Glad to hear that!Avloren wrote:I tried out the dart turrets in a new game, I like them - they fill a certain early game niche perfectly. Gun turrets are effective against everything until you start seeing medium biters, who have too much physical resist even for piercing ammo to be practical. Piercing darts do a better job at holding them off until you have lasers, which can take a while on marathon.
[MOD 1.1] Natural Evolution - All things Alien!
Re: [MOD 0.16.x] Natural Evolution - All things Alien!
Re: [MOD 0.16.x] Natural Evolution - All things Alien!
I'm playing multiplayer on 16.16 and it seems that alien kills don't drop the small artifacts? Is this intended? Any fix for it?
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Re: [MOD 0.16.x] Natural Evolution - All things Alien!
Got an error on loading a new game:
NEBuildings 8.0.6
Code: Select all
205.288 Error ServerMultiplayerManager.cpp:95: MultiplayerManager failed: "Error while running on_init: Error while running event Natural_Evolution_Buildings::on_research_finished (ID 18)
__Natural_Evolution_Buildings__/control.lua:556: attempt to perform arithmetic on field 'deduction_constant' (a nil value)
stack traceback:
...mapps/common/Factorio/temp/currently-playing/control.lua:787: in function 'set_research'
...mapps/common/Factorio/temp/currently-playing/control.lua:122: in function 'init_forces'
...mapps/common/Factorio/temp/currently-playing/control.lua:22: in function <...mapps/common/Factorio/temp/currently-playing/control.lua:19>"
Re: [MOD 0.16.x] Natural Evolution - All things Alien!
The new Rampant mod release is causing this. Still need a fix. You need to disable new enemies in Rampant for now.kaonik wrote:I'm playing multiplayer on 16.16 and it seems that alien kills don't drop the small artifacts? Is this intended? Any fix for it?
Re: [MOD 0.16.x] Natural Evolution - All things Alien!
This seems to be a Factorio issue to do with Scenarios. See post here.OvermindDL1 wrote:Got an error on loading a new game:
NEBuildings 8.0.6Code: Select all
205.288 Error ServerMultiplayerManager.cpp:95: MultiplayerManager failed: "Error while running on_init: Error while running event Natural_Evolution_Buildings::on_research_finished (ID 18) __Natural_Evolution_Buildings__/control.lua:556: attempt to perform arithmetic on field 'deduction_constant' (a nil value) stack traceback: ...mapps/common/Factorio/temp/currently-playing/control.lua:787: in function 'set_research' ...mapps/common/Factorio/temp/currently-playing/control.lua:122: in function 'init_forces' ...mapps/common/Factorio/temp/currently-playing/control.lua:22: in function <...mapps/common/Factorio/temp/currently-playing/control.lua:19>"
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Re: [MOD 0.16.x] Natural Evolution - All things Alien!
Well, that thread is causing quite a commotion. ^.^;TheSAguy wrote:This seems to be a Factorio issue to do with Scenarios. See post here.
Re: [MOD 0.16.x] Natural Evolution - All things Alien!
I know and it's all over my headOvermindDL1 wrote:Well, that thread is causing quite a commotion. ^.^;TheSAguy wrote:This seems to be a Factorio issue to do with Scenarios. See post here.
Re: [MOD 0.16.x] Natural Evolution - All things Alien!
Hello
We are playing a multiplayer game with a few mods. Natural evolution expansion seems to be causing desync problems.
The problems always occur after loading an MP save, not during an already running game. Sometimes one of the older autosave slots works, but other times not. Disabling NE expansion mod clears the problem, but if enabled again it will desync instantly again.
Are desycn reports of any value here?
We are playing a multiplayer game with a few mods. Natural evolution expansion seems to be causing desync problems.
The problems always occur after loading an MP save, not during an already running game. Sometimes one of the older autosave slots works, but other times not. Disabling NE expansion mod clears the problem, but if enabled again it will desync instantly again.
