Search found 29 matches

by BenediktMagnus
Sun Feb 12, 2017 11:39 pm
Forum: Mods
Topic: [MOD 0.12.x] Rescaled Evolution Factor
Replies: 63
Views: 38175

Re: [MOD 0.12.x] Rescaled Evolution Factor

Not yet.
But it even should work with the newest patches.
by BenediktMagnus
Tue Jul 26, 2016 3:46 pm
Forum: Mods
Topic: [MOD 0.12.x] Rescaled Evolution Factor
Replies: 63
Views: 38175

Re: [MOD 0.12.x] Rescaled Evolution Factor

Yes. As soon as 0.13 will be stable and I will have the time to update the mod.
by BenediktMagnus
Thu Jul 21, 2016 6:55 am
Forum: Mods
Topic: [MOD 0.12.x] Rescaled Evolution Factor
Replies: 63
Views: 38175

Re: [MOD 0.12.x] Rescaled Evolution Factor

Thanks! Looks very nice! One thing I noticed: "-- Currently disabled. I can't see any reason to have your exploration reduce how much biters hate pollution." I used the explorated chunks as a way to indicate the size of a factory. The intention was to simulate that, over time and intensity...
by BenediktMagnus
Wed Jul 20, 2016 6:36 pm
Forum: Mods
Topic: [MOD 0.12.x] Rescaled Evolution Factor
Replies: 63
Views: 38175

Re: [MOD 0.12.x] Rescaled Evolution Factor

Ranakastrasz wrote: No, that just applies to the spawner kill decay, not to the counting how many chunks for pollution.
Why do you think so?
Looping through all the chunks is much more work to do than decrease an integer value. And even if you remove all the spawner features, the 59.9 FPS/UPS is still there.
by BenediktMagnus
Wed Jul 20, 2016 10:22 am
Forum: Mods
Topic: [MOD 0.12.x] Rescaled Evolution Factor
Replies: 63
Views: 38175

Re: [MOD 0.12.x] Rescaled Evolution Factor

@Peppe:

You are totally right with your analysis. Yet I did not think that would be a problem but I like your solution and that should be made easily, so I integrate it probably the next release.
by BenediktMagnus
Fri Jul 01, 2016 2:13 pm
Forum: Mods
Topic: [MOD 0.12.x] Rescaled Evolution Factor
Replies: 63
Views: 38175

Re: [MOD 0.12.x] Rescaled Evolution Factor

First: Thanks Ranakastrasz for your changes! I like it, you cleand up the code. (By the way: The only reason why I mostly use German words for variables etc. is to be sure to never have any conflicts. :D ) I will work at this mod again in the future. But at the moment I don't have any time for Facto...
by BenediktMagnus
Sat May 21, 2016 4:57 pm
Forum: Mods
Topic: [MOD 0.12.x] Rescaled Evolution Factor
Replies: 63
Views: 38175

Re: [MOD 0.12.x] Rescaled Evolution Factor

i get this error with test version 1.4.1 I've fixed that. Thanks for your response. and how i can change how much spawners i have to kill to reach 30% in 1.3.1 version In line 54 to 56 of the control.lua there stands this: if global.pollution_spawner < 60 then pollution_spawner_anzahl = global.poll...
by BenediktMagnus
Wed May 18, 2016 10:20 pm
Forum: Mods
Topic: [MOD 0.12.x] Rescaled Evolution Factor
Replies: 63
Views: 38175

Re: [MOD 0.12.x] Rescaled Evolution Factor

Grrr, that variable is the tiny rest of my (very short) try to implement the new design also for spawners. I changed it by the old code before uploading and forgot to change the variable names also. Thanks for notify me! I've changed it.
by BenediktMagnus
Tue May 17, 2016 6:54 pm
Forum: Mods
Topic: [MOD 0.12.x] Rescaled Evolution Factor
Replies: 63
Views: 38175

Re: [MOD 0.12.x] Rescaled Evolution Factor

Hello everybody!

