Dimension Warp

by Anakhon

Build your base, defend it from the locals and get back to your home, Nauvis. A remake of the great warptorio2 (Vanilla and SpaceAge compatible).

Overhaul
20 days ago
2.0
1.08K
Combat Enemies Environment Mining Power

g Evolution does not reset on warp

a month ago

Hey there,

I noticed that my Evolution Factor does not reset on a warp.
Currently I am sitting at around 60% evolution and climbing and it gets really hard to defend, because as soon as pollution touches a nest, the big biters appear.
If I check my evolution stats by /evolution, I get the following fresh after a warp:
Nauvis - Factor: 0.4221 (Time 100%)
Produstia - Factor: 0.4237 (Time 93%, Pollution 7%)
Electria - Factor: 0.4177 (Time 92%, Pollution 8%)
Smeltus - Factor: 0.4207 (Time 92%, Pollution 8%)
Unknown key: "space-location-name.neo-nauvis-135" - Evolution factor: 0.6351. (Time 68%) (Pollution 32%) (Spawner kills 0%)

Is this intended behaviour?

a month ago

Oh my modlist if needed:
Base mod
Elevated Rails
Quality
Todo List
Dimension Warp
Disco Science
Event Distribution Lite
Factorio Library
Fill4Me
FNEI
Inventory Repair
Max Rate Calculator
Mech Armor
Speed Control
Tree Collision
Where Is My Body

a month ago

I also tried deactivating all mods except the following and it changed nothing:
Base mod
Elevated Rails
Quality
Dimension Warp

a month ago

Evolution resets after each warp but just after that starting evolution is set with this line
game.forces.enemy.set_evolution_factor(math.min(100, 1.8 ^ (storage.warp.number / 20) + math.log(storage.warp.number, 10) * 5) / 100, storage.warp.current.surface)
First part of this formula use exponent function. Yes, this is ridiculous from my point of view, but that is the vision of author. At 153 warp evolution will hit its limit - 100%. And if you already have 60% at start, then you are at 140 warp and you will get maximum evolution in just dozen of warps. Have fun.

a month ago

Hey,

thanks for the reply.
I see the vision that the author wants to limit the warps and wants to push you into a more aggressive and fast gameplay.
That however is not my style and I probably will change this in the mods source code for my playthrough.

Thank you very much again.

a month ago

Maybe have an option to switch to complete evolution clearing (setting to 0) on warp?

a month ago
(updated a month ago)

I didn't want evolution to reset to 0, this is something I really didn't like in the original warptorio because after some warp, you just don't care anymore about biters as they need at least 1hour to get back to big biters.

First part of this formula use exponent function. Yes, this is ridiculous from my point of view, but that is the vision of author.

I don't know what's ridiculous for you, but if you mean the formula, if you have a better idea and solution to make something that doesn't increase "fast" in the beginning but faster later, feel free to share it. I'm open to any constructive suggestion :)

I see the vision that the author wants to limit the warps and wants to push you into a more aggressive and fast gameplay.

No, I just want to make sure that after a given amount of warp, when you are well developed, you don't encounter small biters that get one shot by lasers. I want biters to be meaningful and not just "let's warp, they'll get low level again"

Behemoths biters are not that hard to defend, just some flamethrowers are able to do the job alone.
So i believe that after 135 warps, either playing slow or not, you should be able to put a solid defense with turrets and flamethrowers at least, maybe lasers as well.

If you play with Space Age, a single row of Tesla with the first 2 damage upgrade is enough to kill any biters.

Maybe have an option to switch to complete evolution clearing (setting to 0) on warp?

This won't happen, for all the above reasons.
I may review how the evolution is calculated after each warp if somebody have cool ideas (I don't care if the 100% evolution is then delayed to warp 200 for example, as long as the increase makes sense)
I will review the fact evolution is shared between biters and pentapods (because 100% biter evolution is far easier than 100% pentapod evolution, and pentapods are a PITA)

a month ago

For information in 0.4.0

  • Update the formula behind the evolution after each warp to make it more smooth during warp progression.
    • Biter evolution: warp 100 = 0.25, 150 = 0.414, 200 = 0.656, 243+ = 1
    • Pentapod evolution: warp 100 = 0.23, 150 = 0.358, 200 = 0.505, 250 = 0.689, 300 = 0.94, 310+ = 1
a month ago

I don't know what's ridiculous for you, but if you mean the formula, if you have a better idea and solution to make something that doesn't increase "fast" in the beginning but faster later, feel free to share it.

Actually this part "but faster later" is a principal mistake from my point of view. It should be the opposite - slower later. Just like evolution in factorio itself. Or at least there should be several(to remind) warnings for player. It is very frustrating for a player to realize after dozen hours of gameplay, that now he/she should start from scratch, because evolution has started to progress like crazy and his base is not yet ready and will not be in next 10 warps.

Update the formula behind the evolution after each warp to make it more smooth during warp progression

Much better. Thank you

a month ago
(updated a month ago)

Actually this part "but faster later" is a principal mistake from my point of view. It should be the opposite - slower later

I only half agree. For a vanilla game it would be clearly true.
Here, if I were to increase quickly the early warp evolution, you'd end with medium biter too quickly considering the difficulty to gather resources (and the "normal" evolution on the planet itself is fast enough to compensate this issue) and I think it would be more frustrating.

But clearly, the previous way I calculated it was "too steep" for the end levels

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