[MOD 0.13.17+] Rampant

Topics and discussion about specific mods
Strategic Sage
Inserter
Inserter
Posts: 35
Joined: Tue Jan 24, 2017 11:52 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.16.31

Post by Strategic Sage »

It definitely appears to be 'fixed'. After updating Rampant, I was soon swarmed by biters in my current game. Looks like I'll be rolling back to an earlier save(I think about six hours earlier) to avoid being overextended to the point where I prematurely poked the bear. It was rather amusing watching the alien horde annihilate large sections of my fledgling factory.
nuhll
Filter Inserter
Filter Inserter
Posts: 946
Joined: Mon Apr 04, 2016 9:48 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.16.31

Post by nuhll »

So i didnt had any attacks since hours of playin (bc i kill all biters inside my cloud) - now i had the biggest attack in my life, they attacked from all sides at the same time.

Not fun for me.

No biters in my cloud.

Can i disable that? So they only attack when cloud reaches them?
nuhll
Filter Inserter
Filter Inserter
Posts: 946
Joined: Mon Apr 04, 2016 9:48 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.16.31

Post by nuhll »

I guess i just remove it.

Thats not fun... or challenge, maybe i enable again when i have some def, but so im jsut running solo from one side of the factory to the other....
Veden
Filter Inserter
Filter Inserter
Posts: 294
Joined: Wed Jul 13, 2016 3:54 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.16.31

Post by Veden »

I have limited time I can dedicate to this mod, please understand if I don't immediately reply.
nuhll wrote:So i didnt had any attacks since hours of playin (bc i kill all biters inside my cloud) - now i had the biggest attack in my life, they attacked from all sides at the same time.

Not fun for me.

No biters in my cloud.

Can i disable that? So they only attack when cloud reaches them?
I can add it to the todo list.
nuhll
Filter Inserter
Filter Inserter
Posts: 946
Joined: Mon Apr 04, 2016 9:48 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.16.31

Post by nuhll »

Its all okay, not against you. I just disabled it till you update it.

I like the fact that you can stop themm attacking when you kill everything inside the cloud. I guess thats a nice addition to the mod.
Goalie
Burner Inserter
Burner Inserter
Posts: 6
Joined: Mon Jul 30, 2018 7:57 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.16.31

Post by Goalie »

Receiving this error when I try to place a blueprint that contains floor tiles using creative mode's instant build. I'm not familiar with Factorio's mod API so I'm not sure which of the mods is at fault. It doesn't affect the regular saves I'm actually using this mod on so I'm not too worried about it, and sorry if I'm reporting to the wrong thread. On another note, thanks for the great mod!

Image
Veden
Filter Inserter
Filter Inserter
Posts: 294
Joined: Wed Jul 13, 2016 3:54 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.16.31

Post by Veden »

Goalie wrote:Receiving this error when I try to place a blueprint that contains floor tiles using creative mode's instant build. I'm not familiar with Factorio's mod API so I'm not sure which of the mods is at fault. It doesn't affect the regular saves I'm actually using this mod on so I'm not too worried about it, and sorry if I'm reporting to the wrong thread. On another note, thanks for the great mod!
You are at the correct spot. I can add a check for a missing surface index.
Veden
Filter Inserter
Filter Inserter
Posts: 294
Joined: Wed Jul 13, 2016 3:54 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.16.31

Post by Veden »

nuhll wrote:Its all okay, not against you. I just disabled it till you update it.

I like the fact that you can stop themm attacking when you kill everything inside the cloud. I guess thats a nice addition to the mod.
You should have an option now.
Goalie wrote:Receiving this error when I try to place a blueprint that contains floor tiles using creative mode's instant build. I'm not familiar with Factorio's mod API so I'm not sure which of the mods is at fault. It doesn't affect the regular saves I'm actually using this mod on so I'm not too worried about it, and sorry if I'm reporting to the wrong thread. On another note, thanks for the great mod!
This should be fixed now.
Goalie
Burner Inserter
Burner Inserter
Posts: 6
Joined: Mon Jul 30, 2018 7:57 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.16.32

Post by Goalie »

Awesome, thanks for the quick fix!
User avatar
Nedreow
Burner Inserter
Burner Inserter
Posts: 14
Joined: Wed May 06, 2015 3:08 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.16.32

Post by Nedreow »

How well does the mod work with pollution turned off? Can I play without as I usually do or should I turn it on if I want to be attacked?
Veden
Filter Inserter
Filter Inserter
Posts: 294
Joined: Wed Jul 13, 2016 3:54 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.16.32

Post by Veden »

Nedreow wrote:How well does the mod work with pollution turned off? Can I play without as I usually do or should I turn it on if I want to be attacked?
With migration/expansion and raiding turned on, in theory you wouldn't need pollution, but you would have a greatly reduced number of attacks.

