I was looking wrong with the icon, sorry
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
edit: I uploaded my personal copy, where I also changed the item-groups and deleted some useless stuff.
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Control.lua 128: update_current_tier(game.player.force)
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game.player :: LuaPlayer [Read-only]
The player typing at the console - nil in all other instances. See LuaGameScript::players for accessing all players.
I can approve the push, but I won't be able to build the new version and upload to the mod portal till I get home later todayTheBrain0110 wrote:Ohh, I see what I did.
This is what I get for doing most of my research testing via console in sandbox.
But if you read the docs closely...Code: Select all
Control.lua 128: update_current_tier(game.player.force)
game.player is only valid for console commands, game.players is the full list.Code: Select all
game.player :: LuaPlayer [Read-only] The player typing at the console - nil in all other instances. See LuaGameScript::players for accessing all players.
I think what I actually want is game.forces["player"], not game.player.force anyway...
Gonna go push that fix out to Vedrit, and hopefully he can post it soon.
I'll take a look at what else you did in yours and see about including it too.
Nah, I just left the names as they were. There's no real reason the internal names have to change from "hybridized" to "hybrid", they all refer to themselves / each other correctly.fishycat wrote:I saw you missed to change some "hybridized" to "hybrid". In technologies.lua "alien-hybridization-1" +"alien-hybridization-2", then in structures/recipe, item and entity and in data-updates.lua. These should be all then. Hope it gets through before vedrit builds a new version
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script.on_event(defines.events.on_research_finished, function(event)
local research = event.research.name
if string.find(research, "alien%-hybrid%-upgrade") then
for _, player in pairs(game.players) do
update_current_tier(player.force)
end
-- I'm still not sure if it's possible to handle multiple player forces with different tiers, but in theory you'd call the force of the one doing the research here, not `player`.
update_walls()
end
end
Yeah, I fixed that and sent it to vedrit ages ago. He seems to have forgotten about it :/Tanatos wrote:Please Update Code in control.lua:
I was just about to make that suggestion once I saw the mod.TheBrain0110 wrote:I did have some ideas I was playing around with about using alien artifacts from Natural Evolution / Bob’s Enemies instead of mining biomass fields, dunno if anyone else would like that...
I think you'd be interested in the map and mod settings I'm playing with now. It's basically rail world meets death world. And time & pollution based evolution is off, only destroying nests increases the evolution factor. But you have to do a lot of that to clear a path the the next ore fieldLight wrote:I was just about to make that suggestion once I saw the mod.TheBrain0110 wrote:I did have some ideas I was playing around with about using alien artifacts from Natural Evolution / Bob’s Enemies instead of mining biomass fields, dunno if anyone else would like that...
My maps are coated in more than enough ores that another one is unwanted. Removing those fields and instead using alien artifacts would be a great use of them while also encouraging more combat, which is more engaging and gives that risk/reward feeling. It also gives Angel's bio processing more value when it comes to cultivating artifacts should the biter nests be a bit too thick to handle.
I'll keep my eye on this one should that happen, as my team would love some regenerating walls given the abuse we constantly sustain.
Intriguing.TheBrain0110 wrote:I think you'd be interested in the map and mod settings I'm playing with now. It's basically rail world meets death world. And time & pollution based evolution is off, only destroying nests increases the evolution factor. But you have to do a lot of that to clear a path the the next ore fieldLight wrote:I was just about to make that suggestion once I saw the mod.TheBrain0110 wrote:I did have some ideas I was playing around with about using alien artifacts from Natural Evolution / Bob’s Enemies instead of mining biomass fields, dunno if anyone else would like that...
My maps are coated in more than enough ores that another one is unwanted. Removing those fields and instead using alien artifacts would be a great use of them while also encouraging more combat, which is more engaging and gives that risk/reward feeling. It also gives Angel's bio processing more value when it comes to cultivating artifacts should the biter nests be a bit too thick to handle.
I'll keep my eye on this one should that happen, as my team would love some regenerating walls given the abuse we constantly sustain.
Ok, so I've pulled your latest Repo updates into my branch, and merged everything the way it should be.vedrit wrote:Ah jeeze, didn't realize that my working directory wasn't the repo directory...
Anyway, I've fixed that, as well as an error when placing the walls/gates.
I'm pretty sure I was using at least some of the changes from the repo, since there were tiered walls and such, but when I would place an entity I got an exception. When I made all the names match entities, the issue resolved, and since entity names can't have a dash (-) in them, it only made sense to go with hybridWall.TheBrain0110 wrote:Not entirely sure why you felt the need to rename the entities 'hybrid-wall' to 'hybridWall', but I went with it, and updated the item and recipe names to match, and added them to the migrations script.
I'll take a look, and maybe figure out making optional depedenancies. I don't play with Natural Evolution or any of Bob's mods, and don't really plan to. I know it's possible, just not something I've looked into before.TheBrain0110 wrote: You and others may also be interested in my "artifacts" branch on my Github repo, it has the version I've been playing with that uses Natural Evolution / Bob's enemies artifacts instead of biomass in the Alien Bioconstruct recipe.
