Well just make a fake expensive recipe then? Something triggered it and reverse factory worked fine until rampant updated.
EDIT: Rampant caused omnicompression to mess up too, "expensive a nil value"
Well just make a fake expensive recipe then? Something triggered it and reverse factory worked fine until rampant updated.
This should be fixed in the latest build, when you run low resolution sprites the max sprite size is 2048, but on high it is 4096.TheTom wrote:Update, crash.
"graphics/entities/chest/itemCOllectorOverlay2.5.pnk" sis too large (max 2048 px in either direction is allowed)
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1071.289 Error MainLoop.cpp:940: Exception at tick 36650126: Error while running event Rampant::on_tick (ID 0)
__Rampant__/libs/WorldProcessor.lua:33: attempt to index local 'itemCollectorPair' (a nil value)
Thanks for the report, this should be fixed in the latest build.totobest wrote:I mined a "ItemCollector" and then:Code: Select all
1071.289 Error MainLoop.cpp:940: Exception at tick 36650126: Error while running event Rampant::on_tick (ID 0) __Rampant__/libs/WorldProcessor.lua:33: attempt to index local 'itemCollectorPair' (a nil value)
Far from abandoned, but that isn't to say it is moving quickly.Hugger wrote:What's happened with custom AI (dev option) development? It looked like the interesting idea. Is it abandoned?
Glad to hear this.Veden wrote:Far from abandoned, but that isn't to say it is moving quickly.Hugger wrote:What's happened with custom AI (dev option) development? It looked like the interesting idea. Is it abandoned?
It wasn't stable enough and wasn't getting completed fast enough, so I removed the option.
The custom AI is still very much in the mod and I'm slowly developing it.
Custom AI would be prefered, anything that can make the mod more FPS friendly. Currently in our rampant game I get stuck at 1-5 FPS every night. (4-6 attacks from different directions minimum).Veden wrote:Far from abandoned, but that isn't to say it is moving quickly.Hugger wrote:What's happened with custom AI (dev option) development? It looked like the interesting idea. Is it abandoned?
It wasn't stable enough and wasn't getting completed fast enough, so I removed the option.
The custom AI is still very much in the mod and I'm slowly developing it.
Short Version:Mr.YaR wrote:- Biters flank nicely, retreat somehow, impress us sometimes - but they seem to "aggro"(player or base) only at close range from their base - could you create a setting to adjust "aggro" distance(radius?) further??? Or inform where in the code this could be changed/augmented? (maybe a setting already exists - but we missed it)
I agree and what you have mentioned would work.Mr.YaR wrote:- Default biters seem a bit weak, what could be done to make them stronger? (No liking bob balance and natural evolution caused us troubles in multiplayer strangely)
I'm thinking about editing their HP (simply multiplying it by something like *2 for high HP biters and *3 for low HP)
The basis of the projectiles are the flamethrower with very short bursts and long delay.Mr.YaR wrote:- Rampant projectiles (those biters use) work well(mechanics) - how are they done?
Is it a set of default ingame settings or is it additionnal code?
Reading you - i've found my zerg-mod-creator of choice - you're not the only one disliking this blanket phenomenon.I have tried to hold off on making unit stat and ability changes because I don't like how nests blanket the planet
Thinking about trying to adapt the flamethrower stream for low caliber weapons burst fire and higher caliber(shells) fire.The basis of the projectiles are the flamethrower with very short bursts and long delay.
They are code that I wrote for the mod and not included in the vanilla game.
Yes, the mechanic should work for shells.Mr.YaR wrote:Thinking about trying to adapt the flamethrower stream for low caliber weapons burst fire and higher caliber(shells) fire.
Do you think there is hope for shell/bullet mechanics? Factorio is my first "coding"(more editing than coding actualy) experience, so i'm wasting tonns of time understanding stuff =(
Actualy the target_type = position and direction seem to always produce friendly fire and i didn't find out how to flag the shells to damage ennemies only --if possible at all
Will it work, yes. Will it arc, no.Mr.YaR wrote:acceleration = -0.0008, + starting_speed = 0.45, = shell range (shells simply fall after some time)
Would this work with fake stream shell mechanic?
Glad you like it.Space_Lettuce wrote:Just wanted to say thanks for your mod! I started my first map in Factorio with a lot of mods, this mod included. I then tried a map with vanilla(no mods) just to see the difference, and WOW! I can't imagine Factorio without the biters being so plentiful, and dangerous! This really should be part of vanilla, as an option.
In addition to that, I thought I'd ask about the only concern I have about this mod...
When I set the difficulty to 5 and the max group size to 400(or anything over 200-ish) the aliens move near the edge of my walls, then the front aliens trickle in, and the main group in the back just runs in circles. Without attacking in their full numbers, all at once, the aliens make it too easy to pick them off as they trickle in.
I didn't know if you were aware of this or not, since I haven't seen anyone mention this, so I thought I'd mention it.
Your map is huge, Rampant makes a copy of the game map in memory to make it run fast. I can potentially find ways of reducing the memory footprint at the cost of UPS.mkaito wrote:Rampant significantly (x10 or more) increases the time it takes to save a game. I play with a fair few mods, but I've singled out Rampant by toggling mods on and off. Disabling Rampant reduces the save time by a factor of 10.
With Rampant enabled, it seems the game just sits there for a while before the save bar will even move. This makes up the bulk of the time spent "saving". But even the time spent with the bar moving is increased slightly.
I attached the save where I observed this. It's not an isolated save, just the thing I was playing before I got annoyed at the huge save times and started disabling mods looking for the culprit.
Factorio 0.15.37
Rampant 0.15.22 from the in-game mod portal
Have you tried loading the save with the mod enabled, save the game, reload the save. Do the desyncs continue?Loading123 wrote:We are getting consistent desync after added Rampant back to the server. We had removed most of our mods and started to add stuff back one at a time and after about a day with Rampant we have run into issues. I have the 2 desync reports on my webserver http://sawchuk.horse (currently uploading)
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mod list :
Blueprint_Flip_Turn_1.0.0.zip
EvoGUI_0.4.301.zip
FARL_2.0.1.zip
LoaderRedux_1.2.1.zip
Nanobots_2.0.2.zip
Rampant_0.16.2.zip
Squeak Through_1.1.8.zip
Sulfuel_1.0.2.zip
bobassembly_0.16.0.zip
bobelectronics_0.16.0.zip
bobenemies_0.16.0.zip
bobinserters_0.16.3.zip
boblibrary_0.16.1.zip
boblogistics_0.16.3.zip
bobmining_0.16.0.zip
bobmodules_0.16.0.zip
bobores_0.16.1.zip
bobplates_0.16.0.zip
bobpower_0.16.1.zip
bobrevamp_0.16.0.zip
bobtech_0.16.0.zip
bobvehicleequipment_0.16.0.zip
bobwarfare_Altaric_0.16.0.zip
pycoalprocessing_1.0.2.zip
pyfusionenergy_1.0.1.zip
pyindustry_1.0.5.zip
qol_research_2.1.0.zip
what-is-it-really-used-for_1.3.3.zip