[MOD 0.13.17+] Rampant

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Gentz
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Burner Inserter
Posts: 8
Joined: Thu Aug 25, 2016 6:30 am
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Re: [MOD 0.13.17+] Rampant - 0.15.5

Post by Gentz » Wed May 10, 2017 6:39 am

My apologizes, I'd accidentally disabled rampant AI itself and forgot.

Anyways, here is my mod list: (I can zip the mods up for testing on your end if you want)

Code: Select all

GENTZ-NEWPC-ARCH [find ../../mods] ~/Documents/factorio/bin/x64                                                       17-05-10 12:11AM
GENTZ-NEWPC-ARCH% find ../../mods | sort
../../mods
../../mods/aai-programmable-structures_0.3.3.zip
../../mods/aai-programmable-vehicles_0.3.7.zip
../../mods/aai-signals_0.2.1.zip
../../mods/aai-vehicles-chaingunner_0.2.1.zip
../../mods/aai-vehicles-flame-tumbler_0.2.3.zip
../../mods/aai-vehicles-hauler_0.2.1.zip
../../mods/aai-vehicles-laser-tank_0.2.1.zip
../../mods/aai-vehicles-miner_0.2.5.zip
../../mods/aai-zones_0.2.2.zip
../../mods/Agent-Orange_15.1.0.zip
../../mods/angelsaddons-warehouses_0.2.0.zip
../../mods/angelsbioprocessing_0.4.0.zip
../../mods/angelsinfiniteores_0.6.7.zip
../../mods/angelspetrochem_0.5.2.zip
../../mods/angelsrefining_0.7.6.zip
../../mods/angelssmelting_0.3.0.zip
../../mods/AutoDeconstruct_0.1.8.zip
../../mods/autofill_1.4.7.zip
../../mods/auto-research_3.3.1.zip
../../mods/AutoTrash_2.0.2.zip
../../mods/Big_Brother_0.4.2.zip
../../mods/bobassembly_0.15.3.zip
../../mods/bobelectronics_0.15.0.zip
../../mods/bobenemies_0.15.2.zip
../../mods/bobgreenhouse_0.15.1.zip
../../mods/bobinserters_0.15.0.zip
../../mods/boblibrary_0.15.4.zip
../../mods/boblogistics_0.15.2.zip
../../mods/bobmining_0.15.2.zip
../../mods/bobmodules_0.15.3.zip
../../mods/bobores_0.15.3.zip
../../mods/bobplates_0.15.4.zip
../../mods/bobpower_0.15.1.zip
../../mods/bobrevamp_0.15.0.zip
../../mods/bobtech_0.15.0.zip
../../mods/bobvehicleequipment_0.15.0.zip
../../mods/bobwarfare_0.15.0.zip
../../mods/Bottleneck_0.7.0.zip
../../mods/BottleneckLogistics_1.2.0.zip
../../mods/bullet-trails_0.2.2.zip
../../mods/creative-mode_0.3.2.zip
../../mods/data-raw-prototypes_0.3.1.zip
../../mods/detached-gun-sounds_0.2.1.zip
../../mods/EfficienSee_1.0.52.zip
../../mods/Enhanced_Map_Colors_1.4.1.zip
../../mods/EvoGUI_0.4.202.zip
../../mods/FARL_1.0.1.zip
../../mods/Foreman_2.0.3.zip
../../mods/GlobalWarming_0.7.8.zip
../../mods/helmod_0.4.5.zip
../../mods/Larger Inventory Updated_1.0.4.zip
../../mods/launch-control_0.2.2.zip
../../mods/longer-belts-redux_0.15.0.zip
../../mods/long-reach_0.0.8.zip
../../mods/MapLabels_0.15.5.zip
../../mods/mod-list.json
../../mods/Nanobots_1.8.2.zip
../../mods/Nuclear Fission Armor_1.0.1.zip
../../mods/Nuclear Locomotives_1.1.2.zip
../../mods/off-grid-effects_0.2.1.zip
../../mods/radarplus for rso_0.0.4.zip
../../mods/Rampant_0.15.5.zip
../../mods/Reactor Interface_1.0.0.zip
../../mods/robotarmy_0.3.2.zip
../../mods/rso-mod_3.2.1.zip
../../mods/Squeak Through_1.1.7.zip
../../mods/TogglePeacefulMode_0.1.1.zip
../../mods/tree_collision_0.4.1.zip
../../mods/TurbinePriority_0.0.1.zip
../../mods/TurretDelay_1.0.2.zip
../../mods/upgrade-planner_1.2.16.zip
../../mods/Uranium Shotgun Shell_1.0.1.zip
../../mods/VehicleGrid_0.1.1.zip
../../mods/vehicles-equipement-grid_0.15.0.zip
../../mods/water-fix_0.2.1.zip
../../mods/WaterWell_1.0.18.zip
../../mods/YARM_0.7.201.zip
../../mods/yi_bobs_ores_0.1.2.zip
../../mods/yi_engines_0.5.23.zip
../../mods/Yuoki_0.5.68.zip
Minimal amount of mods I can reproduce this with:

