[MOD 0.13.x] Alien Farm - Catch em, breed em, destroy!

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Versepelles
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[MOD 0.13.x] Alien Farm - Catch em, breed em, destroy!

Post by Versepelles »

Type: Mod
Name: Alien Farm
Description: Adds systems to capture, breed, train, and command aliens.
License: Creative Commons
Version: 1.1.1
Original Release: 2016-06-03
Tested-With-Factorio-Version: 0.13.1
Mod Portal: https://mods.factorio.com/mods/Versepel ... sAlienFarm

Long description

Alien Farm adds a number of buildings, structures, and items that allow the player to capture aliens, breed them in incubation chambers, harvest them as a new source of alien artifacts, and finally train them to fight enemies.

Check out the demo video here!
https://www.youtube.com/watch?v=wg6IA18NgIw

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License
Version history
Compatibility and Known Issues
Attachments
VersepellesAlienFarm_1.1.1.zip
[0.13.x] Not multiplayer compatible.
(808.4 KiB) Downloaded 273 times
VersepellesAlienFarm_1.0.0.zip
[0.12.x] Not multiplayer compatible.
(807.92 KiB) Downloaded 270 times
Last edited by Versepelles on Wed Jun 29, 2016 7:41 pm, edited 6 times in total.
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Re: [MOD 0.12.x] Alien Farm - Catch em, breed em, destroy!

Post by Sedar »

Hello. Very interesting idea of the mod, thank you.
Can you add the compatibility with Natural Evolution mod? It would be great. :roll:
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Re: [MOD 0.12.x] Alien Farm - Catch em, breed em, destroy!

Post by Versepelles »

Sedar wrote:Hello. Very interesting idea of the mod, thank you.
Can you add the compatibility with Natural Evolution mod? It would be great. :roll:
That one will be a bit tough, I think, but I'll work on it. Unfortunately, I'll be out of town for a couple of weeks, so along with the release of 0.13 pending, it may be a little while. I'll let you know, though.
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Re: [MOD 0.12.x] Alien Farm - Catch em, breed em, destroy!

Post by reddutton »

bug on multiplayer
when trying to catch on a sucsessful catch on peacefull mode the following error is sent with crash of server using low tier catcher on small biters
from consol log
MultiplayerManager.ccp:110: MultiplayerManager failed: "Error while running the event handler: __VerspellesAlienFarm__/control.lua:176: Map dosen't contain 1 player, this function can't be used"
used on linux headless mode with headed client on ubuntu desktop factorio version 12.33
thy may be stupid but thy am smart (reddutton 2006 seconlife)
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Re: [MOD 0.12.x] Alien Farm - Catch em, breed em, destroy!

Post by Versepelles »

reddutton wrote:bug on multiplayer
when trying to catch on a sucsessful catch on peacefull mode the following error is sent with crash of server using low tier catcher on small biters
from consol log
MultiplayerManager.ccp:110: MultiplayerManager failed: "Error while running the event handler: __VerspellesAlienFarm__/control.lua:176: Map dosen't contain 1 player, this function can't be used"
used on linux headless mode with headed client on ubuntu desktop factorio version 12.33
Unfortunately, as is stated in the mod description, Alien Farm does not currently support multiplayer. It's on my "maybe" list, though.
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Re: [MOD 0.13.x] Alien Farm - Catch em, breed em, destroy!

Post by Versepelles »

Updated to 0.13, and added cursory support for Bob's Enemies (all of Bob's enemies require the master capture capsule and can be incubated).
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Re: [MOD 0.13.x] Alien Farm - Catch em, breed em, destroy!

Post by Mooncat »

Hi Versepelles, this mod seems to have a hard dependency to Bob's mod (due to the last update?). Would you mind changing it to optional so I can play it? :D
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Re: [MOD 0.13.x] Alien Farm - Catch em, breed em, destroy!

Post by Versepelles »

Mooncat wrote:Hi Versepelles, this mod seems to have a hard dependency to Bob's mod (due to the last update?). Would you mind changing it to optional so I can play it? :D
Thanks for letting me know! The hard dependency was removed, but please keep me informed of any other bugs. Appreciated!
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Re: [MOD 0.13.x] Alien Farm - Catch em, breed em, destroy!

Post by Mooncat »

Versepelles wrote:
Mooncat wrote:Hi Versepelles, this mod seems to have a hard dependency to Bob's mod (due to the last update?). Would you mind changing it to optional so I can play it? :D
Thanks for letting me know! The hard dependency was removed, but please keep me informed of any other bugs. Appreciated!
Wow, that was fast. It is working now. Thanks! :D
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Re: [MOD 0.13.x] Alien Farm - Catch em, breed em, destroy!

