#Evolution factor stuck at 0
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Evolution factor stuck at 0
For context:
- I tried to use the Map editor with
Ctrl+Shift+F11and edit the factor there, which didn't take - I ran the following commands, with no effect:
/c game.map_settings.enemy_evolution.pollution_factor=game.map_settings.enemy_evolution.pollution_factor*1
/c game.map_settings.enemy_evolution.time_factor=1
you can use a mod to edit the world settings for the rates, i suspect there's a command to do it too
@wise moss wouldn't that be the same as the commands I attempted?
that's a strange command to run
you did thing=thing*1
My assumption was for it to be at 0, as the factors were empty
Ah, absolute value instead of compound value... Very good point
Would you be aware for how fast the information in the /evolutioncommand updates? I don't want to report a false "did not work" report due to it not being updated.
no idea, but i thought it was fairly quick if not instant
i'm not sure how often the time factor and pollutions get calculated
can speed up time in editor to make sure
My understanding would have been at least once a second, given the pollution overlay updates visible at that rate
I think I see where I botched it.
Seeing my own world-gen-settings locally (I created and uploaded the map, so their mods would have the right settings) we overlooked vanilla settings, such as:
ah
So it is less the factors, rather than evolution itself being disabled. Is there a toggle to set? ๐
/c set.evolution=true,because a dumbass forgot
probably a game.map_settings variable, need to figure out where they're all written down
I guess I shall scan the wiki again, now that I can pinpoint it easier
I am very much appreciating your help! Having a second person to discuss things with, has one look at a problem differently ๐
Solution was easier than I thought
i found game at least
https://lua-api.factorio.com/latest/classes/LuaGameScript.html
ah
A discord search helped me:
#modded-chat message
Going into the editor on the tab "surfaces" you can manipulate the map-gen-settings, which will then be reloaded
Sadly I stole achievements from them, but they only had session achievements due to their 1.3GB of mods ๐
Wish you the very best Phflack and thank you for helping me
looks like the command was just /c game.map_settings.enemy_evolution.enabled = true, in case you were curious
https://lua-api.factorio.com/latest/concepts/EnemyEvolutionMapSettings.html
Ever curious about those commands. Factorio is quite nice in the aspect, that you can modify everything as needed
i just wish there was a list of globals somewhere, with links to which object type they were
But as my previous attempts were rather unlucky, it was good I went into the editor:
- Pollution factor and time factor were at 1000, likely due to the previous commands I used
i had to search map_settings to find LuaGameScript.map_settings, to see at the top that there's a global named game that matched the global i was looking for
I wonder... wouldn't that be something you could print with a lua script in the editor's scripting section?
Might spend some time on a "dump all settings" script
yeah
just seems like it should be in the docs somewhere useful
oh, found the globals on a not obvious link
https://lua-api.factorio.com/latest/index-runtime.html
exactly what i was looking for, just needs a way to navigate to it
That should be advertised, ngl
It would have saved me a fair amount of time in previous debugging sessions ๐