Evolution Reduction via Destruction


Have you ever wondered how distroying alien spawners ended up helping the aliens evolve? Or have you ever wanted a way to reduce the alien evolution factor? Or do you sometimes want to be left in peace to build your factories, but find peaceful mode a little too easy? This MOD solves these problems :) Destroying alien bases will reduce alien evolution This MOD is designed to introduce a new difficulty level between Peaceful and Normal

Tweaks
9 years ago
0.13 - 0.14
19

i Re: evolution factor below ZERO may have consequences

10 years ago
(updated 10 years ago)

Just include control.lua with checking if this factor below zero and increase it if needed. For example, up to 1%. Something like:

require "util"

global.evolution_factor_minimum = 0.01

script.on_event(defines.events.on_tick, function()
if game.tick % 10 == 0 then
if game.evolution_factor > global.evolution_factor_minimum and global.minimum_evolution_factor_reached == nil then
global.minimum_evolution_factor_reached = true
end
if game.evolution_factor < global.evolution_factor_minimum and global.minimum_evolution_factor_reached ~= nil and global.minimum_evolution_factor_reached == true then
game.evolution_factor = global.evolution_factor_minimum
end
end
end)

10 years ago
(updated 10 years ago)

Thanks for that info and idea :)

I used the script.on_event(defines.events.on_entity_died, function(event) instead of the tick event and it seams to work well.

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