Code: Select all

../../mods/aai-programmable-structures_0.3.3.zip
../../mods/aai-programmable-vehicles_0.3.7.zip
../../mods/aai-signals_0.2.1.zip
../../mods/aai-vehicles-chaingunner_0.2.1.zip
../../mods/aai-vehicles-flame-tumbler_0.2.3.zip
../../mods/aai-vehicles-hauler_0.2.1.zip
../../mods/aai-vehicles-laser-tank_0.2.1.zip
../../mods/aai-vehicles-miner_0.2.5.zip
../../mods/aai-zones_0.2.2.zip
../../mods/Rampant_0.15.5.zip
../../mods/off-grid-effects_0.2.1.zip
../../mods/data-raw-prototypes_0.3.1.zip
../../mods/detached-gun-sounds_0.2.1.zip
Whats happening:
1- Start a new game
2- Hit tab and then walk around for a secound or two
3- Hit Escape
4- Click on either "Quit" or "Restart"

It will either:
A) Freeze
Log:

Code: Select all

   0.000 2017-05-10 00:16:57; Factorio 0.15.9 (build 29504, linux64, alpha)
   0.027 Operating system: Linux (Arch rolling)
   0.027 Program arguments: "./factorio" 
   0.027 Read data path: /home/gentz/Documents/factorio/data
   0.027 Write data path: /home/gentz/Documents/factorio
   0.027 Binaries path: /home/gentz/Documents/factorio/bin
   0.039 System info: [CPU: AMD A10-7800 Radeon R7, 12 Compute Cores 4C+8G , 4 cores, RAM: 10998MB]
   0.040 Display options: [FullScreen: 1] [VSync: 1] [UIScale: 120%] [MultiSampling: OFF] [Screen: 255]
   0.214 Available display adapters: 2
   0.214  [0]: resolution 1920x1080px at [0,0]
   0.214  [1]: resolution 1920x1080px at [1920,0]
   0.214 Create display on adapter 0. Size 1536x864 at position [182, 90].
   0.560 Initialised OpenGL:[0] Gallium 0.4 on AMD KAVERI (DRM 2.49.0 / 4.10.13-1-ARCH, LLVM 4.0.0); driver: 3.0 Mesa 17.0.5
   0.560     Video memory size (dedicated/total available/current available): 1024/3067/1015 MB
   0.674 Graphics settings preset: high
   0.674 Graphics options: [Graphics quality: normal] [Video memory usage: all] [Light scale: 100%] [DXT: auto]
   1.039 Loading mod settings aai-programmable-structures 0.3.3 (settings.lua)
   1.039 Loading mod settings Rampant 0.15.5 (settings.lua)
   1.043 Loading mod core 0.0.0 (data.lua)
   1.052 Loading mod base 0.15.9 (data.lua)
   1.197 Loading mod aai-signals 0.2.1 (data.lua)
   1.287 Loading mod aai-vehicles-chaingunner 0.2.1 (data.lua)
   1.393 Loading mod aai-vehicles-flame-tumbler 0.2.3 (data.lua)
   1.491 Loading mod aai-vehicles-hauler 0.2.1 (data.lua)
   1.583 Loading mod aai-vehicles-laser-tank 0.2.1 (data.lua)
   1.717 Loading mod aai-zones 0.2.2 (data.lua)
   1.820 Loading mod data-raw-prototypes 0.3.1 (data.lua)
   1.935 Loading mod aai-programmable-structures 0.3.3 (data.lua)
   2.076 Loading mod aai-vehicles-miner 0.2.5 (data.lua)
   2.196 Loading mod Rampant 0.15.5 (data.lua)
   2.317 Loading mod aai-programmable-vehicles 0.3.7 (data.lua)
   2.466 Loading mod base 0.15.9 (data-updates.lua)
   2.656 Loading mod Rampant 0.15.5 (data-updates.lua)
   2.786 Loading mod aai-programmable-vehicles 0.3.7 (data-updates.lua)
   2.931 Loading mod data-raw-prototypes 0.3.1 (data-final-fixes.lua)
   3.220 Loading mod detached-gun-sounds 0.2.1 (data-final-fixes.lua)
   3.354 Loading mod off-grid-effects 0.2.1 (data-final-fixes.lua)
   3.499 Loading mod aai-programmable-vehicles 0.3.7 (data-final-fixes.lua)
   3.806 Checksum for core: 3409166051
   3.806 Checksum of base: 3769930138
   3.806 Checksum of aai-signals: 4198431860
   3.807 Checksum of aai-vehicles-chaingunner: 243964841
