Thanks for the save, this should be fixed now.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 )
Search found 294 matches
- 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
- 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...
- 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...
- 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...
- 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...
- 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...
- 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.
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.
- 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...
- 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...
- 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...
- 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.
- 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...
- 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 ...
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...