Are desycn reports of any value here?
Re: [MOD 0.16.x] Natural Evolution - All things Alien!
One part of the problem code seems to be function On_Change_Setup(), which ends up being called on on_configuration_changed(f) event. It looks like copying initial values to game.map_settings.enemy_expansion breaks sync..
We got another desync by trying to join a game that had been running a while after loading from saved game. A save + load and joining right after that solved that problem so we didn't bother to hunt for that bug at least for now.
We got another desync by trying to join a game that had been running a while after loading from saved game. A save + load and joining right after that solved that problem so we didn't bother to hunt for that bug at least for now.
Re: [MOD 0.16.x] Natural Evolution - All things Alien!
Hey jape3,jape3 wrote:One part of the problem code seems to be function On_Change_Setup(), which ends up being called on on_configuration_changed(f) event. It looks like copying initial values to game.map_settings.enemy_expansion breaks sync..
We got another desync by trying to join a game that had been running a while after loading from saved game. A save + load and joining right after that solved that problem so we didn't bother to hunt for that bug at least for now.
Sorry for the delay in getting back to you. Not actively playing at the moment.
I don't play Multiplayer, so can't really test and find a fix. Thanks for looking into this a bit.
I've released version 8.0.2 that might fix this issue.
Thanks.
Re: [MOD 0.16.x] Natural Evolution - All things Alien!
This bug plagued one of our servers, any knowledge of a fix? I'll be able to investigate in around 9 hours.jape3 wrote:We got another desync by trying to join a game that had been running a while after loading from saved game. A save + load and joining right after that solved that problem so we didn't bother to hunt for that bug at least for now.
Re: [MOD 0.16.x] Natural Evolution - All things Alien!
Do we even need a biocannon?orzelek wrote:Bio-cannon could use an upgrade now - it could be changed to reuse artilliery and it wouldn't need a targetting script then.
It might be a lot of work.. I didn't look how complex is artilliery definition.
Wouldn't it be enough to have different ammo for the artillery?
Re: [MOD 0.16.x] Natural Evolution - All things Alien!
I love the dart turrets too, due to their range. They have a larger range than gun turrets, larger range than the alien worms at the beginning. So you can snipe at them from a distance. Maybe a bit overkill, certainly makes the gun turrets useless for me.Avloren wrote:I tried out the dart turrets in a new game, I like them - they fill a certain early game niche perfectly. Gun turrets are effective against everything until you start seeing medium biters, who have too much physical resist even for piercing ammo to be practical. Piercing darts do a better job at holding them off until you have lasers, which can take a while on marathon.
Re: [MOD 0.16.x] Natural Evolution - All things Alien!
I agree the Bio Cannon is not what it use to be back in 0.15, before 0.16 added the artillery, but it's still earlier in the tech tree and might be helpful in a really hard game where you can't wait till you have the Artillery.mrvn wrote:Do we even need a biocannon?orzelek wrote:Bio-cannon could use an upgrade now - it could be changed to reuse artilliery and it wouldn't need a targetting script then.
It might be a lot of work.. I didn't look how complex is artilliery definition.
Wouldn't it be enough to have different ammo for the artillery?
I agree it's a little OP, but a good sinc for wood and copper.mrvn wrote:I love the dart turrets too, due to their range. They have a larger range than gun turrets, larger range than the alien worms at the beginning. So you can snipe at them from a distance. Maybe a bit overkill, certainly makes the gun turrets useless for me.Avloren wrote:I tried out the dart turrets in a new game, I like them - they fill a certain early game niche perfectly. Gun turrets are effective against everything until you start seeing medium biters, who have too much physical resist even for piercing ammo to be practical. Piercing darts do a better job at holding them off until you have lasers, which can take a while on marathon.
Re: [MOD 0.16.x] Natural Evolution - All things Alien!