   3.807 Checksum of aai-vehicles-flame-tumbler: 224635166
   3.807 Checksum of aai-vehicles-hauler: 2293705256
   3.807 Checksum of aai-vehicles-laser-tank: 3213250136
   3.807 Checksum of aai-zones: 885809632
   3.807 Checksum of data-raw-prototypes: 643969642
   3.807 Checksum of detached-gun-sounds: 2262327620
   3.807 Checksum of off-grid-effects: 3897479745
   3.807 Checksum of aai-programmable-structures: 2536997700
   3.807 Checksum of aai-vehicles-miner: 571841346
   3.807 Checksum of Rampant: 4132731064
   3.807 Checksum of aai-programmable-vehicles: 4024019092
   4.129 Info PlayerData.cpp:55: Local player-data.json available, timestamp 1494396633
   4.129 Info PlayerData.cpp:62: Cloud player-data.json unavailable
   4.275 Loaded shader file /home/gentz/Documents/factorio/data/core/graphics/shaders/game.glsl
   4.285 Loaded shader file /home/gentz/Documents/factorio/data/core/graphics/shaders/zoom-to-world.glsl
   4.317 Initial atlas bitmap size is 16384
   4.733 Created atlas bitmap 16384x11976
   4.761 Created atlas bitmap 4096x4080
   4.788 Created atlas bitmap 4096x4092
   4.815 Created atlas bitmap 4096x4096
   4.820 Created atlas bitmap 4096x924
   4.831 Created atlas bitmap 4096x1908
   4.831 Created atlas bitmap 4096x3648
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  20.491 Sprites loaded
  20.491 Convert atlas 4096x4080 to: compressed 
  22.201 Convert atlas 4096x4092 to: compressed 
  23.787 Convert atlas 4096x4096 to: compressed 
  25.285 Convert atlas 4096x924 to: compressed 
  25.704 Convert atlas 4096x1908 to: trilinear-filtering 
  25.828 Convert atlas 4096x3648 to: mipmap 
  26.033 Loading sounds...
  28.978 Custom inputs active: 0
  28.979 Info Updater.cpp:753: Downloading https://updater.factorio.com/get-available-versions?username=gentz&token=<private>&apiVersion=2
  29.561 0 packages available to download (experimental updates enabled).
  29.622 Factorio initialised
  71.473 Info PrototypeMigrationList.cpp:51: Activating migration aai-vehicles-flame-tumbler/aai-vehicles-flame-tumbler_0.2.2.json
  71.473 Warning PrototypeMigrationList.cpp:191: "flame-tumbler-flame-thrower" mentioned as FROM in prototype migration was not found in the map prototype dictionary, ignoring ...
  71.478 Error FileUtil.cpp:291: Can't remove /home/gentz/Documents/factorio/temp/currently-playing: No such file or directory
  71.550 Loading Level.dat: 1173236 bytes.
  71.550 Info Scenario.cpp:133: Map version 0.15.9-0
  71.630 Info PrototypeMigrationList.cpp:51: Activating migration aai-vehicles-flame-tumbler/aai-vehicles-flame-tumbler_0.2.2.json
  71.630 Warning PrototypeMigrationList.cpp:191: "flame-tumbler-flame-thrower" mentioned as FROM in prototype migration was not found in the map prototype dictionary, ignoring ...
  71.639 Checksum for script /home/gentz/Documents/factorio/temp/currently-playing/control.lua: 76911248
  71.642 Checksum for script __aai-zones__/control.lua: 49997991
  71.644 Checksum for script __data-raw-prototypes__/control.lua: 3268217681
  71.649 Checksum for script __aai-programmable-structures__/control.lua: 2922430984
  71.653 Checksum for script __aai-vehicles-miner__/control.lua: 4010890243
  71.660 Checksum for script __Rampant__/control.lua: 3981435989
  71.668 Checksum for script __aai-programmable-vehicles__/control.lua: 2939115833
B) Gives a Segmentation Fault (SIGSEGV)
Log:

