Search found 264 matches

by Veden
Sun Oct 20, 2019 12:06 am
Forum: Assigned
Topic: [Oxyd][0.17.72] Pathfinder Crash (abstractNodeIt != search.abstractNodes.end() was not true)
Replies: 1
Views: 130

[Oxyd][0.17.72] Pathfinder Crash (abstractNodeIt != search.abstractNodes.end() was not true)

Uses just the Rampant mod.

Destroy the nest with a nuke either directly north or east of you, game should freeze and produce stack trace.
by Veden
Sat Aug 17, 2019 6:59 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant - 0.17.28
Replies: 535
Views: 91684

Re: [MOD 0.13.17+] Rampant - 0.17.26

I have some feedback after having played with this mod for many hours in my current playthrough. First off, it's fantastic. It gives the enemy some much needed variation, and the new weapon options in Rampant Arsenal are all really interesting to play around with and look awesome. Glad you like the...
by Veden
Sat Aug 17, 2019 6:33 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant - 0.17.28
Replies: 535
Views: 91684

Re: [MOD 0.13.17+] Rampant - 0.17.27

Hi Veden, On new game creation (Factorio 0.17.66, latest version of Rampant) : The mod Rampant caused a non-recoverable error. Please report this error to the mod author. Error while running event Rampant::on_init() __Rampant__/Upgrade.lua:130: attempt to perform arithmetic on field 'enemySeed' (a ...
by Veden
Sat Aug 17, 2019 3:51 am
Forum: Ideas and Requests For Mods
Topic: Biter Industries
Replies: 2
Views: 176

Re: Biter Industries

I haven't tried it in 0.17, but you should be able to use unit spawners to spawn land mines and turrets instead of biters or spitters, so some of this is easier to attain in a UPS efficient way. Or things like a unit spawner that spawns unit spawners that spawn units. The mechanics you describe are ...
by Veden
Sat Aug 17, 2019 3:36 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant - 0.17.28
Replies: 535
Views: 91684

Re: [MOD 0.13.17+] Rampant - 0.17.26

you dont seem to get the point. I dont want the game to be easy else i would not play with rampant. The HP regeneration is game breaking for artilleries. deal with it. I can add this to the todo list, but I can't promise when it will get implemented. The incendiary artillery shells in Rampant Arsen...
by Veden
Sat Aug 17, 2019 3:33 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant - 0.17.28
Replies: 535
Views: 91684

Re: [MOD 0.13.17+] Rampant - 0.17.26

First: Great mod making the game a little bit more "starshirp troopers" :-D If I remember correctly, Rampart does some spawning stuff. If not, then maybe Alien Binoms or the Base game are to blame, but I have to start somewhere ;-) Some nasty biters are spawning in lakes and walk around in the most...
by Veden
Sat Aug 17, 2019 3:32 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant - 0.17.28
Replies: 535
Views: 91684

Re: [MOD 0.13.17+] Rampant - 0.17.26

I'm having a UPS issue which I described at https://forums.factorio.com/viewtopic.php?f=49&t=72738 . I'm playing on an entirely forest-biter-covered map. Either the recent patch with the AI tweak, or installing Rampant, seem to have permanently activated a lot of chunks outside my base. When I set ...
by Veden
Sat Aug 17, 2019 3:27 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant - 0.17.28
Replies: 535
Views: 91684

Re: [MOD 0.13.17+] Rampant - 0.17.26

Is it possible to have the biters avoid running enmass all through a simple line of fire? Not asking for them to be made afraid of it (well, maybe afraid if it’s essentially an inferno)/completely unable to walk through it, but maybe somehow make them less likely to want to path through? What I’m s...
by Veden
Tue Jun 11, 2019 1:58 am
Forum: Won't implement
Topic: Unit Group Command Completed
Replies: 1
Views: 136

Unit Group Command Completed

Is there any way to get just the unit group command completed events?