You most likely want pollution turned on.
User avatar
Nedreow
Burner Inserter
Burner Inserter
Posts: 14
Joined: Wed May 06, 2015 3:08 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.16.32

Post by Nedreow »

Veden wrote:
Nedreow wrote:How well does the mod work with pollution turned off? Can I play without as I usually do or should I turn it on if I want to be attacked?
With migration/expansion and raiding turned on, in theory you wouldn't need pollution, but you would have a greatly reduced number of attacks.

You most likely want pollution turned on.
Thanks, I will turn it on. And see how long I last :mrgreen:
User avatar
BlueTemplar
Smart Inserter
Smart Inserter
Posts: 3211
Joined: Fri Jun 08, 2018 2:16 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.16.32

Post by BlueTemplar »

Hello, and thanks for this great mod !

I'm a bit worried about these options, ON by default :
factorio_2018-08-30_12-11-50.png
factorio_2018-08-30_12-11-50.png (62.59 KiB) Viewed 7528 times
factorio_2018-08-30_12-12-24.png
factorio_2018-08-30_12-12-24.png (21.39 KiB) Viewed 7528 times
Are they going to cause problems if I don't have NE ?
BobDiggity (mod-scenario-pack)
Veden
Filter Inserter
Filter Inserter
Posts: 294
Joined: Wed Jul 13, 2016 3:54 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.16.32

Post by Veden »

BlueTemplar wrote:Hello, and thanks for this great mod !

I'm a bit worried about these options, ON by default :

Are they going to cause problems if I don't have NE ?

Glad you like it.

Those settings will only have an effect if NEE mods are active.

Those settings most likely aren't even current/usable with the latest version of NEE as there were alot of changes to the NE enemies recently
User avatar
BlueTemplar
Smart Inserter
Smart Inserter
Posts: 3211
Joined: Fri Jun 08, 2018 2:16 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.16.32

Post by BlueTemplar »

Ok, thanks for a quick answer !
BobDiggity (mod-scenario-pack)
User avatar
BlueTemplar
Smart Inserter
Smart Inserter
Posts: 3211
Joined: Fri Jun 08, 2018 2:16 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.16.32

Post by BlueTemplar »

Hi again...
I was trying to visualize my pheromone cloud(s), as I'm in a kind of precarious situation :
factorio_2018-09-10_02-16-03.jpg
factorio_2018-09-10_02-16-03.jpg (1.21 MiB) Viewed 7469 times
So I've tried to use your visual.rkt visualiser, but it doesn't even spawn a GUI window!
(parseState.rkt shows the data from rampantState.txt just fine in DrRacket...)

I guess it might be related to this issue?
https://github.com/greghendershott/rack ... issues/301
BobDiggity (mod-scenario-pack)
Veden
Filter Inserter
Filter Inserter
Posts: 294
Joined: Wed Jul 13, 2016 3:54 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.16.32

Post by Veden »

BlueTemplar wrote:Hi again...
I was trying to visualize my pheromone cloud(s), as I'm in a kind of precarious situation :

So I've tried to use your visual.rkt visualiser, but it doesn't even spawn a GUI window!
(parseState.rkt shows the data from rampantState.txt just fine in DrRacket...)

I guess it might be related to this issue?
https://github.com/greghendershott/rack ... issues/301
After you load the visual.rkt, do you enter the command

Code: Select all

(runIt)
?

That should kick the process off, if you invoke

Code: Select all

/c remote.call("rampantTests", "exportAiState", "60")
it will export a game state snapshot for the visualizer to parse every 60 ticks. This will cause the game to stutter when writing the snapshot out.
User avatar
BlueTemplar
Smart Inserter
Smart Inserter
Posts: 3211
Joined: Fri Jun 08, 2018 2:16 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.16.32

Post by BlueTemplar »

Thanks a lot, I hadn't noticed (runIt) !
(Also, not that exportAiState could be set to run at specified intervals.)

The visualiser is great, however, I had hoped that the activeHighlight function would give the value of the shown layer, but it only seems to return the chunks & pixels?
BobDiggity (mod-scenario-pack)
Veden
Filter Inserter
Filter Inserter
Posts: 294
Joined: Wed Jul 13, 2016 3:54 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.16.32

Post by Veden »

BlueTemplar wrote:Thanks a lot, I hadn't noticed (runIt) !
(Also, not that exportAiState could be set to run at specified intervals.)

The visualiser is great, however, I had hoped that the activeHighlight function would give the value of the shown layer, but it only seems to return the chunks & pixels?
There should be two windows the map chunk window and a info box with layer controls.

When you select a chunk, it should lock it to the info box and it should receive updates anytime the underlying state changes.
Kitsune
Burner Inserter
Burner Inserter
Posts: 8
Joined: Wed Jan 07, 2015 1:53 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.16.32

Post by Kitsune »

Heya. :D

I have a new question, if i use the "disable vanilla ai", the biter dont expand, right? but what's about that other option below it that "enable migration"? Can i understand it that way, that the biters expand again? or do they only reinforce their base but dont make new ones? :? :?: That way i have to uncheck "disable vanilla ai" and turn on the "enable migration" that the biters even expand and dont sit still?
Post Reply

Return to “Mods”