback on what you like/dislike so I know.

Thanks.

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.0.10

Posted: Sun Apr 17, 2016 10:49 pm
by Qloshae
Sorry, but I can't find the alien hatchery and that stuff.
Where can I find them?
I found the collector and the converter and the technology, but that's about it. :S

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.0.10

Posted: Mon Apr 18, 2016 1:41 am
by TheSAguy
Qloshae wrote:Sorry, but I can't find the alien hatchery and that stuff.
Where can I find them?
I found the collector and the converter and the technology, but that's about it. :S
Are you sure you have the Buildings Module? Sounds like you might only have the Enemies Module.

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.0.10

Posted: Mon Apr 18, 2016 1:48 am
by Qloshae
TheSAguy wrote:
Qloshae wrote:Sorry, but I can't find the alien hatchery and that stuff.
Where can I find them?
I found the collector and the converter and the technology, but that's about it. :S
Are you sure you have the Buildings Module? Sounds like you might only have the Enemies Module.
Ooooooooooooooooooooooooooooh.
Now I feel stupid.
Thanks!