[MOD 0.13.17+] Rampant
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Re: [MOD 0.13.17+] Rampant - 0.16.31
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.
Re: [MOD 0.13.17+] Rampant - 0.16.31
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?
Not fun for me.
No biters in my cloud.
Can i disable that? So they only attack when cloud reaches them?
Re: [MOD 0.13.17+] Rampant - 0.16.31
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....
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....
Re: [MOD 0.13.17+] Rampant - 0.16.31
I have limited time I can dedicate to this mod, please understand if I don't immediately reply.
I can add it to the todo list.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?
Re: [MOD 0.13.17+] Rampant - 0.16.31
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.
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.
Re: [MOD 0.13.17+] Rampant - 0.16.31
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!
Re: [MOD 0.13.17+] Rampant - 0.16.31
You are at the correct spot. I can add a check for a missing surface index.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!
Re: [MOD 0.13.17+] Rampant - 0.16.31
You should have an option now.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.
This should be fixed 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!
Re: [MOD 0.13.17+] Rampant - 0.16.32
Awesome, thanks for the quick fix!
Re: [MOD 0.13.17+] Rampant - 0.16.32
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?
Re: [MOD 0.13.17+] Rampant - 0.16.32
With migration/expansion and raiding turned on, in theory you wouldn't need pollution, but you would have a greatly reduced number of attacks.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?
You most likely want pollution turned on.
Re: [MOD 0.13.17+] Rampant - 0.16.32
Thanks, I will turn it on. And see how long I lastVeden wrote:With migration/expansion and raiding turned on, in theory you wouldn't need pollution, but you would have a greatly reduced number of attacks.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?
You most likely want pollution turned on.
- BlueTemplar
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Re: [MOD 0.13.17+] Rampant - 0.16.32
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 ?
I'm a bit worried about these options, ON by default :
Are they going to cause problems if I don't have NE ?
BobDiggity (mod-scenario-pack)
Re: [MOD 0.13.17+] Rampant - 0.16.32
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
- BlueTemplar
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- BlueTemplar
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Re: [MOD 0.13.17+] Rampant - 0.16.32
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
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
BobDiggity (mod-scenario-pack)
Re: [MOD 0.13.17+] Rampant - 0.16.32
After you load the visual.rkt, do you enter the commandBlueTemplar 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
Code: Select all
(runIt)
That should kick the process off, if you invoke
Code: Select all
/c remote.call("rampantTests", "exportAiState", "60")
- BlueTemplar
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Re: [MOD 0.13.17+] Rampant - 0.16.32
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?
(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)
Re: [MOD 0.13.17+] Rampant - 0.16.32
There should be two windows the map chunk window and a info box with layer controls.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?
When you select a chunk, it should lock it to the info box and it should receive updates anytime the underlying state changes.
Re: [MOD 0.13.17+] Rampant - 0.16.32
Heya.
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?
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?