Code: Select all

   0.000 2017-05-10 00:13:23; Factorio 0.15.9 (build 29504, linux64, alpha)
   0.018 Operating system: Linux (Arch rolling)
   0.018 Program arguments: "./factorio" 
   0.018 Read data path: /home/gentz/Documents/factorio/data
   0.018 Write data path: /home/gentz/Documents/factorio
   0.018 Binaries path: /home/gentz/Documents/factorio/bin
   0.030 System info: [CPU: AMD A10-7800 Radeon R7, 12 Compute Cores 4C+8G , 4 cores, RAM: 10998MB]
   0.036 Display options: [FullScreen: 1] [VSync: 1] [UIScale: 120%] [MultiSampling: OFF] [Screen: 255]
   0.215 Available display adapters: 2
   0.215  [0]: resolution 1920x1080px at [0,0]
   0.215  [1]: resolution 1920x1080px at [1920,0]
   0.215 Create display on adapter 0. Size 1536x864 at position [182, 90].
   0.559 Initialised OpenGL:[0] Gallium 0.4 on AMD KAVERI (DRM 2.49.0 / 4.10.13-1-ARCH, LLVM 4.0.0); driver: 3.0 Mesa 17.0.5
   0.560     Video memory size (dedicated/total available/current available): 1024/3067/1015 MB
   0.671 Graphics settings preset: high
   0.671 Graphics options: [Graphics quality: normal] [Video memory usage: all] [Light scale: 100%] [DXT: auto]
   1.026 Loading mod settings aai-programmable-structures 0.3.3 (settings.lua)
   1.026 Loading mod settings Rampant 0.15.5 (settings.lua)
   1.030 Loading mod core 0.0.0 (data.lua)
   1.039 Loading mod base 0.15.9 (data.lua)
   1.163 Loading mod aai-signals 0.2.1 (data.lua)
   1.258 Loading mod aai-vehicles-chaingunner 0.2.1 (data.lua)
   1.354 Loading mod aai-vehicles-flame-tumbler 0.2.3 (data.lua)
   1.488 Loading mod aai-vehicles-hauler 0.2.1 (data.lua)
   1.576 Loading mod aai-vehicles-laser-tank 0.2.1 (data.lua)
   1.665 Loading mod aai-zones 0.2.2 (data.lua)
   1.806 Loading mod data-raw-prototypes 0.3.1 (data.lua)
   1.907 Loading mod aai-programmable-structures 0.3.3 (data.lua)
   2.017 Loading mod aai-vehicles-miner 0.2.5 (data.lua)
   2.169 Loading mod Rampant 0.15.5 (data.lua)
   2.283 Loading mod aai-programmable-vehicles 0.3.7 (data.lua)
   2.412 Loading mod base 0.15.9 (data-updates.lua)
   2.596 Loading mod Rampant 0.15.5 (data-updates.lua)
   2.727 Loading mod aai-programmable-vehicles 0.3.7 (data-updates.lua)
   2.903 Loading mod data-raw-prototypes 0.3.1 (data-final-fixes.lua)
   3.164 Loading mod detached-gun-sounds 0.2.1 (data-final-fixes.lua)
   3.312 Loading mod off-grid-effects 0.2.1 (data-final-fixes.lua)
   3.505 Loading mod aai-programmable-vehicles 0.3.7 (data-final-fixes.lua)
   3.746 Checksum for core: 3409166051
   3.746 Checksum of base: 3769930138
   3.746 Checksum of aai-signals: 4198431860
   3.746 Checksum of aai-vehicles-chaingunner: 243964841
