[MOD 1.1] Natural Evolution - All things Alien!

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TheSAguy
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Re: [MOD 0.12.x] Natural Evolution v4.3.0 - All things Alien!

Post by TheSAguy »

oLaudix wrote:http://i.imgur.com/jQyYPEZ.png
Any idea why expansion chunks suddenly appeared in the middle of my factory? Time difference between the screensots is like 5 minutes. Evolutionary factor is 91,1% on both.
During Evolution factors of 90-100% you can trigger "Phase 10" of my expansion, this will cause the min distance to player base be 0:
"enemy_expansion.min_player_base_distance = 0"

So they will try and settle in your base.

Phase 9, 80-90% the space is 3: "enemy_expansion.min_player_base_distance = 3"
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Re: [MOD 0.12.x] Natural Evolution v4.3.0 - All things Alien!

Post by oLaudix »

Mod makes Behemoth Biters smaller than original, but then when they die they go back to their original size.
https://gfycat.com/ElementaryNeglectedBorer
Image
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Re: [MOD 0.12.x] Natural Evolution v4.3.0 - All things Alien!

Post by Ranakastrasz »

Presumably the corpse prototype size wasn't changed.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
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Re: [MOD 0.12.x] Natural Evolution v4.3.0 - All things Alien!

Post by TheSAguy »

Version 4.3.3 up.

Not a lot of changes.

Updated Bob's spawners to include my new small and medium biters. His start at Big.
Made biters susceptible to fire, so use flame turrets to kill them.
Behemoth scale fix, per below.
oLaudix wrote:Mod makes Behemoth Biters smaller than original, but then when they die they go back to their original size.
https://gfycat.com/ElementaryNeglectedBorer
That was kinda funny :shock:
Thanks for bringing it to my attention.
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Re: [MOD 0.12.x] Natural Evolution v4.3.3 - All things Alien!

Post by orzelek »

Small note: on 1st page the blue on gray is eye hurting text madness. To be read only when selected ;)
And a second small note: Zip contains whole git repository in usual location (.git is zippeed up :D ).
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Re: [MOD 0.12.x] Natural Evolution v4.3.3 - All things Alien!

Post by TheSAguy »

orzelek wrote:Small note: on 1st page the blue on gray is eye hurting text madness. To be read only when selected ;)
And a second small note: Zip contains whole git repository in usual location (.git is zippeed up :D ).
Thanks Orzelek, fixed.
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Re: [MOD 0.12.x] Natural Evolution v4.3.3 - All things Alien!

Post by orzelek »

I think I found a bug - your mod will remove loot tables from biters when used with bobsenemies mod.
If you disable extra loot in config of your mod (bob's one adds loot already) there will be no loot on small biters (I'm assuming also no loot on other biters - couldn't test that further ones). It might be problematic due to other small artifacts that are in bobsenemies that your mod won't add to loot tables.
This also means that bigger vanilla biters will lose colored artifacts from loot even with extra loot enabled.

I tried looking at how this would happen.. and it might have something to do with data final fixes file importing New_Biters_Units file. This file will overwrite all the units with your values. And it redefines all the biters including base ones.
Edit:
Additional note - there is also something about behemot biter/spitter animations thats getting overwritten since it's added by bobenemies to vanilla version.
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Re: [MOD 0.12.x] Natural Evolution v4.3.3 - All things Alien!

Post by TheSAguy »

orzelek wrote:I think I found a bug - your mod will remove loot tables from biters when used with bobsenemies mod.
If you disable extra loot in config of your mod (bob's one adds loot already) there will be no loot on small biters (I'm assuming also no loot on other biters - couldn't test that further ones). It might be problematic due to other small artifacts that are in bobsenemies that your mod won't add to loot tables.
This also means that bigger vanilla biters will lose colored artifacts from loot even with extra loot enabled.

I tried looking at how this would happen.. and it might have something to do with data final fixes file importing New_Biters_Units file. This file will overwrite all the units with your values. And it redefines all the biters including base ones.
Edit:
Additional note - there is also something about behemot biter/spitter animations thats getting overwritten since it's added by bobenemies to vanilla version.
Good catch.
Since I have the vanilla biters in my New_Biters_Units file, the loot table will be blank if you don't use my extra loot.
I think I have two choices to fix this, move the new unit files from "data final fixes" to just "data" or maybe just remove the vanilla biters from my "New_Biters_Units" file.
The second option will probably work better, but let me think on it and test it a bit.
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Re: [MOD 0.12.x] Natural Evolution v4.3.4 - All things Alien!

Post by TheSAguy »

Version 4.3.4 up - Hot-Fix.
This should fix the issue if you're using Bob's small artifacts, pink and colored and you disables Natural Evolution's new artifacts.
The result would have been that no drops would have happened, since I wiped the loot table by re-adding in vanilla units.

No other changes.
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Re: [MOD 0.12.x] Natural Evolution v4.3.4 - All things Alien!

Post by orzelek »

Thanks for quick fix :)
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Re: [MOD 0.12.x] Natural Evolution v4.3.4 - All things Alien!

