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Proactively clearing out any nests near your pollution is a good way to reduce attacks. The other part is biter expansion; if that's disabled they won't move back towards your base.
I can't reproduce the egg collision issue, do you have any more information you can give me?leoch wrote:I've noticed a bunch of invisible entities which just show a cross if trying to build on them (presumably zero-size hit-box). The only way to destroy them is to run them over with a car/tank. I think they are the remains of the spawner eggs? They really should get cleaned up, I imagine there are hundreds in my game now.
Speaking of cleaning up, the spawner biters often don't form squads but just hang around. I wonder if they should have a maximum lifetime or something? I suppose Rampant's "refund" mechanism should eventually clear them up.
Tampa_Gamer wrote:Wondering if this is normal behavior for the latest versions. I really have had very little interaction except for clearing out a few nests early on. I am 136 days in now and they have hardly expanded or attacked their nests in any meaningful way. Posting screenshot of map and also my settings page in case I screwed up a setting or something. Please help. Any pointers would be appreciated, I really dont want to start a new game/map.
Overview of MapFirst Page of SettingsSecond Page of Settings
It looks like all the unit spawners in your immediate area are gone.Tampa_Gamer wrote:To the extent its useful, attached is the save from that standpoint. I primarily wanted to make sure I didn't screw up any of the settings inadvertently and put them on some sort of creative/non-threatening stance.
That is bizarre, I only took 1-2 spawners early on. So the biters are not setting up new bases as they migrate now? This game started a few versions back ago and I was worried about seeing all of the entities delete messages when I upgraded to the new versions. Its never been a problem before. Are you saying I need to start a new game?Veden wrote:It looks like all the unit spawners in your immediate area are gone.
Rampant doesn't make any changes to evolution.Officer Joe Balogna wrote:Hello! I love this mod, but I keep encountering a problem, which I believe may be caused by this. Every world I make, the biters evolve insanely fast; faster than I can reasonably keep pace with. For instance, I've only played for 5 hours on one world, and the biters are already 25% evolved. I checked the settings, and the evolution factors seem to be how they are in vanilla, so I can't figure out why it's so rapid...
You can explore out further and the world will generate more but it will take some time for them to come back.Tampa_Gamer wrote:That is bizarre, I only took 1-2 spawners early on. So the biters are not setting up new bases as they migrate now? This game started a few versions back ago and I was worried about seeing all of the entities delete messages when I upgraded to the new versions. Its never been a problem before. Are you saying I need to start a new game?Veden wrote:It looks like all the unit spawners in your immediate area are gone.
.TheSAguy wrote:I must say I'm very impressed with all the new stuff you've been adding!
You'r doing to Fauna what Alien Biomes did to Factorio's Flora
Thanks for your hard work!
I have tried to avoid making changes to the players arsenal as many mods already provide upgrades and there is alot that could be added aside from an artillery buff.wvlad wrote:Hi, I have another suggestion. The artillery is supposed to deal one shot kill damage to biter spawners so if you buff their hit points (with the new enemies feature) there should be an option to buff artillery.
Code: Select all
for _,v in pairs(data.raw["artillery-projectile"]["artillery-projectile"].action.action_delivery.target_effects[1].action.action_delivery.target_effects) do
v.damage.amount = v.damage.amount * MULTIPLIER
end
Increasing the enemy level will scale everything up about the units, unit spawners, and worms stats.Baughn wrote:Hi,
We're two weeks into a game combining Rampant, Nauvis Day and Endgame Combat, and by now the biters seem to have maxed out. We're still in early-midgame -- no logistics system, just player delivery and construction bots -- but evolution is sitting around 95-97% and all I ever see are the highest-tier enemies.
However, although we haven't researched very far into the combat tech tree, the walls are already largely invincible. A single line of flamethrowers, concussion turrets and lasers means they never even take any damage, let alone need replacement or defence in depth -- even with waves of nuclear biters. That's fine for now, but it makes me worry about the future.
What are my options here?
I noticed there's a difficulty setting, default to 4 (of 10) for the max. Increasing that setting just scales up the existing biters, though, and I expect that's expected? Our evolution is nearly maxed.
Is there any way I can change the evolution scale, e.g. to turn the current evolution into "50%" while also doubling the maximum biter level? Keeping the current biters the same, in other words, but adding extra depth to the threat? We're playing with expansion on, so removing all existing biters and letting them regrow is a valid option.
Baughn, unless one of the other mods changed the way evolution works, I believe this only controls what types of biters will spawn and their spawn chance. ie, decreasing the current evolution % will simply make it so the largest biters don't spawn / decreased frequency and everything will favor the mid to maybe large sized guys. It does not control their hitpoints (I believe this gets hard set in the data/prototype stage (ie, during Factorio start / load) and cannot be modified dynamically during game run).Baughn wrote:Is there any way I can change the evolution scale, e.g. to turn the current evolution into "50%" while also doubling the maximum biter level? Keeping the current biters the same, in other words, but adding extra depth to the threat? We're playing with expansion on, so removing all existing biters and letting them regrow is a valid option.
Thanks for the report, this should be fixed in the latest.Kamsta99 wrote:Hi, i noticed Bob enemies still using stupid laser-homing projectiles. Noticed on bob-big-explosive-worm-turret, maybe you can do something with this
Thanks this should be fixed in the latestwvlad wrote:Hi, I noticed that Nuclear biters use projectile "atomic-bomb-wave" which has in-built 400 damage not controlled by biter tiers. I suggest you to make instead your own copy of that projectile without in-built damage.