Search found 294 matches

by Veden
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.
by Veden
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...
by Veden
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...
by Veden
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...
by Veden
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?
by Veden
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...
by Veden
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...
by Veden
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

TheDoctor89 wrote:In your latest changelog for 0.15.6 you say "Best use with daylight Extender mod.", which one do you mean?
This is the only one I know of
https://mods.factorio.com/mods/binbinhf ... htExtender
by Veden
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...
by Veden
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.
by Veden
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...
by Veden
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...
by Veden
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...
by Veden
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...
by Veden
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."
by Veden
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...
by Veden
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.
by Veden
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?
by Veden
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...

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