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Alien Artifact Problem

Posted: Sun May 24, 2015 7:15 pm
by matttio7
I am pretty far along in a custom scenario but when I was generating the map I accidentally turned off enemies. Now that I am mid to late game I am running into the problem that in my map it is impossible to get alien artifacts. Is there a way to get or cheat alien artifacts into my game?

Re: Alien Artifact Problem

Posted: Sun May 24, 2015 7:40 pm
by quinor
/c game.player.insert{name="alien-artifact", count=500}

Re: Alien Artifact Problem

Posted: Mon May 25, 2015 4:23 am
by vampiricdust
Could add in the peace mod or the alien plant mod that is a plugin for tree farm.

Re: Alien Artifact Problem

Posted: Tue Jun 02, 2015 10:22 pm
by york2dx48
If you are in peaceful you can just drive with a tank or a car over an alien base and destroy them. The big advantage is you won't get atacked, but you still get artifacts.
I think it still works at the moment, but they might have fixed that bug.

Re: Alien Artifact Problem

Posted: Thu Jun 04, 2015 3:28 am
by kwstoudt
york2dx48 wrote:If you are in peaceful you can just drive with a tank or a car over an alien base and destroy them. The big advantage is you won't get atacked, but you still get artifacts.
I think it still works at the moment, but they might have fixed that bug.
I think the original poster means that in addition to (or instead of) peaceful mode, they turned off the spawning of biter bases (like I did). Is there any way to revert that without making a new map? (or is that feature in the works in any way?)

Re: Alien Artifact Problem

Posted: Sun Apr 03, 2016 9:04 pm
by PillowyGiant69
I have the same problems, I have 56:19:40 of play time with my Map and no Alien Bases on my map so no Alien Artifacts... Need some help please!

Re: Alien Artifact Problem

Posted: Mon Apr 04, 2016 2:34 am
by seronis
Theory: has anyone tried manually spawning a couple biter spawners and see if they spread fast enough on their own ?

Re: Alien Artifact Problem

Posted: Mon Apr 04, 2016 4:26 pm
by orzelek
seronis wrote:Theory: has anyone tried manually spawning a couple biter spawners and see if they spread fast enough on their own ?
That would work but slowly I think. It depends on your evolution factor.

I see I might try to add "generate spawners" to RSO as separate feature. It seems it would have it's uses if people would be willing to forego vanilla resource gen to get spawners.