Search found 266 matches

by Veden
Thu Feb 14, 2019 2:25 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 536
Views: 94887

Re: [MOD 0.13.17+] Rampant - 0.16.36

I'm going to go a bit off topic for a moment to ask a question to the community in general. (Veden too.) For those of you who play with Rampant biters, do you prefer them to Bob's enemies? Are they a strong challenge in comparison? I'm asking since I'm going very biter intensive in 0.17 and don't h...
by Veden
Sun Feb 10, 2019 6:32 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 536
Views: 94887

Re: [MOD 0.13.17+] Rampant - 0.16.36

pato wrote:
Sun Feb 10, 2019 6:30 pm
which settings do i need to change and how can i change them without starting a new game?
Main Menu -> Options -> Mod Settings -> Spitter Range Scaler.

Change the value from 1 to something like 0.80 to reduce all spitter ranges by 20%
by Veden
Sun Feb 10, 2019 6:29 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 536
Views: 94887

Re: [MOD 0.13.17+] Rampant - 0.16.36

I don't really like the idea of aliens dropping ore. I much prefer processing corpses for bones and meat and stuff. Just a personal preference. Do you have any idea about the ratios you would want to see? for corpse to meat, bone, and blood? Are you looking for the corpse components to be able to b...
by Veden
Sun Feb 10, 2019 6:25 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 536
Views: 94887

Re: [MOD 0.13.17+] Rampant - 0.16.36

the new Spitters are way to strong because they outrange gun turrets. im playing on a game with vanilla weapons only and if you utilize all 3 turrets it is usually enough to hold off biter waves BUT when the inferno, laser and wasp spitters come they outrange gunturrets making the whole defense com...
by Veden
Sun Feb 10, 2019 4:36 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 536
Views: 94887

Re: [MOD 0.13.17+] Rampant - 0.16.36

ZombieMooose wrote:
Sun Feb 10, 2019 3:05 am
Dunno if there's a way to integrate a percentage chance. Like only 1% of corpses are usable for anything.
You can set probabilities on the loot tables
by Veden
Sun Feb 10, 2019 1:29 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 536
Views: 94887

Re: [MOD 0.13.17+] Rampant - 0.16.36

I think he adds a corpse drop trigger. Kinda like Schaller Alien Loot. Yes, you can use loot tables for units for drops or the on_entity_death if the loot tables isn't enough. The problem I see is having a massive quantity of stuff on the ground to pickup. I have written an item collector mod, but ...
by Veden
Sun Feb 10, 2019 12:48 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 536
Views: 94887

Re: [MOD 0.13.17+] Rampant - 0.16.36

I guess what I would like, though beyond the scope of this mod would be a realistic way to harvest and research bitters. Studying their anatomy to make weaponry to better combat them or create pheromones to control them. Something like Necromant but more integrated with Rampant. Beyond that though ...
by Veden
Sat Feb 09, 2019 7:23 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 536
Views: 94887

Re: [MOD 0.13.17+] Rampant - 0.16.36

I have a speculative question. I know there will be a lot of work necessary when 0.17 comes out, but what features so you anticipate you'll be able to add or change with its release? From this list https://forums.factorio.com/viewtopic.php?f=34&t=61239&p=388106&hilit=changelog#p388106 These are the...
by Veden
Sat Feb 09, 2019 1:53 am
Forum: Mods
Topic: [MOD 0.16.36+] Rampant Arsenal
Replies: 19
Views: 6035

Re: [MOD 0.16.36+] Rampant Arsenal

Just wanted to report that with the Nuclear Tank, I cannot exit the tank when the front faces between the 12 o'clock and 5 o'clock positions. With the Advanced Tank, I cannot exit the tank when the front faces between the 1 o'clock and 3 o'clock positions. The regular tank works fine. The problem p...
by Veden
Thu Jan 24, 2019 3:12 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 536
Views: 94887