   3.746 Checksum of aai-vehicles-flame-tumbler: 224635166
   3.746 Checksum of aai-vehicles-hauler: 2293705256
   3.746 Checksum of aai-vehicles-laser-tank: 3213250136
   3.746 Checksum of aai-zones: 885809632
   3.746 Checksum of data-raw-prototypes: 643969642
   3.746 Checksum of detached-gun-sounds: 2262327620
   3.746 Checksum of off-grid-effects: 3897479745
   3.746 Checksum of aai-programmable-structures: 2536997700
   3.746 Checksum of aai-vehicles-miner: 571841346
   3.746 Checksum of Rampant: 4132731064
   3.746 Checksum of aai-programmable-vehicles: 4024019092
   4.076 Info PlayerData.cpp:55: Local player-data.json available, timestamp 1494396633
   4.076 Info PlayerData.cpp:62: Cloud player-data.json unavailable
   4.223 Loaded shader file /home/gentz/Documents/factorio/data/core/graphics/shaders/game.glsl
   4.229 Loaded shader file /home/gentz/Documents/factorio/data/core/graphics/shaders/zoom-to-world.glsl
   4.268 Initial atlas bitmap size is 16384
   4.687 Created atlas bitmap 16384x11976
   4.714 Created atlas bitmap 4096x4080
   4.743 Created atlas bitmap 4096x4092
   4.770 Created atlas bitmap 4096x4096
   4.776 Created atlas bitmap 4096x924
   4.786 Created atlas bitmap 4096x1908
   4.787 Created atlas bitmap 4096x3648
libpng warning: iCCP: known incorrect sRGB profile
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  19.914 Sprites loaded
  19.914 Convert atlas 4096x4080 to: compressed 
  21.648 Convert atlas 4096x4092 to: compressed 
  23.239 Convert atlas 4096x4096 to: compressed 
  24.752 Convert atlas 4096x924 to: compressed 
  25.157 Convert atlas 4096x1908 to: trilinear-filtering 
  25.258 Convert atlas 4096x3648 to: mipmap 
  25.448 Loading sounds...
  28.177 Custom inputs active: 0
  28.178 Info Updater.cpp:753: Downloading https://updater.factorio.com/get-available-versions?username=gentz&token=<private>&apiVersion=2
  28.639 0 packages available to download (experimental updates enabled).
  28.698 Factorio initialised
  47.098 Info PrototypeMigrationList.cpp:51: Activating migration aai-vehicles-flame-tumbler/aai-vehicles-flame-tumbler_0.2.2.json
  47.098 Warning PrototypeMigrationList.cpp:191: "flame-tumbler-flame-thrower" mentioned as FROM in prototype migration was not found in the map prototype dictionary, ignoring ...
  47.104 Error FileUtil.cpp:291: Can't remove /home/gentz/Documents/factorio/temp/currently-playing: No such file or directory
  47.174 Loading Level.dat: 1191861 bytes.
  47.174 Info Scenario.cpp:133: Map version 0.15.9-0
  47.250 Info PrototypeMigrationList.cpp:51: Activating migration aai-vehicles-flame-tumbler/aai-vehicles-flame-tumbler_0.2.2.json
