Search found 283 matches
- Sat Sep 26, 2020 7:08 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 577
- Views: 135894
Re: [MOD 0.13.17+] Rampant
I've got a semi-huge biter swarm stuck next to my base, they don't react on much, except if you walk real close to them. I think they should be attacking or swarming somewhere else. Mods: base 1.0.0 rampant 0.18.17 NoHandCrafting 1.0.11 ramptant-stuck.png Game save: rdw - 0.40 constr robo.zip Seems...
- Sat Sep 26, 2020 5:46 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 577
- Views: 135894
Re: [MOD 0.13.17+] Rampant
I've been looking into adding support for new biters option in Rampant to RSO and playing around with it in vanilla. It seems for me that specialized enemy bases are very rare - game generates big enemy bases built from natural-biter/spitter bases. Is that how it should work and specialized bases a...
- Mon Jun 08, 2020 3:03 pm
- Forum: Pending
- Topic: [0.18.25] Make chunk at unreasonable position
- Replies: 2
- Views: 267
Re: [0.18.25] Make chunk at unreasonable position
As a follow up.
I no longer am having this problem and I think it had something to do with me assigning units to move into a group that was getting destroyed the same tick they were getting assigned.
I no longer am having this problem and I think it had something to do with me assigning units to move into a group that was getting destroyed the same tick they were getting assigned.
- Wed May 20, 2020 1:59 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 577
- Views: 135894
Re: [MOD 0.13.17+] Rampant
I'm interested in playing with friends with variable amounts of play time, each with their own force and enemy biter force. Is there any way to make this mod work on a per biter force basis? Right now, things seem pretty global (one AI object with constants) and coded to the game.forces.enemy force...
- Wed May 20, 2020 1:10 am
- Forum: Pending
- Topic: [0.18.25] Make chunk at unreasonable position
- Replies: 2
- Views: 267
[0.18.25] Make chunk at unreasonable position
When working on an optimized version of Rampant, I started getting this CTD with the attached stacktrace. The attached save should crash after loading within a couple seconds. You will need to manually add the Rampant mod version attached as it has not yet been published on the mod portal. https://s...
- Tue May 19, 2020 5:11 am
- Forum: Modding interface requests
- Topic: Member count for unit groups
- Replies: 0
- Views: 117
Member count for unit groups
for large unit groups pulling in the members array can take on the order of ms, the cost coming from wrapping all the members.
the request is for a function that counts the members and returns only the count.
the request is for a function that counts the members and returns only the count.
- Tue Apr 07, 2020 10:21 pm
- Forum: Modding interface requests
- Topic: Expose spawner absorbed pollution [R/W]
- Replies: 0
- Views: 120
Expose spawner absorbed pollution [R/W]
Currently there is not a method or property of setting or reading how much pollution a spawner has absorbed. For Rampant, I disable the vanilla AI and to my knowledge there isn't a method to change absorbed spawner pollution outside the vanilla AI. Currently when a spawner fills up, they stop cosumi...
- Fri Mar 27, 2020 6:12 pm
- Forum: Mods
- Topic: [MOD 0.16.36+] Rampant Arsenal
- Replies: 26
- Views: 11699
Re: [MOD 0.16.36+] Rampant Arsenal
Hi - is it possible to add some options to enable / disable bits of this that overlap with the 'Power Armor MK3' mod? What are the overlapping pieces? The MK3 Power Armor, and all of the associated equipment: generator, battery, shield(s). Could you make a bulleted list of the things that needed to...
- Tue Mar 17, 2020 10:17 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 577
- Views: 135894
- Tue Mar 17, 2020 10:16 pm
- Forum: Mods
- Topic: [MOD 0.16.36+] Rampant Arsenal
- Replies: 26
- Views: 11699
- Wed Dec 25, 2019 1:20 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 577
- Views: 135894
Re: [MOD 0.13.17+] Rampant
At the moment, I have no plans to add compatibility. This mod takes enough of my time without having to try to keep it in sync or incorporate others mods. Glad you have enjoyed the mod. Thanks but I didn't mean you! Maintaining one complicated mod is enough for any sane person. I meant if other mod...
