[MOD 0.13.17+] Rampant - 0.17.26

Topics and discussion about specific mods
templar_thano
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Re: [MOD 0.13.17+] Rampant - 0.17.7

Post by templar_thano » Thu Mar 14, 2019 10:17 pm

error with rampant installed in Factorio ver 0.17.12
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Re: [MOD 0.13.17+] Rampant - 0.17.7

Post by ZombieMooose » Thu Mar 14, 2019 11:06 pm

templar_thano wrote:
Thu Mar 14, 2019 10:17 pm
error with rampant installed in Factorio ver 0.17.12
There's another one with specifically Natural Evolution installed.
Failed to load mods: Error while loading entity prototype "Natural_Evolution_Biter-Spawner" (unit-spawner): Key "pollution_absorption_absolute" not found in property tree at Roo.unit-spawner.Natural_Evolution_Biter-Spawner
Modifications: Natural Evolution Buildings > Natural Evolution Enemies > Rampant

Mods to be disabled:
- Natural_Evolution_Buildings
- Natural_Evolution_Enemies
- Rampant

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Re: [MOD 0.13.17+] Rampant - 0.17.8

Post by Veden » Fri Mar 15, 2019 1:37 am

templar_thano wrote:
Thu Mar 14, 2019 10:17 pm
error with rampant installed in Factorio ver 0.17.12
ZombieMooose wrote:
Thu Mar 14, 2019 11:06 pm
templar_thano wrote:
Thu Mar 14, 2019 10:17 pm
error with rampant installed in Factorio ver 0.17.12
There's another one with specifically Natural Evolution installed.
Failed to load mods: Error while loading entity prototype "Natural_Evolution_Biter-Spawner" (unit-spawner): Key "pollution_absorption_absolute" not found in property tree at Roo.unit-spawner.Natural_Evolution_Biter-Spawner
Modifications: Natural Evolution Buildings > Natural Evolution Enemies > Rampant

Mods to be disabled:
- Natural_Evolution_Buildings
- Natural_Evolution_Enemies
- Rampant
These should be fixed in the latest.

TheSAguy
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Re: [MOD 0.13.17+] Rampant - 0.17.9

Post by TheSAguy » Sun Mar 17, 2019 9:17 pm

Man, these attack waves are kicking my ass!

I'm 10 hours into my game, survived some early waves, but this one just overwhelms me.
My turret wall has no chance. Even if I fill this initial attack, a much larger attack is minutes away...

Image

Was wondering how other people handle this?
Should I have rushed Laser?

My copper is about to run out and I have no idea how I'll get that second source secure :)

Thanks.
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Re: [MOD 0.13.17+] Rampant - 0.17.9

Post by Light » Sun Mar 17, 2019 9:22 pm

TheSAguy wrote:
Sun Mar 17, 2019 9:17 pm
Was wondering how other people handle this?
Pollution control. There's no better weapon.

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Re: [MOD 0.13.17+] Rampant - 0.17.9

Post by TheSAguy » Sun Mar 17, 2019 10:25 pm

FYI,

I just stared a new game, and still getting a lot of worm spawns.
It might have something to do with RSO and Rampant?
Odd thing is, if I disable RSO and regenerate the map, I only get worms and no nests...

EDIT: Seems like NE Enemies, "Remove Vanilla Spawners" causes Rampant not to spawn it's spawners. That seems weird...

Image

Same patches are really large :)
Image


I've attached my save and Mod Settings
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Re: [MOD 0.13.17+] Rampant - 0.17.9

Post by Veden » Mon Mar 18, 2019 4:57 am

TheSAguy wrote:
Sun Mar 17, 2019 10:25 pm
FYI,

I just stared a new game, and still getting a lot of worm spawns.
It might have something to do with RSO and Rampant?
Odd thing is, if I disable RSO and regenerate the map, I only get worms and no nests...

EDIT: Seems like NE Enemies, "Remove Vanilla Spawners" causes Rampant not to spawn it's spawners. That seems weird...



Same patches are really large :)



I've attached my save and Mod Settings

Thanks for the report, this should be fixed in 0.17.10

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Re: [MOD 0.13.17+] Rampant - 0.17.10

Post by thyrfa » Mon Mar 18, 2019 5:44 am

Hey, I've had an issue in MP where the biters just stop attacking after the file gets reloaded, no mod changes or anything, just a couple hours of real time later. We're currently at ~an hour of 0 biter attacks, which sucks. Not really sure how to resolve this, are there console commands to see/debug for temperament or state? It's a deathworld run. Saves and mod info attached.
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Re: [MOD 0.13.17+] Rampant - 0.17.10

Post by BlueTemplar » Mon Mar 18, 2019 4:51 pm

Yes, but the output in the terminal's console...

Here's a modified file that should work with the game's console :
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Re: [MOD 0.13.17+] Rampant - 0.17.10

Post by Veden » Mon Mar 18, 2019 6:00 pm

thyrfa wrote:
Mon Mar 18, 2019 5:44 am
Hey, I've had an issue in MP where the biters just stop attacking after the file gets reloaded, no mod changes or anything, just a couple hours of real time later. We're currently at ~an hour of 0 biter attacks, which sucks. Not really sure how to resolve this, are there console commands to see/debug for temperament or state? It's a deathworld run. Saves and mod info attached.
These are the things you can poke in the factorio console.

https://github.com/veden/Rampant/blob/m ... l.lua#L800

This is the code that it actually runs.

https://github.com/veden/Rampant/blob/master/tests.lua

Code: Select all

/c remote.call("rampantTests", "aiStats")
Otherwise I can add it to the todo list.