Getting both unit groups and units causes most events that are received to be just be overhead.
by Veden
Tue Jun 11, 2019 1:29 am
Forum: Mods
Topic: [MOD 0.16.36+] Rampant Arsenal - 0.17.18
Replies: 19
Views: 5735

Re: [MOD 0.16.36+] Rampant Arsenal - 0.17.16

I'm unable to research Rocket Turrets 2 (for the Rapid Rocket Turret) even though all the prerequisites are researched and green. See screenshot. (The few techs above that didn't fit on the screen are also researched). https://puu.sh/DE78j/e99b8ccf87.png Edit: After further digging, Cannon Turrets ...
by Veden
Tue May 21, 2019 12:27 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant - 0.17.28
Replies: 535
Views: 91684

Re: [MOD 0.13.17+] Rampant - 0.17.26

cameroon wrote:
Mon May 20, 2019 10:43 am
Any of the groups in radar coverage appear static (at least visually). Never tried to see if I can like reveal the map to see what other groups are doing.
Still don't see anything in the radar coverage or outside of it.
by Veden
Wed May 15, 2019 11:46 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant - 0.17.28
Replies: 535
Views: 91684

Re: [MOD 0.13.17+] Rampant - 0.17.25

Thanks for adding lighted poles to safety list. https://i.imgur.com/mzL7eQ4.jpg Three biter waves just standing there for a hour or so. Not sure if normal. agreed, but I would need a save to tell you anything more. After two hours they did a massive wave. Maybe it's because I'm barely producing now...
by Veden
Fri May 10, 2019 8:50 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant - 0.17.28
Replies: 535
Views: 91684

Re: [MOD 0.13.17+] Rampant - 0.17.25

Vilkra wrote:
Fri May 10, 2019 8:27 pm
Thanks for adding lighted poles to safety list.

https://i.imgur.com/mzL7eQ4.jpg

Three biter waves just standing there for a hour or so. Not sure if normal.
agreed, but I would need a save to tell you anything more.
by Veden
Thu May 02, 2019 1:57 am
Forum: Mods
Topic: [MOD 0.16.36+] Rampant Arsenal - 0.17.18
Replies: 19
Views: 5735

Re: [MOD 0.16.36+] Rampant Arsenal - 0.17.12

You should see everything from both, you may end up with two types of recipes for the same item or very similar items. This mod doesn't use any of the recipe changes that may come with bobs warfare. The only integration is the power armors from bobs can use the advanced nuclear generator equipment w...
by Veden
Wed May 01, 2019 11:16 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant - 0.17.28
Replies: 535
Views: 91684

Re: [MOD 0.13.17+] Rampant - 0.17.23

Looking for a desync'ing save with as few mods as possible and all of the mods must be available.
by Veden
Wed May 01, 2019 3:15 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant - 0.17.28
Replies: 535
Views: 91684

Re: [MOD 0.13.17+] Rampant - 0.17.22

I'm using the mod Lighted Electric Poles+ and big electric poles destroyed by passing by biters are not regenerated (safety on). Perhaps it's because lighted electric poles are not marked for safety. Then it would be sweet, if that could be updated :) . Forgot to add this change to the changelog. 0...
by Veden
Wed Apr 17, 2019 5:08 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant - 0.17.28
Replies: 535
Views: 91684

Re: [MOD 0.13.17+] Rampant - 0.17.19

Requia wrote:
Wed Apr 17, 2019 1:32 am
Is there some reason I should be using Clockwork instead of a different daylight mod? Was planning on Axial Tilt specifically.
Not at all, it is just I one that I have been using and would recommend if someone didn't have a daylight mod.
by Veden
Sun Apr 14, 2019 3:57 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant - 0.17.28
Replies: 535
Views: 91684

Re: [MOD 0.13.17+] Rampant - 0.17.19

Well, this doesn't seem right. I'm not 100% sure if this is base Factorio or Rampant, but I strongly suspect it's Rampant since it's only happening with the fast biter faction from the mod. The fast biter 2s in the screenshot are duplicating at a massive rate (not getting reinforcement from home or...
by Veden
Sat Apr 13, 2019 8:55 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant - 0.17.28
Replies: 535
Views: 91684

Re: [MOD 0.13.17+] Rampant - 0.17.19

Well, this doesn't seem right. I'm not 100% sure if this is base Factorio or Rampant, but I strongly suspect it's Rampant since it's only happening with the fast biter faction from the mod. The fast biter 2s in the screenshot are duplicating at a massive rate (not getting reinforcement from home or...
by Veden
Sat Apr 13, 2019 8:53 pm
Forum: Resolved Problems and Bugs
Topic: [Bilka] [0.17.31] Emissions_per_minute map generator hang
Replies: 4
Views: 820

Re: [0.17.31] Emissions_per_minute map generator hang

Generator prototype {type="generator", name="basic-fluid-generator-rampant-arsenal", icon="__RampantArsenal__/graphics/icons/oil-burner.png", icon_size=32, flags={"placeable-neutral", "player-creation"}, minable={mining_time=1, result="basic-fluid-generator-rampant-arsenal"}, max_health=300, corpse=...

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