Search found 294 matches

by Veden
Fri Jul 20, 2018 3:18 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 315371

Re: [MOD 0.13.17+] Rampant - 0.16.30

Munchkin9 wrote:Hey Veden,
Here is the save file in which the Biters have stopped attacking, which I mentioned in the Factorio mods portal discussion board.

(Forgive the factory, I'm not that good at Factorio and I have not been building very cleanly :P )
Thanks for the save, this should be fixed now.
by Veden
Sat Jul 14, 2018 6:43 pm
Forum: Mods
Topic: [MOD 0.15.x] Necromant
Replies: 35
Views: 17499

Re: [MOD 0.15.x] Necromant

For adding loot just use the tier naming set to have it map correctly an example) if the tiers is set to 5 then the loot table sizes should be something along the lines of {small, small, medium, big, behemoth} local TIER_NAMING_SET_5 = { 1, 3, 5, 7, 10 } local TIER_NAMING_SET_10 = { 1, 2, 3, 4, 5, 6...
by Veden
Wed Jul 04, 2018 8:13 pm
Forum: Ideas and Suggestions
Topic: Cannon turret
Replies: 9
Views: 2159

Re: Cannon turret

I would think it is possible, but getting the projectile direction may be challenging. You could have a fixed distance the projectile will travel and when it hits it max range it calls on_trigger_created_entity at which point you spawn the second stage projectile. "challenging" is the new...
by Veden
Wed Jul 04, 2018 7:34 pm
Forum: Ideas and Suggestions
Topic: Cannon turret
Replies: 9
Views: 2159

Re: Cannon turret

Yes, I have also created a weapon/turret mod that allows for 3 walls between the turret and where the projectile is created for things like cannon turrets. I'm assuming you simply set the projectile_creation_distance to 3.5-ish? Looking at the gun-turrent it looks like the projectile is entirely de...
by Veden
Wed Jul 04, 2018 6:30 pm
Forum: Ideas and Suggestions
Topic: Cannon turret
Replies: 9
Views: 2159

Re: Cannon turret

Although this is possible to mod in very easily right now, you have the slight issue that cannon shells are a collision detection projectile, meaning they deal damage to the first thing they hit, including your own walls. so either you'd have to put them outside of your walls, or the walls would be...
by Veden
Fri Jun 01, 2018 7:51 pm
Forum: Mods
Topic: [MOD 0.16.36+] Rampant Arsenal
Replies: 30
Views: 34550

Re: [MOD 0.16.36+] Rampant Arsenal

Thanks for the new mod! Does it have any connection to your Rampant mod? I used to play Rampant and Natural Evolution mods with high difficulty settings (2.5 for Rampant, 5 for NE, 4x technology cost). The most challenging part is early game even before turret technology is researched. First wave u...
by Veden
Sat May 26, 2018 1:16 am
Forum: Mods
Topic: [MOD 0.16.36+] Rampant Arsenal
Replies: 30
Views: 34550

Re: [MOD 0.16.36+] Rampant Arsenal

awesome feedback, no disagreements.

The cannon, rapid cannon, and advanced laser have the projectile creation distance set that you can put about 3 walls around them.

The collision boxes are the biggest obstacle to overcome, but if you want something that can pierce you need one.
by Veden
Fri May 25, 2018 10:08 pm
Forum: Mods
Topic: [MOD 0.16.36+] Rampant Arsenal
Replies: 30
Views: 34550

[MOD 0.16.36+] Rampant Arsenal

Rampant Arsenal [*] Name: Rampant Arsenal [*] Factorio-Version: 0.16.36+ [*] Description: Factorio Mod - Adds a variety of turrets to wage war. [*] License: CC 4.0 BY-NC [*] Release: 2018-5-25 [*] Website: https://mods.factorio.com/mods/Veden/RampantArsenal [*] Github [*] Category: Gameplay [*] Aut...
by Veden
Wed May 23, 2018 8:27 pm
Forum: Modding help
Topic: [Done] How to prevent unit damage
Replies: 7
Views: 1589

Re: How to prevent unit damage

{               type = "area",               radius = 2,               action_delivery =               {                 type = "instant",                 target_effects =                 {                   {                type = "damage",                damage = {am...
by Veden
Tue May 22, 2018 3:31 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 315371