  47.250 Warning PrototypeMigrationList.cpp:191: "flame-tumbler-flame-thrower" mentioned as FROM in prototype migration was not found in the map prototype dictionary, ignoring ...
  47.256 Checksum for script /home/gentz/Documents/factorio/temp/currently-playing/control.lua: 76911248
  47.258 Checksum for script __aai-zones__/control.lua: 49997991
  47.259 Checksum for script __data-raw-prototypes__/control.lua: 3268217681
  47.264 Checksum for script __aai-programmable-structures__/control.lua: 2922430984
  47.269 Checksum for script __aai-vehicles-miner__/control.lua: 4010890243
  47.277 Checksum for script __Rampant__/control.lua: 3981435989
  47.285 Checksum for script __aai-programmable-vehicles__/control.lua: 2939115833
  51.767 Error CrashHandler.cpp:232: Received SIGSEGV
  53.091 Warning Logger.cpp:386: Symbols.size() == 30, usedSize == 16
Factorio crashed. Generating symbolized stacktrace, please wait ...
  54.409 Warning Logger.cpp:386: Symbols.size() == 29, usedSize == 15
#0  0x00000000006e9390 in CrashHandler::writeStackTrace() at /tmp/factorio-pQPxC1/src/Util/CrashHandler.cpp:105
#1  0x00000000006e9614 in CrashHandler::SignalHandler(int) at /tmp/factorio-pQPxC1/src/Util/CrashHandler.cpp:237
#2  0x00007f01598f6a90 in ?? at ??:0
#3  0x0000000000eac3a8 in lua_rawgeti(lua_State*, int, int) at ??:?
#4  0x0000000000eb6801 in luaL_unref(lua_State*, int, int) at ??:?
#5  0x000000000070f7af in std::string::_M_rep() const at /usr/include/c++/5/bits/basic_string.h:2697
#6  0x0000000000a94d95 in std::basic_string<char, std::char_traits<char>, std::allocator<char> >::~basic_string() at /usr/include/c++/5/bits/basic_string.h:2943
#7  0x0000000000cc43c5 in LuaInterface::~LuaInterface() at /tmp/factorio-pQPxC1/src/Script/LuaRemote.hpp:8
#8  0x0000000000dfbee1 in operator() at /usr/include/c++/5/bits/unique_ptr.h:76
#9  0x0000000000e315d3 in std::unique_ptr<LuaInterface, std::default_delete<LuaInterface> >::~unique_ptr() at /usr/include/c++/5/bits/unique_ptr.h:236
#10 0x0000000000e32c6f in destroy<std::unique_ptr<LuaInterface> > at /usr/include/c++/5/ext/new_allocator.h:124
#11 0x0000000000e36fc3 in _S_destroy<std::unique_ptr<LuaInterface> > at /usr/include/c++/5/bits/alloc_traits.h:285
#12 0x0000000000ea5fd6 in destroy<std::unique_ptr<LuaInterface> > at /usr/include/c++/5/bits/alloc_traits.h:414
#13 0x00007f01598e3511 in _M_destroy_node at /usr/include/c++/5/bits/stl_tree.h:553
#14 0x000000000040aae9 in _M_drop_node at /usr/include/c++/5/bits/stl_tree.h:561
  54.410 Error CrashHandler.cpp:106: Map tick at moment of crash: 21
  54.410 Error Util.cpp:76: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums.
Please also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.

