Search found 266 matches

by Veden
Thu Aug 25, 2016 12:18 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 536
Views: 94784

Re: [MOD 0.13.17] Rampant - 0.0.4

So after thinking about it, I'm going to make the Big Wooden Pole from Bio Industries act like the rail that regenerates. My logic, the biters thinks its a tree :) http://i.imgur.com/ZARrAS7.png Sounds like a plan to me I played a little last night with NE+Rampant+RSO. There are two observations--t...
by Veden
Tue Aug 23, 2016 5:24 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 536
Views: 94784

Re: [MOD 0.13.17] Rampant - 0.0.4

TheSAguy: You noted future plans for tunnelers.. For some reason I'm just not the biggest fan of that. Maybe if I see it in action. But that got me thinking, you could implement the following. When the biters attack, some could bury themselves. This could give those biters very high resistances, th...
by Veden
Tue Aug 23, 2016 3:13 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 536
Views: 94784

[MOD 0.13.17+] Rampant

Rampant [*] Name: Rampant [*] Factorio-Version: 0.13.17+ [*] Description: Factorio Mod - Improves the enemies tactics by using potential fields/pheromones allowing probing of defenses, retreats, reinforcements, counterattacking, breaching, raids, rallying death cry, and player hunting. Uses nonhomi...
by Veden
Wed Aug 03, 2016 3:38 am
Forum: Modding help
Topic: Turning off enemy force AI
Replies: 2
Views: 305

Re: Turning off enemy force AI

If I set ai_controllable to false and kill all the units, no additional base seem to form, but unit groups still attack polluted areas. Changing the expansion flags works for preventing new bases as well. At the moment, I am just using the peaceful mode to prevent all actions, so I can program my own.
by Veden
Mon Aug 01, 2016 9:47 pm
Forum: Modding help
Topic: Tile Replacement Question
Replies: 4
Views: 500

Re: Tile Replacement Question

If you use
surface.set_tiles(New_tiles, false)
then it wont try to correct the tiles surrounding the changed tiles, but it may lead to the tiles looking funny.
by Veden
Mon Aug 01, 2016 12:05 am
Forum: Modding help
Topic: Turning off enemy force AI
Replies: 2
Views: 305

Turning off enemy force AI

Is it possible to turn off the biter ai?

I found the force ai_controllable boolean and switched it to false, however, it doesn't seem to prevent biter unit group formations when nest are exposed to pollution.

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