New bug - popup when defending against large group. The version of Rampant - 3.1.2 What is your map evolution - 91% last I checked. Was Rampant added at the start of a game - yes. A brief description of what you are experiencing - Fighting off a large group while trying to rebuild defenses. Screens...
starting peace duraion not working is that buged? tryed with only rampant on, peaceful AI on/off. nothing seem to work bitters just try to eat me at min 1. and debug messages do say "AI_STATE_PEACEFUL"
Do you have other mods that may be causing your issues?
I grew a bit tired of the constant attacks and having to repair walls constantly - so I disabled all special ais apart from "peaceful" just to see what was causing the constant attacks that never ended (without any nest in my pollution cloud). However the attacks keep coming, similarly I ...
Veden, any chance your recent updates to Rampant fixed the compatibility issues with mods that spawn spawners, like RSO? Not sure what the problem is. Nothing appears wrong to me. Orzelek, when you are creating entities are you calling the raise_built flag on the create entity? If so, I should be p...
Summary: Unit groups are nil on units during the on_entity_died event. Long version: If you load the attached save with the attached mod, you can run the command below in the console to generate a unit group with 10 small biters. The unit group will spawn close enough to turrets to agro the unit gro...
Just to make reproducing as easy as possible. 1.1.32 factorio version Add the attached Rampant mod 1.0.5. Sync game with save. Don't do anything until the game desyncs. Game starts on tick 7842840, the mod changes the game speed to be x7 until 786100 and then the speed goes to 0.5. Desync occurs on ...
https://github.com/veden/Rampant/issues/37 I thought Desyncs with mods was closed to new topics as when I login the new topic disappears. If I click new topic when I'm not logged in and then login I get an error message saying I can't post in this forum. The Rampant build 1.0.5 in that forum thread ...
Biters and spitters don't require anything to spawn around spawners and this is unchanged from vanilla In vanilla, to form attack groups they require pollution that the spawners absorbs and stores which is reduced by the number of units sent to the attack group. Rampant can form attack groups indepe...
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...
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...
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'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...
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...
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...
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...