Been working on this mod for a while, with thoughts of it for a long time.
With 0.17, I had all the ingredients to make it work, I hope you will enjoy: https://mods.factorio.com/mod/Hive_Mind
Been working on this mod for a while, with thoughts of it for a long time.
With 0.17, I had all the ingredients to make it work, I hope you will enjoy: https://mods.factorio.com/mod/Hive_Mind
Is the factory prebuilt, or do you first play as the builder and then switch over?
You can switch to and from a hive at any time. For this demo and for testing, I just loaded a save game and switched teams.
There is an intention that people will play PvP, where some players build a factory while others are controlling hives to try to destroy it.
Oh god, I always asked for this. But is there some kind of AI from the side of humans?
No... I would be lost for many moons if I were to try such a thing.
This may be a stupid question but how do you actually swap teams?
There is a button in the top left you can click to join the hive. (If it doesn't show up, let me know).
Idea: Add a system to limit the amount of players who are in the hive if it doesn't exist already. That way you can have 1 or 2 people as part of the hive vs a bunch of factory workers
There is support to limit the number of 'Hive players'. For now I have it just limited by the max number of forces the game can support
Awesome work Klonan. We will definitely look into hosting a game at Comfy. I've been dreaming of such a game mode for a long time. Not only PVP but also allow admins to "role play" bit biters and wreck havock among humans..
If you need any help or want any features in the mod to make it possible, let me know. I would love to see it run on a big server
Wow, nice job Klonan. This looks really good. Glad to see you doing cool projects. Do you think this will make it to the main game? I assume you’ve spoken to Kovarex about it already.
Right now I don't think the concept it fleshed out enough, even remotely, to be good enough as a main game addition.
It would also slow down the 1.0 release, which nobody would want.
``` 971.919 Error MainLoop.cpp:1177: Exception at tick 78393: The mod Hive Mind caused a non-recoverable error. Please report this error to the mod author.
Error while running event HiveMind::on_gui_click (ID 1) __Hive_Mind/script/hive_mind.lua:353: attempt to index global 'surface' (a nil value) stack traceback: __Hive_Mind/script/hive_mind.lua:353: in function 'leave_hive' __Hive_Mind/script/hive_mind.lua:230: in function <Hive_Mind/script/hive_mind.lua:230> (...tail calls...) __Hive_Mind/control.lua:46: in function <Hive_Mind_/control.lua:44 ```
Thanks for the report, I have fixed it now.
So what happens if the engineer has a lot of artillery in his base?
You'll have a tough time...
This is absolutely phenomenal. I haven't played it at this date and this is the first that I've ever seen of it but I can already tell that it's something worth playing or at least watching. I look forward to looking into this more, maybe even downloading and playing it. Is there a user guide?
No user guide currently. The mod is quite simple for now, so its not a priority.
I don’t get how to play.
What do you need help with?
How exactly do I command units?
I'm able to switch teams, and I see that if I press alt+m it changes my cursor to presumably move units, but when I try to select units, it doesn't do anything. I can't find documentation of controls anywhere.
There is the select units
tool from the BP library or the shortcut bar, which you use to select the units
Stupid question: How do I attack? I switched teams, ran over to my factory, hit spacebar, and... Nothing.
Mousing over the attack, it says "Unknown key: "item-name.behemoth-biter-player-gun"
You need to use the C
key to attack non-aggroing buildings
THis is fun. Loaded some of earlier endgame bases and went to destroy it...However got some "entity nil" errors, It said I have to save the game and send it :)
Warning: I managed to get 12 FPS at max.
https://dl.dropboxusercontent.com/s/3ovkt9396b36mfx/comfy%20stoneblock%20entity%20nil.zip?dl=1
Can you send a crash log?
Does this work with multiplayers? I think it would be really cool for you to play against another person building a base.
Yes, it does
[deleted]
It doesn't use the normal biter mechanics.
I can’t control the units or build spawners
You can grab the unit selection tool from the shortcut bar
It did not crashed. It continued to run. Played one more base (that time no soft mods etc) and it happened again, but this time just like...single time or twice.
Ah, it must be a comfy script thing, I would recommend to report it to them
Having a bit of trouble, how do i place a spawner?
You need to enabled "Pick ghost item" in settings->interface, then you can use the shortcuts in the quickbar to place the spawners
This is probably impossible to implement, but:
There should be a biter tech tree, which uses bottles of pollution in special labs
There should be a biter specific resource that is needed for players, and a player specific resource that is needed for biters, so they would both have a reason to fight each other.
I like the thought of one building used for everything for the biters, like you assign them uses, say one creates biters using pollution and iron you got from the player, and then another building harvesting pollution to research
There should be a goal for the biters like the rocket for the players. A strong weapon will be locked behind whatever you get in the launch (say you get nukes only after you launch a rocket)
Add a lots of weaponry, and make the weaponry the biters make not usable by player vice versa.
Examples for the ideas: 1. Every person building makes a type of pollution, and then you can harvest the pollution for science
Biters use the pollution people make, and maybe reimplement something like alien artifacts, that you can reverse-engineer alien equipment and it will or give you or access to stronger weapons (which will make the biters not able to always annoy the players, or else they will get powerful weapons and raid the biter base), or just be used for purple of yellow science.
The biter spawn thing could be assigned to do lots of tasks, and then you research different jobs, this will make alien factories look well... Alien, and make sure to add a wierd rule to make it not organized (say put the output of the building in a wierd spot, or something like that)
Maybe do that the goal of the biters is to eradicate humanity?
Just add weapons. No explanation needed
This is not implementable, but still!
There is a lot of room for expansion of the mod, for now I've intentionally kept the scope quite small (scope creep tends to kill any development expedience).
Things like, a research tree for boosting biter/worm damage, speed etc.
Currently the biter forces are centered around 'harvesting' pollution from the map, to spawn the biters. Some mechinism for biters to produce pollution would seem natural, harvesting trees or other resources to generate their own pollution makes some sense.
Further down the line, expanding biters into their own proper logistical network is possible, it requires a lot of thought, development, and designing of the mechanisms. For now, being simple, it allows me to see how people will enjoy playing as the biters, and shape the future developments around what is most fun, and what complements the playstyle of the biters.
Had a good bit of fun last night with my bros, power armor and nukes :) https://imgur.com/a/kz9Un1n
Biters with nukes 😱!
Do you have population cost for your units of any kind of upkeep?
Can we get hive buildings that mine ore to upgrade biters? They are evolving....hive mind unlocks uranium upgrade for spitter towers.
No upkeep or pop cap, but they craft very slowly, and absorb pollution to spawn faster.
New buildings are a possibility in future updates to the mod.
How do I get deployers to make larger sizes of biters/spitters?
I've tried changing the evolution factor, but I still only seem to be able to produce small biters and spitters.
You need to change the evolution factor of your own force, not the enemy
force, so /c game.player.force.evolution_factor = 0.99
should do it.
Ye it was some really old map even from .16 . However the second map had no scripts, as it was our achievement run for 0.17, and it gave the same error into the chat. In any cases, link to the save file
Can you share the log file or screenshot of error message in the chat?
Is there a way to pick a spawn point when u join the hive?
No, it picks a random nest close by