[MOD 0.13.17+] Rampant

Topics and discussion about specific mods
Veden
Filter Inserter
Filter Inserter
Posts: 294
Joined: Wed Jul 13, 2016 3:54 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.16.23

Post by Veden »

My condolences for what sounds like dead or dying hardware.

Not sure specifically what I did in the mod that would have caused your issue.
Squingy
Burner Inserter
Burner Inserter
Posts: 18
Joined: Thu Jan 04, 2018 11:25 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.16.23

Post by Squingy »

Your mod is not at fault, thier graphics card is likely overheating, that's what it sounds like to me, clean your computer, and make sure your cooling fans are working properly. Lol it was 9 years old,hilarious, they clearly know nothing about computer hardware..... Sucks but time to upgrade.... About 5 years ago lol.

Besides that the game seems to get stuck loading for me after setting the variations to max in settings, do I just need to be more patient maybe, I've waited a considerable amount of time, I'll add that it never used to take this long in the previous version.... using similar settings... Disabled for now, normal AI is hardly comparable though sadly...

And now I cannot seem to change the settings in the mod settings file..... Ugh...
Veden
Filter Inserter
Filter Inserter
Posts: 294
Joined: Wed Jul 13, 2016 3:54 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.16.23

Post by Veden »

Squingy wrote:Your mod is not at fault, thier graphics card is likely overheating, that's what it sounds like to me, clean your computer, and make sure your cooling fans are working properly. Lol it was 9 years old,hilarious, they clearly know nothing about computer hardware..... Sucks but time to upgrade.... About 5 years ago lol.

Besides that the game seems to get stuck loading for me after setting the variations to max in settings, do I just need to be more patient maybe, I've waited a considerable amount of time, I'll add that it never used to take this long in the previous version.... using similar settings... Disabled for now, normal AI is hardly comparable though sadly...

And now I cannot seem to change the settings in the mod settings file..... Ugh...
You will most likely need to reset your mod settings as the game is working just using every bit of RAM you have and then some.

I think you can remove the mod-settings.dat to reset your settings be sure to make a copy in case I am wrong.
Squingy
Burner Inserter
Burner Inserter
Posts: 18
Joined: Thu Jan 04, 2018 11:25 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.16.23

Post by Squingy »

Yeah, removing the mod settings file will just create a new one with the default settings.

Before this new stable version I always used the most variations and it never took this long to load before, any idea why the loading times changed? I have 12 Gb of ram.
Veden
Filter Inserter
Filter Inserter
Posts: 294
Joined: Wed Jul 13, 2016 3:54 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.16.23

Post by Veden »

My fully modded game registers 11.5 GB of RAM sitting at the menu screen.

As for changes, I'm not seeing anything in the change logs that should have made any difference, so I'm not sure why you would be getting different results now.

Have you added any new mods lately that might be contributing to the issue?
Squingy
Burner Inserter
Burner Inserter
Posts: 18
Joined: Thu Jan 04, 2018 11:25 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.16.23

Post by Squingy »

I'm always adding more lol, It's an addiction honestly. Just left most of the settings for
Rampant default. Thanks for your time. Love the mod!
sparr
Smart Inserter
Smart Inserter
Posts: 1449
Joined: Fri Feb 14, 2014 5:52 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.16.23

Post by sparr »

I enjoy playing with Rampant with one exception... it makes biters attack isolated things they would normally ignore. Is there any way to get biters to not attack random non-polluting entities in the middle of nowhere like in vanilla? Having to build defenses around my water pipes is a major annoyance.
Veden
Filter Inserter
Filter Inserter
Posts: 294
Joined: Wed Jul 13, 2016 3:54 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.16.23

Post by Veden »

sparr wrote:I enjoy playing with Rampant with one exception... it makes biters attack isolated things they would normally ignore. Is there any way to get biters to not attack random non-polluting entities in the middle of nowhere like in vanilla? Having to build defenses around my water pipes is a major annoyance.
These are the amounts of pheromone each building gives off:

Code: Select all

constants.BUILDING_PHEROMONES = {}
constants.BUILDING_PHEROMONES["generator"] = 80
constants.BUILDING_PHEROMONES["pump"] = 20
constants.BUILDING_PHEROMONES["reactor"] = 160
constants.BUILDING_PHEROMONES["offshore-pump"] = 20
constants.BUILDING_PHEROMONES["transport-belt"] = 10
constants.BUILDING_PHEROMONES["accumulator"] = 100
constants.BUILDING_PHEROMONES["solar-panel"] = 80
constants.BUILDING_PHEROMONES["boiler"] = 120
constants.BUILDING_PHEROMONES["assembling-machine"] = 100
constants.BUILDING_PHEROMONES["roboport"] = 100
constants.BUILDING_PHEROMONES["beacon"] = 100
constants.BUILDING_PHEROMONES["furnace"] = 120
constants.BUILDING_PHEROMONES["programmable-speaker"] = 80
constants.BUILDING_PHEROMONES["mining-drill"] = 350
constants.BUILDING_PHEROMONES["rocket-silo"] = 1200
constants.BUILDING_PHEROMONES["lamp"] = 40
constants.BUILDING_PHEROMONES["radar"] = 200
constants.BUILDING_PHEROMONES["lab"] = 150
constants.BUILDING_PHEROMONES["splitter"] = 15

-- player defense pheromones

constants.BUILDING_PHEROMONES["ammo-turret"] = 100
constants.BUILDING_PHEROMONES["wall"] = 5
constants.BUILDING_PHEROMONES["electric-turret"] = 200
constants.BUILDING_PHEROMONES["fluid-turret"] = 280
constants.BUILDING_PHEROMONES["turret"] = 100
constants.BUILDING_PHEROMONES["artillery-turret"] = 1000
if you set whatever categories you want to 0, that will remove their pheromone generation.

The code is in the Constants.lua under the lib folder.

Otherwise I don't have anything in the code to adjust that behavior.
sparr
Smart Inserter
Smart Inserter
Posts: 1449
Joined: Fri Feb 14, 2014 5:52 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.16.23

Post by sparr »

Yeah, it's not about the specific entity's pheremones unfortunately. This is happening in the middle of nowhere, where there are just underground pipes for a hundred tiles in every direction.

Maybe the biters are already aggressive because of something else they encountered but didn't attack elsewhere?
Buttman
Manual Inserter
Manual Inserter
Posts: 2
Joined: Thu Apr 12, 2018 11:14 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.16.23

Post by Buttman »

Hey! Love the mod. I really enjoy the Biter side of Factorio as opposed to the Sats/Rocks per min thingy.

Anyway,

I'm having trouble where the biters that spawn within a 2k radious of me NEVER move or expand or really, do anything?

Do I HAVE to pollute their nests / mobs in order for them to move around and colonise new places + attack.

I just, get no attacks and they never make new bases and expand?

Using with Bobs Enemies too and that's kinda it :)
Veden
Filter Inserter
Filter Inserter
Posts: 294
Joined: Wed Jul 13, 2016 3:54 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.16.23

Post by Veden »

Buttman wrote:Hey! Love the mod. I really enjoy the Biter side of Factorio as opposed to the Sats/Rocks per min thingy.

Anyway,

I'm having trouble where the biters that spawn within a 2k radious of me NEVER move or expand or really, do anything?

Do I HAVE to pollute their nests / mobs in order for them to move around and colonise new places + attack.

I just, get no attacks and they never make new bases and expand?

Using with Bobs Enemies too and that's kinda it :)
no, but the AI abilities are capped by the current evolution. So at 0 evolution not much will happen.

