[MOD 0.12.2+] Evolution | Alien Manipulation

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darkshadow1809
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Re: [0.11.22] Evolution | Alien Manipulation

Post by darkshadow1809 »

Ok figured it a bit :) !

So first off I thought about some idea's that fish you in your code had and then what Klonan gave me as a code.


However I decided to do a bit of a change with the help of l0771 :D

We did the following

1. We gave research at start to help on early game compliment the biter capsules to follow & guard you while your base might get attacked if you are playing with some mods that might make things harder.

2. We have three recipes now, One to craft and 2 to convert between the two :)

Hope you like the changes!
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Re: [0.11.22] Evolution | Alien Manipulation

Post by lnguy3219 »

it would be the best for the ShadowMega
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Re: [0.11.22] Evolution | Alien Manipulation

Post by darkshadow1809 »

lnguy3219 wrote:it would be the best for the ShadowMega
Tis already in there :)
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Re: [0.11.22] Evolution | Alien Manipulation

Post by avogadro »

This mod caused a multi-player error every so often and on save (which prevented saving) which we got from the Shadow ModPack.

We "fixed" it, but we really don't know what we're doing so take it with a grain of salt. The issue is in control.lua which references game.player

Code: Select all

game.onload(function()
	if glob.evolution == nil then
		glob.evolution = {}
	end
	if game.player.force.technologies["Hive-mind"].researched then
		game.player.force.recipes["attractor-on2"].enabled = true
	end
end)

Code: Select all

game.onload(function()
	if glob.evolution == nil then
		glob.evolution = {}
	end
    for i = 1, #game.players, 1 do
        if game.players[i].force.technologies["Hive-mind"].researched then
           game.players[i].force.recipes["attractor-on2"].enabled = true
        end
    end
end)
It now lets us save and doesn't cause an error, but we could've broken something about the mod for all we know.
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Re: [0.11.22] Evolution | Alien Manipulation

Post by darkshadow1809 »

avogadro wrote:This mod caused a multi-player error every so often and on save (which prevented saving) which we got from the Shadow ModPack.

We "fixed" it, but we really don't know what we're doing so take it with a grain of salt. The issue is in control.lua which references game.player

Code: Select all

game.onload(function()
	if glob.evolution == nil then
		glob.evolution = {}
	end
	if game.player.force.technologies["Hive-mind"].researched then
		game.player.force.recipes["attractor-on2"].enabled = true
	end
end)

Code: Select all

game.onload(function()
	if glob.evolution == nil then
		glob.evolution = {}
	end
    for i = 1, #game.players, 1 do
        if game.players[i].force.technologies["Hive-mind"].researched then
           game.players[i].force.recipes["attractor-on2"].enabled = true
        end
    end
end)
It now lets us save and doesn't cause an error, but we could've broken something about the mod for all we know.
Don't see how that would break things :) Thank you!

Will add it to the mod upcomming release ;)
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Re: [0.11.22] Evolution | Alien Manipulation

Post by Koncookie »

Is your mod compatible to existing games? Because I wanted to test your mod, but I couldn't find your new ore. Even after exploring for a long time.
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Re: [0.11.22] Evolution | Alien Manipulation

Post by darkshadow1809 »

Koncookie wrote:Is your mod compatible to existing games? Because I wanted to test your mod, but I couldn't find your new ore. Even after exploring for a long time.

Sorry buddy ore does only spawn on generation of a new map :P Its with most mods I assume :o
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Re: [0.11.22] Evolution | Alien Manipulation

Post by orzelek »

darkshadow1809 wrote:
Koncookie wrote:Is your mod compatible to existing games? Because I wanted to test your mod, but I couldn't find your new ore. Even after exploring for a long time.

Sorry buddy ore does only spawn on generation of a new map :P Its with most mods I assume :o
I think that by calling entity regeneration on ore you should be able to spawn it after adding mod to save.
That also reminds me that I'd need to add ore from this mod to RSO at some point :D
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Re: [0.11.22] Evolution | Alien Manipulation

Post by Koncookie »

orzelek wrote:I think that by calling entity regeneration on ore you should be able to spawn it after adding mod to save.
Got it working this way. I also modified one of Bobs migration scripts for a more convenient way to add the ressource in an existing game:
In "Evolution_1.0.4" I created a folder "migrations" and inside, the file "Evolution_1.0.4.lua":

Code: Select all

game.regenerateentity("alien-artifacts")

for i, player in ipairs(game.players) do
  player.print("Added alien-artifacts to the map.")
end
Worked nicely with my singleplayer game. And should also works for multiplayer, but I can't assure this now.
darkshadow1809 wrote:Sorry buddy ore does only spawn on generation of a new map :P Its with most mods I assume :o
Bob uses a lot of migration files, so it always worked instantly and I never had to use the console to get a new ore etc. ^^
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Re: [0.11.22] Evolution | Alien Manipulation

Post by Koncookie »

For the researches I would suggest to change the cost to less items per cycle but more cycles.
For example the "Hive-Mind-V2" research needs 90 items (30-30-15-15) with a total of 100 cycles. Therefore my labs often don't run because the inserters aren't fast enough to prodvide this amount of items. I would suggest to change this to 2-2-1-1 and 1500 cycles. This would cost the same amount of items.
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Re: [0.11.22] Evolution | Alien Manipulation

Post by Devildog »

Awesome! Will give it a try.
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Check Out Factorio Mod Madness 2.0 Here : http://bit.ly/1afTDl0
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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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