[MOD 0.13.17+] Rampant
-
- Burner Inserter
- Posts: 7
- Joined: Thu May 11, 2017 4:37 pm
- Contact:
Re: [MOD 0.13.17+] Rampant - 0.17.7
error with rampant installed in Factorio ver 0.17.12
- Attachments
-
- Untitled3.png (64.8 KiB) Viewed 6566 times
- ZombieMooose
- Filter Inserter
- Posts: 289
- Joined: Mon Feb 09, 2015 7:23 am
- Contact:
Re: [MOD 0.13.17+] Rampant - 0.17.7
There's another one with specifically Natural Evolution installed.templar_thano wrote: ↑Thu Mar 14, 2019 10:17 pm error with rampant installed in Factorio ver 0.17.12
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
"men will literally learn everything about ancient Rome instead of going to therapy"
Re: [MOD 0.13.17+] Rampant - 0.17.8
templar_thano wrote: ↑Thu Mar 14, 2019 10:17 pm error with rampant installed in Factorio ver 0.17.12
These should be fixed in the latest.ZombieMooose wrote: ↑Thu Mar 14, 2019 11:06 pmThere's another one with specifically Natural Evolution installed.templar_thano wrote: ↑Thu Mar 14, 2019 10:17 pm error with rampant installed in Factorio ver 0.17.12
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
Re: [MOD 0.13.17+] Rampant - 0.17.9
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...
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.
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...
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.
- Attachments
-
- mod-list.json
- (2.67 KiB) Downloaded 156 times
-
- War.zip
- (10.25 MiB) Downloaded 129 times
Re: [MOD 0.13.17+] Rampant - 0.17.9
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
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
- Attachments
-
- mod-settings.zip
- Mod Settings Zipped
- (3.79 KiB) Downloaded 144 times
-
- mod-list.json
- (3.46 KiB) Downloaded 147 times
-
- Worms.zip
- (12.74 MiB) Downloaded 146 times
Re: [MOD 0.13.17+] Rampant - 0.17.9
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
Re: [MOD 0.13.17+] Rampant - 0.17.10
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.
- Attachments
-
- mod-settings.zip
- (3.98 KiB) Downloaded 131 times
-
- mod-list.json
- (1.05 KiB) Downloaded 124 times
-
- Multi.zip
- (4.96 MiB) Downloaded 139 times
- BlueTemplar
- Smart Inserter
- Posts: 3234
- Joined: Fri Jun 08, 2018 2:16 pm
- Contact:
Re: [MOD 0.13.17+] Rampant - 0.17.10
Yes, but the output in the terminal's console...
Here's a modified file that should work with the game's console :
Here's a modified file that should work with the game's console :
- Attachments
-
- tests.lua
- (15.94 KiB) Downloaded 121 times
BobDiggity (mod-scenario-pack)
Re: [MOD 0.13.17+] Rampant - 0.17.10
These are the things you can poke in the factorio console.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.
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")
Re: [MOD 0.13.17+] Rampant - 0.17.10
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.
Re: [MOD 0.13.17+] Rampant - 0.17.10
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.
Re: [MOD 0.13.17+] Rampant - 0.17.10
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.
Re: [MOD 0.13.17+] Rampant - 0.17.10
thyrfa wrote: ↑Tue Mar 19, 2019 3:09 amWell 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.
Re: [MOD 0.13.17+] Rampant - 0.17.10
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?
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?
Re: [MOD 0.13.17+] Rampant - 0.17.10
with default Rampant settings you can uncheckTheSycend 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?
Code: Select all
Projectiles: Use Blockable Projectiles
Did you enable the global setting
Code: Select all
Safety: Enable Building Safety
Re: [MOD 0.13.17+] Rampant - 0.17.10
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.
Thank you, i will try it this evening.
Re: [MOD 0.13.17+] Rampant - 0.17.10
What is the minimal evo for the biters to start attacking?
I have been looking through the code but I can't find it.
I have been looking through the code but I can't find it.
- BlueTemplar
- Smart Inserter
- Posts: 3234
- Joined: Fri Jun 08, 2018 2:16 pm
- Contact:
Re: [MOD 0.13.17+] Rampant - 0.17.10
0% ? (Though it's probably going to be very unlikely for biters to switch to Aggressive mode at 0%...)
BobDiggity (mod-scenario-pack)