------------- Error -------------
Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums.
Please also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.

Log file location: /home/gentz/Documents/factorio/factorio-current.log

Would you like to copy the path to the clipboard?
---------------------------------
zsh: segmentation fault (core dumped)  ./factorio
I'm afraid I can't find the core dump.
C) No fail
Simply try again.

What did I expect:
The game working fine.

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Re: [MOD 0.13.17+] Rampant - 0.15.5

Post by Veden » Wed May 10, 2017 7:15 am

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.

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Re: [MOD 0.13.17+] Rampant - 0.15.5

Post by Gentz » Wed May 10, 2017 2:54 pm

Okay submitted it here: viewtopic.php?f=7&t=47146

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Re: [MOD 0.13.17+] Rampant - 0.14.13

Post by Peter34 » Sat May 13, 2017 8:45 am

Veden wrote:
Peter34 wrote: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 there any chance that a functionality, somewhat similar to that, can be added to this mod?
So currently the ai only switches between two states randomly and random intervals and those are peace and aggressive.
I could add a third option nocturnal, which night becomes the primary attack period with maybe some increased frequency.

Thoughts?

The hard part usually is balance.
So... Are you going to add something like that to your mod? Or have you decided that you don't like the idea?

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Re: [MOD 0.13.17+] Rampant - 0.15.5

Post by Veden » Sat May 13, 2017 6:11 pm

Peter34 wrote:
Veden wrote:
Peter34 wrote: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 there any chance that a functionality, somewhat similar to that, can be added to this mod?
So currently the ai only switches between two states randomly and random intervals and those are peace and aggressive.
I could add a third option nocturnal, which night becomes the primary attack period with maybe some increased frequency.

Thoughts?

The hard part usually is balance.
So... Are you going to add something like that to your mod? Or have you decided that you don't like the idea?
I had planned on adding it. I will see if I can whip something together today.

Do you expect all the biters to retreat at daybreak?

Know that only the Rampant waves will turn off during the day. I haven't finished the coding for turning off the whole vanilla ai.

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Re: [MOD 0.13.17+] Rampant - 0.15.6

Post by TheDoctor89 » Sun May 14, 2017 4:02 am

In your latest changelog for 0.15.6 you say "Best use with daylight Extender mod.", which one do you mean?

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Re: [MOD 0.13.17+] Rampant - 0.15.6

Post by Veden » Sun May 14, 2017 4:34 am

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

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Re: [MOD 0.13.17+] Rampant - 0.15.7

Post by Tampa_Gamer » Sun May 14, 2017 7:12 pm

Great mod, really gives the biters a more intelligent set of pathing and responses.

Just tried to run the latest update with my existing game (0.15.10) and upon loading it generates the following error:

Error while running event Rampant:on_tick(ID 0)
__Rampant__/libs/AIPlanning.LUA:41:attempt to perform arithmetic on field 'aiPointScaler' (a nil value)

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Re: [MOD 0.13.17+] Rampant - 0.15.7

Post by Mobius1 » Mon May 15, 2017 12:18 am

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://prntscr.com/f7vi1h
And I thought I've killed all them biters! Damm, gotta put my fancy NVG on and hunt those things down ASAP!

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Re: [MOD 0.13.17+] Rampant - 0.15.8

Post by Veden » Mon May 15, 2017 12:27 am

Mobius1 wrote: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://prntscr.com/f7vi1h
And I thought I've killed all them biters! Damm, gotta put my fancy NVG on and hunt those things down ASAP!
Tampa_Gamer wrote:Great mod, really gives the biters a more intelligent set of pathing and responses.

Just tried to run the latest update with my existing game (0.15.10) and upon loading it generates the following error:

Error while running event Rampant:on_tick(ID 0)
__Rampant__/libs/AIPlanning.LUA:41:attempt to perform arithmetic on field 'aiPointScaler' (a nil value)
The latest version should have a quick fix for this while I look for the cause.

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Re: [MOD 0.13.17+] Rampant - 0.15.8

Post by JimRex » Mon May 15, 2017 1:52 pm

Quick question:
is it intentional, that with dumb projectiles enabled, small spitters have a base damage of 45 ?
It's sure is nice to be able to evade the worms/spitters projectiles, yet with the amount of damage spitters do in addtion to splash damage, they basicly eat walls like it's nothing.

