Re: [MOD 0.13.17+] Rampant - 0.16.23
Posted: Thu Mar 08, 2018 7:19 pm
What are your mod, map settings, rampant version?Ivankon wrote:Expansion does not work ... (Rampant + Bob's + Factorio 16.28)
What are your mod, map settings, rampant version?Ivankon wrote:Expansion does not work ... (Rampant + Bob's + Factorio 16.28)
I can put this on the todo list but I can't promise anything.numgun wrote:Posted this suggestion in the mod portal:
I'd like to see an alternative victory condition that overrides the default "launch satellite to space" objective, so that winning requires the destruction of all enemies on the map.
Player: "I'm not stuck here with you, you're stuck in here with me!"
The version of Rampant is the latest on March 8th. Unfortunately, I had to roll back on Factorio 15.xx, because Only in 15.xx expansion with the Rampant works. The rampant settings are basic. Vanilla expansion is set to the maximum (the shortest time of recharging the colonists).Veden wrote:What are your mod, map settings, rampant version?Ivankon wrote:Expansion does not work ... (Rampant + Bob's + Factorio 16.28)
Do you have a save? Also there are settings to re-enable the vanilla ai in the mod settings, no need to rollback 15.Ivankon wrote:The version of Rampant is the latest on March 8th. Unfortunately, I had to roll back on Factorio 15.xx, because Only in 15.xx expansion with the Rampant works. The rampant settings are basic. Vanilla expansion is set to the maximum (the shortest time of recharging the colonists).Veden wrote:What are your mod, map settings, rampant version?Ivankon wrote:Expansion does not work ... (Rampant + Bob's + Factorio 16.28)
Veden wrote:Do you have a save? Also there are settings to re-enable the vanilla ai in the mod settings, no need to rollback 15.Ivankon wrote:The version of Rampant is the latest on March 8th. Unfortunately, I had to roll back on Factorio 15.xx, because Only in 15.xx expansion with the Rampant works. The rampant settings are basic. Vanilla expansion is set to the maximum (the shortest time of recharging the colonists).Veden wrote:What are your mod, map settings, rampant version?Ivankon wrote:Expansion does not work ... (Rampant + Bob's + Factorio 16.28)
I can look into some nerfs or possibly a configuration option.trofur2 wrote:helo))
I like this mod
i like everything, exept inferno spitters . They OP. One shot - one kill (for still target on "world: ending enemy level 8+")
I like play on ending enemy level 10. everything ok until inferno spitters will come...
please make option to "mod options"
to turn them off)))
thanks
Glad you like it.Dutchman wrote:Hi Veden,
First off, thanks so much for the fantastic mod you have developed. My partner and I have had a lot of fun with it over the vanilla AI. I had some questions I hoped you would be able to help with:
If the 'World: Enable new enemies' setting is OFF, should your new spawner formations still be present? As in, should they be clustered tightly like vanilla Factorio, or dispersed like your pictures here? viewtopic.php?p=285217#p285217
What is the current functionality of the 'Attack Wave: Nocturnal Mode' setting? I noted it says vanilla attacks groups are not disabled yet as a result, so this this mean nocturnal mode generates 'standard' attacks during the day, and extra rampant attacks at night only?
Thanks a lot for your time!
Best,
Dutch
Code: Select all
game.forces.enemy.set_ammo_damage_modifier("melee", 0.5 + (2 * scale + game.tick) / (2 * scale) )
Modifying attributes aside from the research modifiers shown in your last post, isn't possible as far as I know.jessefjxm wrote:I've searched around Factorio API but seems like there's no way to modify the attribute of entity in game. A trival solution might be... generate as much tier of bugs as user want through config?
Have you looked at the new enemies added by Rampant?jessefjxm wrote:I've searched around Factorio API but seems like there's no way to modify the attribute of entity in game. A trival solution might be... generate as much tier of bugs as user want through config?
You will want to enable new enemies in the mod settings otherwise everything else is on by defaults.Doradan wrote:Hi,
I looked to the Thread but I couldn´t find the topic, or maybe I just didnt understand the Questions, but here´s my Question:
If I add the Rampant Mod to an already existing Gamesave, what di I have to do to get all your features working? (e.g. new factions of biters, new Ai Behaviour etc...)
Is it even possible or do I have to start a new Game? Playing with Bobsmods + Angels (including Bobs Enemies)
Thank you!
How many tiers and variations did you set?numgun wrote:I noticed the "new enemies" option requires an increase of RAM from 2GB to 8GB.
I only have 6GB of RAM, but I tried to turn on it anyway just to test it and it totally froze my computer while trying to load the mod on start up.
I'm just confused and want to know, what makes it take so much memory?
All of the tiers and variations. I maxed it all out, thinking I'd get the biggest, richest megaplaythrough that would have all of the content. I wasn't aware of the performance impact that they had, thinking it was more of a preference of how harshly I want the enemies to grow in power throughout the playthrough.Veden wrote:How many tiers and variations did you set?numgun wrote:I noticed the "new enemies" option requires an increase of RAM from 2GB to 8GB.
I only have 6GB of RAM, but I tried to turn on it anyway just to test it and it totally froze my computer while trying to load the mod on start up.
I'm just confused and want to know, what makes it take so much memory?
The reason is that factorio doesn't support variable attributes on the units other than a percent increase/decrease of weapon types which amounts to damage.
So to get around that, I pre-generate the enemies using a seed value. Each unit, unit nest, worm, weapon, and weapon effects all require memory space.
With lower tiers and variations you can tailor the cost to your system.
Set the mod settings to 5 for tiers and 5 enemy variations.numgun wrote:All of the tiers and variations. I maxed it all out, thinking I'd get the biggest, richest megaplaythrough that would have all of the content. I wasn't aware of the performance impact that they had, thinking it was more of a preference of how harshly I want the enemies to grow in power throughout the playthrough.Veden wrote:How many tiers and variations did you set?numgun wrote:I noticed the "new enemies" option requires an increase of RAM from 2GB to 8GB.
I only have 6GB of RAM, but I tried to turn on it anyway just to test it and it totally froze my computer while trying to load the mod on start up.
I'm just confused and want to know, what makes it take so much memory?
The reason is that factorio doesn't support variable attributes on the units other than a percent increase/decrease of weapon types which amounts to damage.
So to get around that, I pre-generate the enemies using a seed value. Each unit, unit nest, worm, weapon, and weapon effects all require memory space.
With lower tiers and variations you can tailor the cost to your system.
My computer actually just a moment ago recovered from a full-on Bluescreen Crash while playing factorio with Rampant on. Screen went black, had wierd visual artifacts and the sound was stuck on loop. Scary experience, felt like my pc died for a moment.
Following my previous failure of trying to load the game with "New Enemies" option on (which I resolved with ctrl+alt+del->kill process), I then loaded the game up with New Enemies option off and started a new playthrough, but after a few hours of gameplay, I got the dreaded BSOD all of a sudden. I guess the tiers and variations, which were set to max, caused it.
I think it'll stick to plain bobsenemies for now. I don't want my computer to blow up from unsafe scripts.