Search found 294 matches
- Fri May 19, 2017 2:48 am
- Forum: Ideas and Suggestions
- Topic: A treatise on alien behavior
- Replies: 2
- Views: 978
Re: A treatise on alien behavior
I'm curious to try out the tick approach to maintaining the pheromone map.
- Thu May 18, 2017 6:01 pm
- Forum: Modding interface requests
- Topic: Invulnerable entities still get attacked by Biters
- Replies: 2
- Views: 741
- Wed May 17, 2017 6:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.5] attack area targets indestructible entities
- Replies: 3
- Views: 3996
Re: [0.15.5] attack area targets indestructible entities
local playerPosition = game.players[1].position local chunkX = playerPosition.x local chunkY = playerPosition.y local entity = game.surfaces[1].create_entity({name="small-electric-pole", force="player", position={chunkX - 20, chunkY - 20}}) entity.destructible = false local grou...
- Wed May 17, 2017 1:39 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 316439
Re: [MOD 0.13.17+] Rampant - 0.15.8
I believe the "building safety" for now replaces the entities to save them? Yes, the code is what you are expecting. The repo is up on github, the place you are looking for is https://github.com/veden/Rampant/blob/master/control.lua#L230 otherwise I can add the code for this later tonight...
- Mon May 15, 2017 7:13 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 316439
Re: [MOD 0.13.17+] Rampant - 0.15.8
I dont know if adding additional wall types would be smart, since there are already bunch of mods doing exactly that, and i dont think people want some new walls in a Biter AI mod. This was my thought as well, that is why I didn't mention walls originally. Could you maybe give me the current number...
- Mon May 15, 2017 5:47 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 316439
Re: [MOD 0.13.17+] Rampant - 0.15.8
I could add resistances to walls, which could also mean that certain types of spitters of the same size do more damage to walls than others.
Would adding different types of walls or tiers or just buff the normal ones be preferable?
Would adding different types of walls or tiers or just buff the normal ones be preferable?
- Mon May 15, 2017 5:13 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 316439
Re: [MOD 0.13.17+] Rampant - 0.15.8
So currently to offset the high damage and splash I had reduced the range of small and medium spitters to 13 and 14 with big+ at the normal 15. I can reduce the splash and/or the damage, part of the problem is when the player is in combat against spitters without the splash it is too easy to dodge a...
- Mon May 15, 2017 12:27 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 316439
Re: [MOD 0.13.17+] Rampant - 0.15.8
Damm biters!! They're getting smarter techniques every day, now they're hanging our games, gotta deal with those cockroaches!! I'm running version 0.15.7 of this great challenging mod and after walking around, doing stuff, driving through the base, just before the autosave this error pops out: http...
- Sun May 14, 2017 4:34 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 316439
Re: [MOD 0.13.17+] Rampant - 0.15.6
This is the only one I know ofTheDoctor89 wrote:In your latest changelog for 0.15.6 you say "Best use with daylight Extender mod.", which one do you mean?
https://mods.factorio.com/mods/binbinhf ... htExtender
- Sat May 13, 2017 6:11 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 316439
Re: [MOD 0.13.17+] Rampant - 0.15.5
I really liked the "horror aspect" of the Scary Nights mod, that caused the planet's natives to primarily attack during the night. But that mod is no longer getting updated, so can't be used with 0.15, and it had some problems with massive CPU usage anyway. But... I like the idea. Is ther...
- Wed May 10, 2017 7:15 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 316439
Re: [MOD 0.13.17+] Rampant - 0.15.5
Have you made a bug report in the official bug report area for factorio?
I would post there.
I'm not sure what in my mod would be causing that, but only a small handful of things have been changed for 0.15 from the 0.14 version of this mod.
I would post there.
I'm not sure what in my mod would be causing that, but only a small handful of things have been changed for 0.15 from the 0.14 version of this mod.
- Wed May 10, 2017 3:39 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 316439
Re: [MOD 0.13.17+] Rampant - 0.15.5
Can we have it so that "Use Natural Evolution Unit Launchers (Needs NE)" is disabled by default in 0.15 unless the NE mod is installed. Tracking down what was causing my game to crash when Quitting and Restarting was the most annoying thing ever when you have 80 mods. Edit: Or at least gi...
- Sun May 07, 2017 6:46 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 316439
Re: [MOD 0.13.17+] Rampant - 0.15.5
Modding Interface Request: Stream type to support collision_box, collision_mask Thanks for making the request. I will also look into trying out a different way of doing the projectiles. When im trying to play in multiplyaer with my friend he got this message and after he hits yes game crashed up im...
- Thu May 04, 2017 6:43 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 316439
Re: [MOD 0.13.17+] Rampant - 0.15.4
--[[ Used for gaussian random numbers --]] local function marsagliaPolarMethod() local iid1 local iid2 local q repeat iid1 = 2 * math.random() + -1 iid2 = 2 * math.random() + -1 q = (iid1 * iid1) + (iid2 * iid2) until (q ~= 0) and (q < 1) local s = mSqrt((-2 * mLog10(q)) / q) return iid1 * s end fu...
- Thu May 04, 2017 5:12 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 316439
Re: [MOD 0.13.17+] Rampant - 0.15.4
I'm crossposting because I don't know whose code it would fall under but the Dumb Spitter Shots bypass Walls Block Spitters Mod, rendering my turrets vulnerable when I was expecting otherwise I don't know how possible it will be to actually make the non-homing versions collide with something due to...
- Mon May 01, 2017 3:15 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 316439
Re: [MOD 0.13.17+] Rampant - 0.15.4
I didn't name one of the settings very well, "make buildings safe from biters" needs to be enabled for any of the make safe toggles.
I'm uploading a new version with updated verbiage:
"Enable building safety."
I'm uploading a new version with updated verbiage:
"Enable building safety."
- Sun Apr 30, 2017 11:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.5] attack area targets indestructible entities
- Replies: 3
- Views: 3996
[0.15.5] attack area targets indestructible entities
The situation is: ***NOTE When I say biter I mean a unit group with at least one unit. A biter kills a chunk of rail, the on death fires with the entity local repairPosition = entity.position local repairName = entity.name local repairForce = entity.force local repairDirection = entity.direction ent...
- Sun Apr 30, 2017 10:57 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 316439
Re: [MOD 0.13.17+] Rampant - 0.15.3
The build v0.15.3 has that code integrated and configuration options in the mod menu.
- Sun Apr 30, 2017 1:30 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 316439
Re: [MOD 0.13.17+] Rampant - 0.15.1
Should be a config option within the mod to toggle the projectiles.
config.useDumbProjectiles = true
set to false.
I haven't migrated the config to the new method in 0.15 yet, but the old config.lua should work.
Out of curiosity, what do you dislike about the non homing versions?
config.useDumbProjectiles = true
set to false.
I haven't migrated the config to the new method in 0.15 yet, but the old config.lua should work.
Out of curiosity, what do you dislike about the non homing versions?
- Thu Apr 27, 2017 6:23 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 316439
Re: [MOD 0.13.17+] Rampant - 0.14.13
I really liked the "horror aspect" of the Scary Nights mod, that caused the planet's natives to primarily attack during the night. But that mod is no longer getting updated, so can't be used with 0.15, and it had some problems with massive CPU usage anyway. But... I like the idea. Is ther...