Search found 283 matches

by Veden
Sat Sep 26, 2020 7:08 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 572
Views: 128712

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...
by Veden
Sat Sep 26, 2020 5:46 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 572
Views: 128712

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...
by Veden
Mon Jun 08, 2020 3:03 pm
Forum: Pending
Topic: [0.18.25] Make chunk at unreasonable position
Replies: 2
Views: 241

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.
by Veden
Wed May 20, 2020 1:59 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 572
Views: 128712

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...
by Veden
Wed May 20, 2020 1:10 am
Forum: Pending
Topic: [0.18.25] Make chunk at unreasonable position
Replies: 2
Views: 241

[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...
by Veden
Tue May 19, 2020 5:11 am
Forum: Modding interface requests
Topic: Member count for unit groups
Replies: 0
Views: 94

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.
by Veden
Tue Apr 07, 2020 10:21 pm
Forum: Modding interface requests
Topic: Expose spawner absorbed pollution [R/W]
Replies: 0
Views: 105

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...
by Veden
Fri Mar 27, 2020 6:12 pm
Forum: Mods
Topic: [MOD 0.16.36+] Rampant Arsenal
Replies: 26
Views: 10707

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...
by Veden
Tue Mar 17, 2020 10:17 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 572
Views: 128712

Re: [MOD 0.13.17+] Rampant

ptx0 wrote:
Tue Mar 17, 2020 9:28 pm
adding this to map caused immediate desync. out of curiosity, what is causing so many of these problems?
I like to think that if I knew the answer to that question, I would have fixed it.
by Veden
Tue Mar 17, 2020 10:16 pm
Forum: Mods
Topic: [MOD 0.16.36+] Rampant Arsenal
Replies: 26
Views: 10707

Re: [MOD 0.16.36+] Rampant Arsenal

sHORTYWZ wrote:
Tue Feb 25, 2020 11:22 pm
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?
by Veden
Wed Dec 25, 2019 1:20 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 572
Views: 128712

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...
by Veden
Fri Dec 20, 2019 1:46 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 572
Views: 128712

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...
by Veden
Mon Dec 16, 2019 10:28 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 572
Views: 128712

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'...
by Veden
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: 474

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.
by Veden
Sun Dec 15, 2019 7:05 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 572
Views: 128712

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...
by Veden
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: 474

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?
by Veden
Wed Nov 27, 2019 1:26 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 572
Views: 128712

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 ...
by Veden
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: 713

[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...
by Veden
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: 823

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 ...
by Veden
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: 823

[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.

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