Rampant Evolution Fixed


Changes evolution mechanic to allow for green play. All evolution parameters are configurable and retroactively work on-the-fly. Tries to balance evolution level with number of nests covered by pollution. Killing units reduces evolution. Sets vanilla map evolution factors to 0 in new game settings and can change existing save map evolution factors in mod settings. If you want the vanilla options still, use the mod settings in Rampant Evolution.

Tweaks
12 days ago
2.0
299
Enemies

g Weird interaction with Factorissimo

22 days ago

Seems like something funky happens with Factorissimo. The subworld it uses doesn't match Nauvis itself 1:1, and seems to cause evolution to scale rapidly as a result of "Evolution per tile absorbed pollution", even when on the overworld the pollution is handled/ scrubbed to prevent tile absorption.

21 days ago

cant guarantee il have time to look into the specific interactions between these 2 mods, however i would recommend either disabling 'Evolution per tile absorbed pollution' until i get myself space age and uplift the existing codebase to handle multiple surfaces. this should mean that surfaces have their own evolution scaling. which presumably would include factorissimo sub worlds, not sure about the mod but im guessing there are no biters present in those sub worlds so having a high evolution locally for the subworld wouldnt cause any side effects, alternatively i could filter out commonly named surfaces such as factorissmo ones if the names of the surface are predictable.

I cant say when i can get this done as i dont own space age. but when i do i will try and notify this thread. Apologies

20 days ago

Taking a peek into the code, if you can search for incomplete names the code for Factorissimo seems to generate its subworlds as "(planet)-factory-floor".

The main issue seems to be that the tile absorption in the sub-world then makes the actual surface evo rise, which is honestly bizarre if they're treated as different zones. ( currently factory evo is at something like .65, but after changing settings and playing for a while surface Evo has dropepd to .60, etc.)

As you said, for now I've disabled tile absorption... now I'm trying to figure the best way to properly balance things out to keep the pace, lol.

I could try to get you Space Age, since I'd really like to see this working properly across more worlds. We haven't actually made it off-planet yet, so would be curious to know what "bugs" to expect...

18 days ago

Haha i cant accept freebies that would not be fair as i did not do the major work for this mod only a mild uplift.

I can however look into solving it with factorissimo but might have to be in the coming weeks as im a bit swamped at the moment.

given the sub world names for factorissimo it should be pretty trivial to filter them out.

12 days ago

surface resolution has been changed in latest update. not a specific fix for this but surface is now resolved once and cached. so sub worlds should not affect the main surface.

However again this will not work with multiple surface games at the current time. but in this instance it should stop the issue with factorissimo sub worlds. let me know if the issue persists

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