I've uploaded a testing version with some changes to the evolution factor formula based on your suggestions. Because I need some help with balancing it is only testing version yet. But you can help completing it! :)

Please say me what you think about how it works.
by BenediktMagnus
Fri Apr 29, 2016 11:34 am
Forum: Mods
Topic: [MOD 0.12.x] Rescaled Evolution Factor
Replies: 63
Views: 38175

Re: [MOD 0.12.x] Rescaled Evolution Factor

At the moment (until next version when the rescaling will come) you can do the following: In the control.lua of my mod at line 40 is local pollution_summe = summe/math.log(anzahl)/100000 * 5 "summe" is the total pollution at the moment. "anzahl" is the number of discovered chunks...
by BenediktMagnus
Wed Apr 27, 2016 5:06 pm
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
Replies: 94
Views: 85942

Re: [MOD 0.12.x] Flare Stack v1.1.2

I know, GotLag, thanks. I only had to smile when I saw the fluid list.
by BenediktMagnus
Wed Apr 27, 2016 3:38 pm
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
Replies: 94
Views: 85942

Re: [MOD 0.12.x] Flare Stack v1.1.2

Things you only learn in Factorio:
Venting air into the air costs energy and produces a lot of pollution! :D
by BenediktMagnus
Wed Apr 27, 2016 3:31 pm
Forum: Mods
Topic: [MOD 0.13] Ground Printer - print large texts
Replies: 15
Views: 12824

Re: [MOD 0.12.X] Ground Printer 1.0.0

apcnc wrote: Bodenplattenfarbeauswähler
Herrlich! :D
(English: Gorgeous!)
by BenediktMagnus
Tue Apr 26, 2016 5:04 am
Forum: Mods
Topic: [MOD 0.12.x] Rescaled Evolution Factor
Replies: 63
Views: 38175

Re: [MOD 0.12.x] Rescaled Evolution Factor

Argh, thanks for report! I have fixed it, should work correctly now.
by BenediktMagnus
Wed Apr 20, 2016 5:03 pm
Forum: Mods
Topic: [MOD 0.12.x] Rescaled Evolution Factor
Replies: 63
Views: 38175

Re: [MOD 0.12.x] Rescaled Evolution Factor

Am I missing something here? 10 + 30 + 50 does not add up to 100%. Where does the remaining 10% come from? A tiny mistake in the description. I have changed it to the 20% that it is. @all: I am working at the new concept. But at the moment I don't have a lot of time. So please stay patient for a wh...
by BenediktMagnus
Tue Apr 12, 2016 7:23 pm
Forum: Mods
Topic: [MOD 0.15] Robot Mining Site 0.6.3
Replies: 117
Views: 94054

Re: [MOD 0.12.x] Robot Mining Site 0.1.1

If seperate robots aren't possible, here is at least the German translation (locale: de): [entity-name] robotMiningSite=Abbaugebiet [entity-description] robotMiningSite=Weist Baudrohnen ein Gebiet zum Ressourcernabbau zu. [item-name] robotMiningSite=Abbaugebiet [item-description] robotMiningSite=Wei...
by BenediktMagnus
Tue Apr 12, 2016 2:18 pm
Forum: Mods
Topic: [MOD 0.15] Robot Mining Site 0.6.3
Replies: 117
Views: 94054

Re: [MOD 0.12.x] Robot Mining Site 0.1.0

Did you try

Code: Select all

/c game.player.force.reset_technologies()
and

Code: Select all

/c game.player.force.reset_recipes()
?
by BenediktMagnus
Tue Apr 12, 2016 1:53 pm
Forum: Mods
Topic: [MOD 0.15] Robot Mining Site 0.6.3
Replies: 117
Views: 94054

Re: [MOD 0.12.x] Robot Mining Site 0.1.0

Roktaal wrote:Would be cool if you add new, special kind of robots just for mining. Miner robots. That way we could construct and deconstruct in the vicinity with our personal roboports without those robots assigned to mining interfering.
This were my thoughts, too, when I read the mod.

But very good idea!
by BenediktMagnus
Wed Apr 06, 2016 12:44 pm
Forum: Mods
Topic: [MOD 0.12.x] Rescaled Evolution Factor
Replies: 63
Views: 38175

Re: [MOD 0.12.x] Rescaled Evolution Factor

Very interesting ideas!
I think I can implement something like that as soon as I have time for Factorio again.
by BenediktMagnus
Mon Mar 28, 2016 6:00 pm
Forum: Mods
Topic: [MOD 0.12.x] Rescaled Evolution Factor
Replies: 63
Views: 38175

Re: [MOD 0.12.x] Rescaled Evolution Factor

@bam13302: Thank you for your feedback, especially for your story. I thought about your suggestion for a while and basically you are right (your experiences are very valuable). That's why I changed the formula again. But with an extra. Becaus of you (and because of the others who gave feedback, than...

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