Re: [MOD 0.13.17+] Rampant - 0.16.26

Looks like your surface index is 3 instead of the expected 1 which corresponds to nauvis base surface, that means that I have to add some logic to try to detect the situation that this might happen as you aren't the first I have seen this happen with. Also I will need to look into how multiple playe...
by Veden
Tue May 22, 2018 3:06 am
Forum: General discussion
Topic: efficiency of dragon's teeth on biters
Replies: 32
Views: 16198

Re: efficiency of dragon's teeth on biters

No, I build an in memory representation of the map and perform pathfinding resolution at the level of chunks for move/attack commands.
by Veden
Tue May 22, 2018 12:47 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 315371

Re: [MOD 0.13.17+] Rampant - 0.16.26

I tried this as well, was at 0,1xxx evolution and no direct biter bases in range. After i think 30 min's i got attacked by a whole group and they wiped the floor with me( had only the pistol at that moment), if this is right, i have to plan other way's with bob mods because my research and all is s...
by Veden
Sun May 20, 2018 7:32 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 315371

Re: [MOD 0.13.17+] Rampant - 0.16.26

It means people who don't subscribe to the experimental version would have their biters deleted when they update. sure, I can add the note going forward on the changes to the base requirements. I didn't realize the game only enforces the major game version and not the minor subversions for the mod ...
by Veden
Sun May 20, 2018 3:22 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 315371

Re: [MOD 0.13.17+] Rampant - 0.16.26

Great mod, but would it have been to much effort to mention in the ChangeLog that the new version no longer works with the stable factorio version and requires the experimental version? The info.json that is displayed in game shows the dependencies of the mod "base >= 0.16.43". I'm alittl...
by Veden
Sat May 19, 2018 5:06 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 315371

Re: [MOD 0.13.17+] Rampant - 0.16.24

FYI, got this error trying to sync a save on 0.16.43 on my second PC. I think it's the same error as before. Save Attached also. https://i.imgur.com/s49ZV0Y.png In my quick tests it seems that startup mod settings are not synced with the save only the mod set. The defaults for the new enemies is of...
by Veden
Sat May 19, 2018 4:36 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 315371

Re: [MOD 0.13.17+] Rampant - 0.16.24

What does the World: Enemy dead zone frequency do? The tooltip says: "The percentage of zones that start up with worms or nests" but this: and deadzones (areas that the biters are removed from but can migrate back to). implies the opposite. My testing seems to confirm the latter but that ...
by Veden
Fri May 18, 2018 5:13 pm
Forum: General discussion
Topic: efficiency of dragon's teeth on biters
Replies: 32
Views: 16198

Re: efficiency of dragon's teeth on biters

Have you tried the Rampant Mod (https://mods.factorio.com/mod/Rampant)? The mod uses potential fields instead of A* or Dijkstra, which allows for a manageable dynamic paths within the game. Also the size of the biters and spitters has been reduced to allow for the units to slide by each other for be...
by Veden
Sat May 05, 2018 9:13 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 315371

Re: [MOD 0.13.17+] Rampant - 0.16.24

FYI, getting this error: https://i.imgur.com/AoCvhrg.png I synced my save to a different PC and got it on load. Thanks I will take a look into this. I can't get the settings to stick. Every time I change them (either in game or out of game), they are back to the original settings when I go into the...
by Veden
Fri Apr 20, 2018 3:10 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 315371

Re: [MOD 0.13.17+] Rampant - 0.16.24

A question, what are some good "introductory" settings for Rampant? I'd like it to give me a bit of a challenge defending my massive base, but not overwhelm me right off the bat (as happens with default settings). While this is probably due to base design, I'd like to be able to tone thin...
by Veden
Sun Apr 15, 2018 9:06 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 315371

Re: [MOD 0.13.17+] Rampant - 0.16.23

no, but the AI abilities are capped by the current evolution. So at 0 evolution not much will happen. Are you playing without expansion or peaceful? Expansion is on, I have vanillia biters on too just as " trash mobs " so to speak. I see Elemental Spawners, but i think that's bobs? i cant...

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