Post by vedrit »

Facto'Mon, anyone? (Factorio version of Poke'Mon)
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Re: [MOD 0.13.x] Alien Farm - Catch em, breed em, destroy!

Post by Critical »

Hi Versepelles i have a problem that i dont know if it is meant to happen but whenever my friend captures a biter it goes into the hosts inventory (mine). is this meant to happen or is it a bug?
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Re: [MOD 0.13.x] Alien Farm - Catch em, breed em, destroy!

Post by Versepelles »

Critical wrote:Hi Versepelles i have a problem that i dont know if it is meant to happen but whenever my friend captures a biter it goes into the hosts inventory (mine). is this meant to happen or is it a bug?
Ah, I don't think that multiplayer is supported, so it's a bug.
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Re: [MOD 0.13.x] Alien Farm - Catch em, breed em, destroy!

Post by Lutz_Scheiter »

Hey Versepelles,

really nice mod u did there! Thank you for this :D

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Re: [MOD 0.13.x] Alien Farm - Catch em, breed em, destroy!

Post by Versepelles »

Lutz_Scheiter wrote:Hey Versepelles,

really nice mod u did there! Thank you for this :D

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Glad you enjoyed it!
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Re: [MOD 0.13.x] Alien Farm - Catch em, breed em, destroy!

Post by Mooncat »

Hi Versepelles, may I have your permission to use the graphics of artificial spawner for the new entity in Creative Mode? It will be tinted to purple to avoid confusion. :D
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Re: [MOD 0.13.x] Alien Farm - Catch em, breed em, destroy!

Post by Versepelles »

Mooncat wrote:Hi Versepelles, may I have your permission to use the graphics of artificial spawner for the new entity in Creative Mode? It will be tinted to purple to avoid confusion. :D
Ya, have at it!
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Re: [MOD 0.13.x] Alien Farm - Catch em, breed em, destroy!

Post by Mooncat »

Versepelles wrote:
Mooncat wrote:Hi Versepelles, may I have your permission to use the graphics of artificial spawner for the new entity in Creative Mode? It will be tinted to purple to avoid confusion. :D
Ya, have at it!
Thanks a lot! :D
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Re: [MOD 0.13.x] Alien Farm - Catch em, breed em, destroy!

Post by bror89dk »

great fashion you're doing ... Versailles' Alien Farm.
but it
It does not work the same with bob fashion Bob's Enemies can only caught it small or 4 that I have here at pictures .. can not get all Enemies from Bob's Enemies ?
Attachments
stor spytter.PNG
stor spytter.PNG (94.55 KiB) Viewed 13436 times
stor snapper.PNG
stor snapper.PNG (104.46 KiB) Viewed 13436 times
mellem spytter.PNG
mellem spytter.PNG (102.38 KiB) Viewed 13436 times
mellem bider.PNG
mellem bider.PNG (127.19 KiB) Viewed 13436 times
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Re: [MOD 0.13.x] Alien Farm - Catch em, breed em, destroy!

Post by JREwing »

Hello. Iam trying to figure out, how to rapidly increase production of artefacts. I have tried to place full stack of alien capsule into the incubator with no visible increase of production. I have check the code and I think, that number of capsules has no role in decision of hatching egg. Same effect - no visible - has free space around incubator. Algorhytm only check capsule included, spawn rate of this kind of alien and then randomly spawn on free space, if any.
Is that right? If yes, production can be inceased only by adding more incubators. Correct?

What kind of alien has most effective ratio spawntime/probability of artefact?

EDIT1:from the config file it seems the most effective is to breed small bitter/spitters.

EDIT2:In my previous post, I have not calculated ovum/artefact consumption to the final result. Now, I have it in the nice table:
Table of calculations
Table of calculations
table.png (12.81 KiB) Viewed 12943 times
This shows, that for example medium class is absolutly pointless to breed. It would be nice to somehow include the ammount of capsules into the spawn calculation. Now for higher rate of production is needed really huge infrastructure.

For me, the best is to breed big ones - it can possibly spawn behemon. Bigs are much easier to catch for massive production (huge ammount is needed), make less dmg and are way easier to kill. But if someone will stick with small ones, there is no much need to upgrade for bigger ones. The progression is too low to invest energy and resources. I think, progression may be much better, if one is going to chatch behemons.
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Re: [MOD 0.13.x] Alien Farm - Catch em, breed em, destroy!

Post by sbadkins4@yahoo.com »

Hoping this mod gets updated to .15 fairly soon.
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