I'm not sure about entity exceptions on placing them, I don't think I ever encountered that issue. And entity names definitely can have dashes in them, most vanilla ones do.vedrit wrote:I'm pretty sure I was using at least some of the changes from the repo, since there were tiered walls and such, but when I would place an entity I got an exception. When I made all the names match entities, the issue resolved, and since entity names can't have a dash (-) in them, it only made sense to go with hybridWall.TheBrain0110 wrote:Not entirely sure why you felt the need to rename the entities 'hybrid-wall' to 'hybridWall', but I went with it, and updated the item and recipe names to match, and added them to the migrations script.
As for the artifacts branch, that's a bit of a personal project I went with so I could learn how this stuff works myself. I have a pretty good idea of how to make the dependencies optional, just need to get around to doing it.vedrit wrote:I'll take a look, and maybe figure out making optional depedenancies. I don't play with Natural Evolution or any of Bob's mods, and don't really plan to. I know it's possible, just not something I've looked into before.TheBrain0110 wrote: You and others may also be interested in my "artifacts" branch on my Github repo, it has the version I've been playing with that uses Natural Evolution / Bob's enemies artifacts instead of biomass in the Alien Bioconstruct recipe.
I had to remove the NE dependency yet it worked just fine. The only issue is that the bio plate is in the production category instead of intermediates.TheBrain0110 wrote:You and others may also be interested in my "artifacts" branch on my Github repo, it has the version I've been playing with that uses Natural Evolution / Bob's enemies artifacts instead of biomass in the Alien Bioconstruct recipe.
Cool!Light wrote:I had to remove the NE dependency yet it worked just fine. The only issue is that the bio plate is in the production category instead of intermediates.TheBrain0110 wrote:You and others may also be interested in my "artifacts" branch on my Github repo, it has the version I've been playing with that uses Natural Evolution / Bob's enemies artifacts instead of biomass in the Alien Bioconstruct recipe.
The family thanks you for sharing as we added it in our game tonight. It did as we hoped in saving many minutes of our time by not having to run across the map to constantly repair walls with repair packs. I've underestimated not only the usefulness of repair bots, but also how many minutes such a task can waste. We also love that the walls are not overpowered and can still be easily taken down by a small raid, so the pressure is still on to keep defenses strong.
I've been thinking about lowering the health bonus on the higher tiers. A swarm of medium or big biters and spitters (with Walls Block Spitters mod) and they really can't do much against once any of the upgrades have been researched.TheBrain0110 wrote:Cool!Light wrote:I had to remove the NE dependency yet it worked just fine. The only issue is that the bio plate is in the production category instead of intermediates.TheBrain0110 wrote:You and others may also be interested in my "artifacts" branch on my Github repo, it has the version I've been playing with that uses Natural Evolution / Bob's enemies artifacts instead of biomass in the Alien Bioconstruct recipe.
The family thanks you for sharing as we added it in our game tonight. It did as we hoped in saving many minutes of our time by not having to run across the map to constantly repair walls with repair packs. I've underestimated not only the usefulness of repair bots, but also how many minutes such a task can waste. We also love that the walls are not overpowered and can still be easily taken down by a small raid, so the pressure is still on to keep defenses strong.
I've been tweaking the balance on the recipe a bit, it used to be you got 5 plates per artifact, I adjusted it down to 2, as I ended up with a lot more artifacts than I expected in my playthrough. Let me know what you think of the current recipe.
You may also be interested in the Stormwalls mod, I like that one too for a different approach.
See, not the way I play. With Rampant & Natural Evolution and the settings I've got, it seems like a group will chew through a Tier 4 1000HP wall pretty quickly if I don't kill them fast enough.vedrit wrote:I've been thinking about lowering the health bonus on the higher tiers. A swarm of medium or big biters and spitters (with Walls Block Spitters mod) and they really can't do much against once any of the upgrades have been researched.TheBrain0110 wrote:Cool!Light wrote:I had to remove the NE dependency yet it worked just fine. The only issue is that the bio plate is in the production category instead of intermediates.TheBrain0110 wrote:You and others may also be interested in my "artifacts" branch on my Github repo, it has the version I've been playing with that uses Natural Evolution / Bob's enemies artifacts instead of biomass in the Alien Bioconstruct recipe.
The family thanks you for sharing as we added it in our game tonight. It did as we hoped in saving many minutes of our time by not having to run across the map to constantly repair walls with repair packs. I've underestimated not only the usefulness of repair bots, but also how many minutes such a task can waste. We also love that the walls are not overpowered and can still be easily taken down by a small raid, so the pressure is still on to keep defenses strong.
I've been tweaking the balance on the recipe a bit, it used to be you got 5 plates per artifact, I adjusted it down to 2, as I ended up with a lot more artifacts than I expected in my playthrough. Let me know what you think of the current recipe.
You may also be interested in the Stormwalls mod, I like that one too for a different approach.
Also, on the topic of Stormwalls, I run Force Fields 2, which is based on the same abandoned mod but takes a different approach.