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Re: [MOD 0.13.17+] Rampant - 0.17.10

Post by thyrfa » Tue Mar 19, 2019 2:31 am

So it seems the issue is on reloading the save, the biter AI doesn't load correctly -- if we kill all, they'll attack within the next few minutes.

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Re: [MOD 0.13.17+] Rampant - 0.17.10

Post by Veden » Tue Mar 19, 2019 2:53 am

thyrfa wrote:
Tue Mar 19, 2019 2:31 am
So it seems the issue is on reloading the save, the biter AI doesn't load correctly -- if we kill all, they'll attack within the next few minutes.
I don't see anything wrong with your save.
The early game tends to have more peace.
Sometimes you just roll alot of peace.

After loading your save, about ~10 minutes the base was under attack.

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Re: [MOD 0.13.17+] Rampant - 0.17.10

Post by thyrfa » Tue Mar 19, 2019 3:09 am

Veden wrote:
Tue Mar 19, 2019 2:53 am
thyrfa wrote:
Tue Mar 19, 2019 2:31 am
So it seems the issue is on reloading the save, the biter AI doesn't load correctly -- if we kill all, they'll attack within the next few minutes.
I don't see anything wrong with your save.
The early game tends to have more peace.
Sometimes you just roll alot of peace.

After loading your save, about ~10 minutes the base was under attack.
Well that's good to know then, is there a setting/option to ramp that up? Thanks for looking. The annoying part is when you go an hour without any attacks, then the next swarm will probably wreck you because the biters have evolved a ton. Instead of a gradual increase in difficulty, its more like getting slammed into a cliff repeatedly.

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Re: [MOD 0.13.17+] Rampant - 0.17.10

Post by Veden » Tue Mar 19, 2019 4:37 am

thyrfa wrote:
Tue Mar 19, 2019 3:09 am
Veden wrote:
Tue Mar 19, 2019 2:53 am
thyrfa wrote:
Tue Mar 19, 2019 2:31 am
So it seems the issue is on reloading the save, the biter AI doesn't load correctly -- if we kill all, they'll attack within the next few minutes.
I don't see anything wrong with your save.
The early game tends to have more peace.
Sometimes you just roll alot of peace.

After loading your save, about ~10 minutes the base was under attack.
Well that's good to know then, is there a setting/option to ramp that up? Thanks for looking. The annoying part is when you go an hour without any attacks, then the next swarm will probably wreck you because the biters have evolved a ton. Instead of a gradual increase in difficulty, its more like getting slammed into a cliff repeatedly.

Balancing can be a hard thing to have perfect, especially with random numbers.

I have heard many people complain that there are to many attacks early as well.

On your save you have played for 4 hours and 20 minutes.

If you go and get killed it shows you have killed 1565 biters, which is roughly 6 biters a minute on average, granted there are ebbs and flows to the attacks.

I could offer a harassment AI state that does lots of little attacks over a longer period of time.
I could also add a setting to directly influence AI aggressiveness.

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Re: [MOD 0.13.17+] Rampant - 0.17.10

Post by thyrfa » Tue Mar 19, 2019 5:09 pm

Veden wrote:
Tue Mar 19, 2019 4:37 am
I could offer a harassment AI state that does lots of little attacks over a longer period of time.
I could also add a setting to directly influence AI aggressiveness.
Either would be appreciated! The AI work is great though, thanks for the effort you put in.

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Re: [MOD 0.13.17+] Rampant - 0.17.10

Post by TheSycend » Tue Mar 19, 2019 11:32 pm

Hello
i played today with Version 0.17.15 on a map started on 0.17.14. I Started with the standard Rampant settings an decidied today to switch the safty for the rails on. But the rails still get attacked by the Biters and Spitters. What can i do?
Also is there a way to use the new "projectile" for the Spitter form 0.17?

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Re: [MOD 0.13.17+] Rampant - 0.17.10

Post by Veden » Tue Mar 19, 2019 11:42 pm

TheSycend wrote:
Tue Mar 19, 2019 11:32 pm
Hello
i played today with Version 0.17.15 on a map started on 0.17.14. I Started with the standard Rampant settings an decidied today to switch the safty for the rails on. But the rails still get attacked by the Biters and Spitters. What can i do?
Also is there a way to use the new "projectile" for the Spitter form 0.17?
with default Rampant settings you can uncheck

Code: Select all

Projectiles: Use Blockable Projectiles
and you should have the default vanilla projectiles.

Did you enable the global setting

Code: Select all

Safety: Enable Building Safety

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Re: [MOD 0.13.17+] Rampant - 0.17.10

Post by TheSycend » Wed Mar 20, 2019 9:16 am

Ah, didn't interpreted "Safety: Enable Building Safety" as a Global setting. Thought it would protect all buildings when checked.
Thank you, i will try it this evening. :)

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Re: [MOD 0.13.17+] Rampant - 0.17.10

Post by Nedreow » Wed Mar 20, 2019 12:22 pm

What is the minimal evo for the biters to start attacking?

I have been looking through the code but I can't find it.

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Re: [MOD 0.13.17+] Rampant - 0.17.10

Post by BlueTemplar » Wed Mar 20, 2019 1:43 pm

0% ? (Though it's probably going to be very unlikely for biters to switch to Aggressive mode at 0%...)

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