Re: [MOD 0.13.17+] Rampant - 0.16.34

Does it make any sense to use Rampant with a mod changing the map into something like this? Or they will be just lost and I should focus on base building difficulty rather than enemies? https://mods.factorio.com/mod/RibbonMaze I am asking mostly because the biters sent a few waves at some point but...
by Veden
Sat Dec 15, 2018 2:07 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 536
Views: 94887

Re: [MOD 0.13.17+] Rampant - 0.16.34

Crashing Factorio! Download save files here: https://1drv.ms/f/s!AkTNbE8Yl30ZgT9jV4d9JvfphEH8 Factorio crashed the first time while autosaving. Loading this autosave - autosave3 - crashes the game instantly. Older autosave - autosave 2 - loads fine. Abused water fill to make invincible wall, loads ...
by Veden
Sat Dec 15, 2018 2:06 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 536
Views: 94887

Re: [MOD 0.13.17+] Rampant - 0.16.34

SunTroll wrote:
Thu Nov 29, 2018 10:15 pm
Is the 60% wall resistance to acid working?
20181129230740_1.jpg
Should be working, The resistance were hid in the base game.
by Veden
Tue Nov 13, 2018 12:41 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 536
Views: 94887

Re: [MOD 0.13.17+] Rampant - 0.16.34

SunTroll wrote:
Mon Nov 12, 2018 8:40 pm
Is it safe to enable building safety on map in progress? (I tested it in freeplay and it seems to work fine.)
Should be just fine.
by Veden
Mon Nov 12, 2018 3:59 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 536
Views: 94887

Re: [MOD 0.13.17+] Rampant - 0.16.34

If you max tiers and variations of the new enemies you will need alot of RAM. To get around the factorio engine restrictions for variation in the enemy, I generate sprites sheets programmatically to fill in the roster to have variable enemy stats. You should tailor the requirements for RAM by adjust...
by Veden
Sun Nov 04, 2018 10:32 pm
Forum: Mods
Topic: [MOD 0.16.36+] Rampant Arsenal
Replies: 19
Views: 6035

Re: [MOD 0.16.36+] Rampant Arsenal

Hi I just installed this mod and noticed an "oil based generator" which to me seem like something just to burn excess oil... just what I needed but I can turn that thing only in 2 directions which seems like a bug and you can't turn it at all once placed couldn't try out the other stuff yet since I...
by Veden
Wed Oct 24, 2018 3:04 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 536
Views: 94887

Re: [MOD 0.13.17+] Rampant - 0.16.34

You are looking at the AIAttackWave Valid Candidate function? If you are, the function is used for determining when to spawn new groups around nests. So if a nest is covered by the minimum threshold of base pheromone with raiding enabled than it will be allowed to spawn unit groups in the adjacent c...
by Veden
Sat Oct 20, 2018 12:27 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 536
Views: 94887

Re: [MOD 0.13.17+] Rampant - 0.16.33

Hello, I've been having difficulty getting this mod to work properly on the map that I'm using. Reading around, it sounds like due to pathfinding limitations Rampant might just be incompatible with water-heavy maps that tax the pathfinding? Whenever there isn't a straight-ish line to their target, ...
by Veden
Mon Oct 15, 2018 8:38 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 536
Views: 94887

Re: [MOD 0.13.17+] Rampant - 0.16.33

I would need a save to help troubleshooting.
by Veden
Sat Sep 29, 2018 12:51 am
Forum: Modding interface requests
Topic: kill_entities_filtered
Replies: 1
Views: 209

kill_entities_filtered

Instead of creating lua objects for all found entities through find_entities* and then killing them, having a command that just kills them.
by Veden
Sat Sep 29, 2018 12:47 am
Forum: Modding interface requests
Topic: tally_entities_filtered
Replies: 1
Views: 188

tally_entities_filtered

Instead of returning a single count, a table with the keys as either the entity names or prototypes and the number of entities in the given area that match.

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