Are you playing without expansion or peaceful?
IronCartographer
Filter Inserter
Filter Inserter
Posts: 464
Joined: Tue Jun 28, 2016 2:07 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.16.23

Post by IronCartographer »

Veden-

See issue and suggested changes in this thread/comment: viewtopic.php?p=356272#p356272
TheSAguy
Smart Inserter
Smart Inserter
Posts: 1449
Joined: Mon Jan 13, 2014 6:17 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.16.23

Post by TheSAguy »

Question,

Does Rampant change the Evolution Factor in any way?
(Pollution, Time or Killing Spawners)
Thanks.
Veden
Filter Inserter
Filter Inserter
Posts: 294
Joined: Wed Jul 13, 2016 3:54 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.16.23

Post by Veden »

IronCartographer wrote:Veden-

See issue and suggested changes in this thread/comment: viewtopic.php?p=356272#p356272
Thanks, I will take a look later.
TheSAguy wrote:Question,

Does Rampant change the Evolution Factor in any way?
(Pollution, Time or Killing Spawners)
Thanks.
Not that I'm aware of.
Buttman
Manual Inserter
Manual Inserter
Posts: 2
Joined: Thu Apr 12, 2018 11:14 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.16.23

Post by Buttman »

Veden wrote: no, but the AI abilities are capped by the current evolution. So at 0 evolution not much will happen.

Are you playing without expansion or peaceful?
Expansion is on, I have vanillia biters on too just as " trash mobs " so to speak. I see Elemental Spawners, but i think that's bobs? i cant remember.

I guess I will just wait for evolution to evolve more, I'm ujust hitting medium biters and spitters right now, but i've not seen a single special base or such,

Do they spawn really far out?
Veden
Filter Inserter
Filter Inserter
Posts: 294
Joined: Wed Jul 13, 2016 3:54 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.16.23

Post by Veden »

Buttman wrote:
Veden wrote: no, but the AI abilities are capped by the current evolution. So at 0 evolution not much will happen.

Are you playing without expansion or peaceful?
Expansion is on, I have vanillia biters on too just as " trash mobs " so to speak. I see Elemental Spawners, but i think that's bobs? i cant remember.

I guess I will just wait for evolution to evolve more, I'm ujust hitting medium biters and spitters right now, but i've not seen a single special base or such,

Do they spawn really far out?
For the new enemies to be present, you will need to check the enable new enemies in the mod settings.

Set the tiers and variations for something your machine can handle at a minimum you will need an extra 2GB of RAM upto 8GB, if you max tiers and variations.
zakman
Inserter
Inserter
Posts: 33
Joined: Fri Jun 03, 2016 1:48 am
Contact:

Re: [MOD 0.13.17+] Rampant - 0.16.24

Post by zakman »

A question, what are some good "introductory" settings for Rampant? I'd like it to give me a bit of a challenge defending my massive base, but not overwhelm me right off the bat (as happens with default settings).

While this is probably due to base design, I'd like to be able to tone things down a bit to get some breathing room before I crank the difficulty back up. Thanks!
Veden
Filter Inserter
Filter Inserter
Posts: 294
Joined: Wed Jul 13, 2016 3:54 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.16.24

Post by Veden »

zakman wrote:A question, what are some good "introductory" settings for Rampant? I'd like it to give me a bit of a challenge defending my massive base, but not overwhelm me right off the bat (as happens with default settings).

While this is probably due to base design, I'd like to be able to tone things down a bit to get some breathing room before I crank the difficulty back up. Thanks!
Try turning the difficulty scaling to 0.2 - 0.35.

Try turning down the max group size that can be formed from 150 to 75.

Next add 100 to attack wave starting and ending values, so 120 - 100.

last try toggle the safety increase wall resistance.
zakman
Inserter
Inserter
Posts: 33
Joined: Fri Jun 03, 2016 1:48 am
Contact:

Re: [MOD 0.13.17+] Rampant - 0.16.24

Post by zakman »

Thank you!
TheSAguy
Smart Inserter
Smart Inserter
Posts: 1449
Joined: Mon Jan 13, 2014 6:17 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.16.24

Post by TheSAguy »

FYI, getting this error:
Image
I synced my save to a different PC and got it on load.
Post Reply

Return to “Mods”