- Fri Dec 20, 2019 1:46 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 577
- Views: 135894
Re: [MOD 0.13.17+] Rampant
Tnx for the fix :D About the "Biter faction color should match map color now" change. Is it possible to add an option to have the old "red-only" style? Especially with Alien-Binomes, Bobs and even the base game its hard to see the difference between enemies and oil patches, snow, ore, forgotten bui...
- Mon Dec 16, 2019 10:28 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 577
- Views: 135894
Re: [MOD 0.13.17+] Rampant
Something went very wrong with the newest release... There are alot of invisible indestructible spawners in 0.17.29. Health is shown as "100", but no weapon can damage then (no hitbox?) And the sizing on the map is extremly oversized (at least I think it is, or there are alot of other things I can'...
- Mon Dec 16, 2019 1:40 am
- Forum: Technical Help
- Topic: [0.17.79] [Rampant & deathworld] Biters suddenly stopped, no more attack waves
- Replies: 7
- Views: 550
Re: [0.17.79] [Rampant & deathworld] Biters suddenly stopped, no more attack waves
If you try the latest version, this should be fixed.
Please let me know if it happens again.
Please let me know if it happens again.
- Sun Dec 15, 2019 7:05 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 577
- Views: 135894
Re: [MOD 0.13.17+] Rampant
How quickly would you want them to adapt? Should be variable, depending on some difficulty preset. But suppose if they send two waves and they do very little damage each to non-wall structures, the next wave would include biters with some resistances to the most common causes of deaths in the prece...
- Sun Dec 15, 2019 6:58 pm
- Forum: Technical Help
- Topic: [0.17.79] [Rampant & deathworld] Biters suddenly stopped, no more attack waves
- Replies: 7
- Views: 550
Re: [0.17.79] [Rampant & deathworld] Biters suddenly stopped, no more attack waves
This save doesn't have Rampant installed.
Do you have one before you removed the mod when the biters stopped attacking?
Do you have one before you removed the mod when the biters stopped attacking?
- Wed Nov 27, 2019 1:26 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 577
- Views: 135894
Re: [MOD 0.13.17+] Rampant - 0.17.28
Would it be possible to make this mod compatible with others that add loot drops to aliens and their bases/spawners, such as Alien Walls and Schall Alien Loot? They're not "incompatible" in the sense that they load just fine alongside each other, but Rampant seems to actively replace every vanilla ...
- Thu Nov 07, 2019 5:03 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Dying explosion created as same force as dying entity
- Replies: 2
- Views: 788
[Rseding91] Dying explosion created as same force as dying entity
Currently if you take an unit and add a dying explosion that creates an entity like an assembling-machine-1, the created entity is created under the players force instead of the dying units force. Would it be possible to have this switched so that the dying explosion is created with the same force a...
- Thu Oct 24, 2019 5:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd][0.17.72] Pathfinder Crash (abstractNodeIt != search.abstractNodes.end() was not true)
- Replies: 3
- Views: 916
Re: [Oxyd][0.17.72] Pathfinder Crash (abstractNodeIt != search.abstractNodes.end() was not true)
https://www.factorio.com/blog/post/fff-317 Issue is that you are using "path_resolution_modifier = -8". This means that abstract nodes cover 1 chunk each (32x32), but base node covers 64 chunks (256x256). At some point goal position is badly aligned because of resolution, chunk that contains badly ...
- Sun Oct 20, 2019 12:06 am
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd][0.17.72] Pathfinder Crash (abstractNodeIt != search.abstractNodes.end() was not true)
- Replies: 3
- Views: 916
[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.
Destroy the nest with a nuke either directly north or east of you, game should freeze and produce stack trace.