Search found 266 matches

by Veden
Sat Sep 29, 2018 12:33 am
Forum: Modding discussion
Topic: 0.17 Unit & AI additions
Replies: 36
Views: 6301

Re: 0.17 Unit & AI additions

Looking through the lua api 0.17 preview: Commands: Flee Assuming that this command will interrupt a biter group that is attacking and move them away from an entity. Could we get a position or an entity for the "from" parameter? Could we get a "to" parameter that could be an entity or position that ...
by Veden
Fri Sep 21, 2018 10:52 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 536
Views: 94557

Re: [MOD 0.13.17+] Rampant - 0.16.32

Heya. :D I have a new question, if i use the "disable vanilla ai", the biter dont expand, right? but what's about that other option below it that "enable migration"? Can i understand it that way, that the biters expand again? or do they only reinforce their base but dont make new ones? :? :?: That ...
by Veden
Mon Sep 10, 2018 3:39 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 536
Views: 94557

Re: [MOD 0.13.17+] Rampant - 0.16.32

Thanks a lot, I hadn't noticed (runIt) ! (Also, not that exportAiState could be set to run at specified intervals.) The visualiser is great , however, I had hoped that the activeHighlight function would give the value of the shown layer, but it only seems to return the chunks & pixels? There should...
by Veden
Mon Sep 10, 2018 1:17 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 536
Views: 94557

Re: [MOD 0.13.17+] Rampant - 0.16.32

Hi again... I was trying to visualize my pheromone cloud(s), as I'm in a kind of precarious situation : So I've tried to use your visual.rkt visualiser, but it doesn't even spawn a GUI window! (parseState.rkt shows the data from rampantState.txt just fine in DrRacket...) I guess it might be related...
by Veden
Mon Sep 03, 2018 4:35 pm
Forum: Ideas and Suggestions
Topic: Enemies +
Replies: 28
Views: 2387

Re: Enemies +

I have made mods in Factorio but nothing as complicated as AI. And I have programmed simple "AIs" for fictive "insect" simulators with C. Actually that is just what I suggest. Few very simple rules of operation which can hardly be called as intelligence but they would greatly enhance natural feelin...
by Veden
Sat Sep 01, 2018 10:03 pm
Forum: Ideas and Suggestions
Topic: Enemies +
Replies: 28
Views: 2387

Re: Enemies +

The Rampant mod mentioned here implements alien factions, which cover areas like a biomes, each faction is made up of a specific resistances and attacks that are similar for every unit, worm, or spawner within a faction. The largest bottleneck in modding AI for this game is the individual unit pathi...
by Veden
Thu Aug 30, 2018 3:09 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 536
Views: 94557

Re: [MOD 0.13.17+] Rampant - 0.16.32

Hello, and thanks for this great mod ! I'm a bit worried about these options, ON by default : Are they going to cause problems if I don't have NE ? Glad you like it. Those settings will only have an effect if NEE mods are active. Those settings most likely aren't even current/usable with the latest...
by Veden
Mon Aug 06, 2018 8:09 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 536
Views: 94557

Re: [MOD 0.13.17+] Rampant - 0.16.32

How well does the mod work with pollution turned off? Can I play without as I usually do or should I turn it on if I want to be attacked? With migration/expansion and raiding turned on, in theory you wouldn't need pollution, but you would have a greatly reduced number of attacks. You most likely wa...
by Veden
Sat Aug 04, 2018 11:41 pm
Forum: Mod portal Discussion
Topic: Abusing Mod Portal?
Replies: 2
Views: 447

Abusing Mod Portal?

If you go to the discussions on this mod it looks like a user ch1naa is running a bot of some type on the portal.

https://mods.factorio.com/mod/Rampant/discussion

Normally bots don't bother me but this one is reposting messages that already exist and was able to post in a locked thread.
by Veden
Thu Aug 02, 2018 4:19 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 536
Views: 94557

Re: [MOD 0.13.17+] Rampant - 0.16.31

Its all okay, not against you. I just disabled it till you update it. I like the fact that you can stop themm attacking when you kill everything inside the cloud. I guess thats a nice addition to the mod. You should have an option now. Receiving this error when I try to place a blueprint that conta...
by Veden
Wed Aug 01, 2018 4:39 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 536
Views: 94557

Re: [MOD 0.13.17+] Rampant - 0.16.31

Receiving this error when I try to place a blueprint that contains floor tiles using creative mode's instant build. I'm not familiar with Factorio's mod API so I'm not sure which of the mods is at fault. It doesn't affect the regular saves I'm actually using this mod on so I'm not too worried about...
by Veden
Tue Jul 24, 2018 3:09 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 536
Views: 94557

Re: [MOD 0.13.17+] Rampant - 0.16.31

I have limited time I can dedicate to this mod, please understand if I don't immediately reply. So i didnt had any attacks since hours of playin (bc i kill all biters inside my cloud) - now i had the biggest attack in my life, they attacked from all sides at the same time. Not fun for me. No biters ...
by Veden
Fri Jul 20, 2018 3:18 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 536
Views: 94557

Re: [MOD 0.13.17+] Rampant - 0.16.30

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 :P )
Thanks for the save, this should be fixed now.
by Veden
Sat Jul 14, 2018 6:43 pm
Forum: Mods
Topic: [MOD 0.15.x] Necromant
Replies: 32
Views: 6290

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...
by Veden
Wed Jul 04, 2018 8:13 pm
Forum: Ideas and Suggestions
Topic: Cannon turret
Replies: 9
Views: 588

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 impossibl...
by Veden
Wed Jul 04, 2018 7:34 pm
Forum: Ideas and Suggestions
Topic: Cannon turret
Replies: 9
Views: 588

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...
by Veden
Wed Jul 04, 2018 6:30 pm
Forum: Ideas and Suggestions
Topic: Cannon turret
Replies: 9
Views: 588

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...
by Veden
Fri Jun 01, 2018 7:51 pm
Forum: Mods
Topic: [MOD 0.16.36+] Rampant Arsenal
Replies: 19
Views: 6006

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...
by Veden
Sat May 26, 2018 1:16 am
Forum: Mods
Topic: [MOD 0.16.36+] Rampant Arsenal
Replies: 19
Views: 6006

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.
by Veden
Fri May 25, 2018 10:08 pm
Forum: Mods
Topic: [MOD 0.16.36+] Rampant Arsenal
Replies: 19
Views: 6006

[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: Apache 2.0 [*] Release: 2018-5-25 [*] Website: https://mods.factorio.com/mods/Veden/RampantArsenal [*] Github [*] Category: Gameplay [*] Autho...

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