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Re: [MOD 0.13.17+] Rampant - 0.15.8

Post by kyranzor » Mon May 15, 2017 4:32 pm

Yes I agree, the splash radius and damage is pretty crazy. I got trashed in a death world recently thanks to their crazy grenade-spit taking out 4-6 chunks of walls in one go (the medium/large spitters though, doing that). The small spitters were still breaking chunks of 2x2 walls easily if they stuck out of range of my turrets.

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Re: [MOD 0.13.17+] Rampant - 0.15.8

Post by Veden » Mon May 15, 2017 5:13 pm

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 and if the damage is to low it doesn't matter to get hit.

Another option would be changing the speed of the projectiles.

I'm open to suggestions or changes.

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Re: [MOD 0.13.17+] Rampant - 0.15.8

Post by JimRex » Mon May 15, 2017 5:37 pm

I think the splash radius is quite balanced in most situations (vs Player combat), the only problems are the walls. I wonder if there is a possibility to make them resistant to Acid, to bring the damage back to somewhere around Vanilla numbers.

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Re: [MOD 0.13.17+] Rampant - 0.15.8

Post by Veden » Mon May 15, 2017 5:47 pm

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?

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Re: [MOD 0.13.17+] Rampant - 0.15.8

Post by JimRex » Mon May 15, 2017 6:37 pm

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.

Could you maybe give me the current numbers for the Spitters, I only have those for the small ones and I'm sadly not smart enough to read them from the code :)

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Re: [MOD 0.13.17+] Rampant - 0.15.8

Post by Veden » Mon May 15, 2017 7:13 pm

JimRex wrote: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.
jimRex wrote:Could you maybe give me the current numbers for the Spitters, I only have those for the small ones and I'm sadly not smart enough to read them from the code :)
Sure, I use the flamethrower as the weapon type, so potentially a single shot can hit 2 - 3 times.

all have an effect radius of 1.5 and all damage type is acid
small spitter, range 13 - damage 15, 15 * 3 = 45
medium spitter, range 14 - damage 22, 66
big spitter, range 15 - damage 32, 96
behemoth spitter, range 15 - damage 45, 135

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Re: [MOD 0.13.17+] Rampant - 0.15.8

Post by JimRex » Mon May 15, 2017 7:45 pm

Veden wrote: Sure, I use the flamethrower as the weapon type, so potentially a single shot can hit 2 - 3 times.

all have an effect radius of 1.5 and all damage type is acid
small spitter, range 13 - damage 15, 15 * 3 = 45
medium spitter, range 14 - damage 22, 66
big spitter, range 15 - damage 32, 96
behemoth spitter, range 15 - damage 45, 135
Oh, so it's actually damage over time -ish. Well, how about a 60%-65% acid resistance (0/60%) on walls, it would put the damage to them back to normal. The splash-damage would be a trade off for the ability to evade the projectiles.

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Re: [MOD 0.13.17+] Rampant - 0.15.8

Post by Peter34 » Mon May 15, 2017 7:52 pm

Veden wrote: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?
Factorio clearly needs some kind of higher-tier Wall, based on Concrete, or Concrete+Steel, than the one single tier it currently has, the "Wall" which is based on Bricks.

That's from a general point of view. It makes no sense that you can only ever make Walls out of Bricks, given that Concrete was added to the game with alpha 0.13. (Or has 0.15 in fact added Concrete-based Walls, without me noticing it?)

The question of what adding Concrete-based Walls would do to the balance if your mod, that's one I can't answer yet since I have only just begun using it.

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Re: [MOD 0.13.17+] Rampant - 0.15.8

Post by Tampa_Gamer » Tue May 16, 2017 1:12 am

Veden wrote: The latest version should have a quick fix for this while I look for the cause.
Thanks Veden, tested tonight on previous save game and no glitches after 2 hours.

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