Search found 294 matches
- Wed Feb 20, 2019 6:26 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 316319
Re: [MOD 0.13.17+] Rampant - 0.16.41
I started a game the other day with rampant, but the enemies haven't been attacking much at all. This is very early game, only a few hours in. I had default settings throughout, except for turning on all the building safety (railway etc), on a standard deathworld. No other mods. When rampant update...
- Mon Feb 18, 2019 1:21 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 316319
Re: [MOD 0.13.17+] Rampant - 0.16.40
i have only essential: rampant rampant arsenal (not useing beside Napalm and some new artilery shells) bobs enemies not essential: alien loot economy armageddon some shall mods which are not needed evo gui gfx only: bullet trails laser beam turrets so basically 3 mods only savegame https://ufile.io...
- Sun Feb 17, 2019 11:54 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 316319
Re: [MOD 0.13.17+] Rampant - 0.16.40
i have no problem with the electric biters and they seem much weaker ingame. The main problem are the pylons because they hinder bots to replace poles, they are placed in a way that it sometimes deletes ghost entities from destroyed buildings and my artileries fire on them while destroying my base ...
- Sun Feb 17, 2019 9:00 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 316319
Re: [MOD 0.13.17+] Rampant - 0.16.40
i play with vanilla weapons only and nerfed spitter range to 0.7 and disabled inferno spitters. I am able to defend against all biters without too much damage on arround 92% evolution factor, max biter tier, attack difficulty set to 5 with 200 wave size. But once energy thief biters are in the mix ...
- Sun Feb 17, 2019 6:34 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 316319
Re: [MOD 0.13.17+] Rampant - 0.16.40
my base got overwhelmed by energy thief biters. Was this a ninja update?? their range and damage is very imbalanced especially because they attack all targets in a very big area and one shot everything and convert it to energy pylons or drain pylons. Please bring them back in line with other biters...
- Sat Feb 16, 2019 6:51 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 316319
Re: [MOD 0.13.17+] Rampant - 0.16.40
Unable to load save game. Error while running event Rampant::on_nth_tick(41) __Rampant__/libs/SquadAttach.lua:86 attempt to compare number with nil ;) Comes short time (quarter second or so) after loading save. Ruins my sunday fun ;) And it is NOT fixed. Or - the latest is not available via mod por...
- Sat Feb 16, 2019 4:20 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 316319
Re: [MOD 0.13.17+] Rampant - 0.16.38
This should be fixed in the latestZombie_Pony wrote: ↑Sat Feb 16, 2019 3:19 amHey there
I've found a bug in RAmpant where the map'll crash when running an arithmetic operation a '?' Field.
Error while running event Rampant::on_nth_tick(41) __Rampant__/libs/SquadAttack.lua:96: attempt to perform arithmetic on field '?' (a nil value)
- Fri Feb 15, 2019 1:03 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 316319
Re: [MOD 0.13.17+] Rampant - 0.16.37
How many bobs-Leviathans are in the groups attacking you? Usually 7-12 per squad. The trick for them is to use sniper turrets which have vastly increased single target damage for taking chunks of HP, while gun/laser/flame turrets deal repeated damage over time. It will take some time, but they will...
- Thu Feb 14, 2019 2:25 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 316319
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...
- Sun Feb 10, 2019 6:32 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 316319
- Sun Feb 10, 2019 6:29 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 316319
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...
- Sun Feb 10, 2019 6:25 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 316319
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...
- Sun Feb 10, 2019 4:36 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 316319
Re: [MOD 0.13.17+] Rampant - 0.16.36
You can set probabilities on the loot tablesZombieMooose wrote: ↑Sun Feb 10, 2019 3:05 amDunno if there's a way to integrate a percentage chance. Like only 1% of corpses are usable for anything.
- Sun Feb 10, 2019 1:29 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 316319
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 ...
- Sun Feb 10, 2019 12:48 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 316319
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 ...
- Sat Feb 09, 2019 7:23 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 316319
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 T...
- Sat Feb 09, 2019 1:53 am
- Forum: Mods
- Topic: [MOD 0.16.36+] Rampant Arsenal
- Replies: 30
- Views: 34634
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...
- Thu Jan 24, 2019 3:12 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 316319
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...
- Sat Dec 15, 2018 2:07 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 316319
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 ...
- Sat Dec 15, 2018 2:06 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 316319