Post by Sleeeper »

4.3.4 and 4.3.3 crashes my 0.12.7 game with

Code: Select all

Error Util.cpp:46: Error in assignID, entity with name 'small-biter-Mk2' does not exist.
Extraloot is disabled in config, anything else is untouched.

4.3.0 works fine so i'm sticking to it for now.
mods installed
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Re: [MOD 0.12.x] Natural Evolution v4.3.4 - All things Alien!

Post by TheSAguy »

Sleeeper wrote:4.3.4 and 4.3.3 crashes my 0.12.7 game with

Code: Select all

Error Util.cpp:46: Error in assignID, entity with name 'small-biter-Mk2' does not exist.
Extraloot is disabled in config, anything else is untouched.

4.3.0 works fine so i'm sticking to it for now.
mods installed
At the moment, I have no idea why...
From Version V4.3.0 to V4.3.3 I added the new units to bob's spawners and version 4.3.4 just removed the vanilla units from my mod, leaving them in the base game.

Please confirm starting a mew game works. Set evolution to 25% and let it run for a few minutes, so the new units spawn.

Code: Select all

/c game.evolution_factor = 0.25
Also, try playing with the extra loot on and see if that works.

Sorry for the problem, got me baffled.
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Re: [MOD 0.12.x] Natural Evolution v4.3.4 - All things Alien!

Post by Sleeeper »

TheSAguy wrote:Please confirm starting a mew game works. Set evolution to 25% and let it run for a few minutes, so the new units spawn.
Can't start new game because factorio crashes on launch with an error above.
TheSAguy wrote:Also, try playing with the extra loot on and see if that works.
With extraloot enabled it crashes with

Code: Select all

Error Util.cpp:46: __Natural-Evolution__/data-final-fixes.lua:217: __Natural-Evolution__/prototypes/Extra_Loot/extra_loot.lua:381: attempt to index field 'dyzilla-unit-1' (a nil value)
that's why i disabled it trying not to crash.
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Re: [MOD 0.12.x] Natural Evolution v4.3.4 - All things Alien!

Post by orzelek »

It might be that 5dim uses some items that DyTech has and your detection gets confused - tries to activate DyTech sections of code.
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Re: [MOD 0.12.x] Natural Evolution v4.3.4 - All things Alien!

Post by TheSAguy »

Sleeeper wrote:
TheSAguy wrote:Please confirm starting a mew game works. Set evolution to 25% and let it run for a few minutes, so the new units spawn.
Can't start new game because factorio crashes on launch with an error above.
TheSAguy wrote:Also, try playing with the extra loot on and see if that works.
With extraloot enabled it crashes with

Code: Select all

Error Util.cpp:46: __Natural-Evolution__/data-final-fixes.lua:217: __Natural-Evolution__/prototypes/Extra_Loot/extra_loot.lua:381: attempt to index field 'dyzilla-unit-1' (a nil value)
that's why i disabled it trying not to crash.
Okay, for some reason that was hard to find, even though it was obvious in the end.
The problem come in with using DyTech and Bob's Enemies and disabling the Extra loot.
When using DyTech, I don't add new units, but was still adding them to Bob's.
Fix posted on first post.
Let me know.
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Re: [MOD 0.12.x] Natural Evolution v4.3.5 - All things Alien!

Post by Sleeeper »

No more crash with either setting of extraloot. Thank you.
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Re: [MOD 0.12.x] Natural Evolution v4.3.5 - All things Alien!

Post by Evilness »

I have an annoying bug/feature to report. The alien artifact collectors are not affected by blueprint/deconstruction planners. Which is pretty annoying since i have wall blueprint, but i have to add collectors manually anyway.
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Re: [MOD 0.12.x] Natural Evolution v4.3.5 - All things Alien!

Post by TheSAguy »

Evilness wrote:I have an annoying bug/feature to report. The alien artifact collectors are not affected by blueprint/deconstruction planners. Which is pretty annoying since i have wall blueprint, but i have to add collectors manually anyway.
Yip, unfortunatly the collectors can't be used in blue-prints.
It've because of the overlay, that shows you the radius of the collection area. That item gets swapped when you place it.
You can read more on the last few posts here

Now you appreciate those collectors more as you manually have to place them!
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Re: [MOD 0.12.x] Natural Evolution v4.3.5 - All things Alien!

Post by Doddler »

Very cool mod, I'll have to give it a spin.

Since my account can't PM, I'll have to post this here. You can go ahead and use anything from my mod if you want.
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Re: [MOD 0.12.x] Natural Evolution v4.3.5 - All things Alien!

Post by irbork »

Loading mod Natural-Evolution 4.3.5 (data-final-fixes.lua)
1.616 Error Util.cpp:46: __Natural-Evolution__/data-final-fixes.lua:217: __Natural-Evolution__/prototypes/Extra_Loot/extra_loot.lua:107: attempt to index field 'small-biter-Mk2' (a nil value)


fixed it by ading " and NEConfig.Spawners" in line 104 extra_loot.lua

if not NEConfig.mod.DyTechWar and NEConfig.Spawners then
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