I get the following error when trying to boot into 0.16.29 With Natural Evolution Enemies enabled https://cdn.discordapp.com/attachments/ ... nknown.png
Re: [MOD 0.16.x] Natural Evolution - All things Alien!
Thanks, should be fixed in 8.1.1.Houyami wrote:I get the following error when trying to boot into 0.16.29 With Natural Evolution Enemies enabled https://cdn.discordapp.com/attachments/ ... nknown.png
Re: [MOD 0.16.x] Natural Evolution - All things Alien!
Cheer's Mate.TheSAguy wrote:Thanks, should be fixed in 8.1.1.Houyami wrote:I get the following error when trying to boot into 0.16.29 With Natural Evolution Enemies enabled https://cdn.discordapp.com/attachments/ ... nknown.png
Re: [MOD 0.16.x] Natural Evolution - All things Alien!
I think the dart turrets should be more of an defensive weapon so you can survive. If you want to go to war you should research some weapon techs. But due to the range the dart turrets are the weapon of choice for turret creep even against somewhat evolved worms. I love that I can do that but logically a little blow gun shouldn't fire further than gunpowder driven bullets.mrvn wrote:I love the dart turrets too, due to their range. They have a larger range than gun turrets, larger range than the alien worms at the beginning. So you can snipe at them from a distance. Maybe a bit overkill, certainly makes the gun turrets useless for me.Avloren wrote:I tried out the dart turrets in a new game, I like them - they fill a certain early game niche perfectly. Gun turrets are effective against everything until you start seeing medium biters, who have too much physical resist even for piercing ammo to be practical. Piercing darts do a better job at holding them off until you have lasers, which can take a while on marathon.
In the spirit of dart turrets has anyone considered making a trebuchet? https://en.wikipedia.org/wiki/Trebuchet Or some other pre gunpowder artillery? Or a balista and later cannons? Would be nice to have more of a evolution for the artillery instead of going from "we can't kill the aliens at all anymore without heavy losses" to "the aliens have no chance to breed" in an instant.
Re: [MOD 0.16.x] Natural Evolution - All things Alien!
I got an desync error on player join using Natural Evolution suite. When I disabled Natural Evolution Expansion, the error went away. Please check for use of math.random() in odd places in your mod, especially in the data stage!
Re: [MOD 0.16.x] Natural Evolution - All things Alien!
I think the problem is not with the use of random. The problem more likely is that the on update script (that is called every time mod setup is changed or a mod is updated), these lines are calledMylon wrote:I got an desync error on player join using Natural Evolution suite. When I disabled Natural Evolution Expansion, the error went away. Please check for use of math.random() in odd places in your mod, especially in the data stage!
Code: Select all
enemy_expansion.max_expansion_distance = global.max_expansion_distance_G / 2
enemy_expansion.friendly_base_influence_radius = global.friendly_base_influence_radius_G
enemy_expansion.enemy_building_influence_radius = global.enemy_building_influence_radius_G
enemy_expansion.settler_group_min_size = global.settler_group_min_size_G / 2
enemy_expansion.settler_group_max_size = global.settler_group_max_size_G / 2
---
enemy_expansion.building_coefficient = global.building_coefficient_G
enemy_expansion.other_base_coefficient = global.other_base_coefficient_G
enemy_expansion.neighbouring_chunk_coefficient = global.neighbouring_chunk_coefficient_G
enemy_expansion.neighbouring_base_chunk_coefficient = global.neighbouring_base_chunk_coefficient_G
---
unit_group.max_group_radius = global.max_group_radius_G
unit_group.min_group_radius = global.min_group_radius_G
That anyways was out assesment of the problem, not 100% sure if it's the correct one To fix our ongoing multiplayer game, we just commented these lines out. I have not yet tested your 8.0.2 update to see if the fixes the problem, I think it might solve it for the ongoing game thing but might not work for the case when the mod is applied in the middle of the game. I'll comment more when I get time to test the new version.