Rampant

by Veden

Improves the enemies tactics by using potential fields (pheromones) allowing probing of defenses, retreats, reinforcements, counterattacking, breaching, raids, rallying death cry, and player hunting. Uses blockable biter projectiles. Adds new Enemies which can be disabled in mod settings. Difficulty setting in mod options menu.

Content
7 months ago
0.13 - 1.1
112K
Enemies

g Rampant biters swimming?

4 years ago
(updated 4 years ago)

Not sure why or what mod (conflicts are causing this) but rampant biters can swim in deep water for me. Here is the mod list, if it helps (I don't know where to start with code):

aai-industry
aai-programmable-vehicles
aai-signals
aai-vehicles-chaingunner
aai-vehicles-flame-tank
aai-vehicles-flame-tumbler
aai-vehicles-hauler
aai-vehicles-laser-tank
aai-vehicles-miner
aai-vehicles-warden
AbandonedRuins
Advanced_Machines
AE-Sentries-mod
alien-biomes
alien-module
ammo-loader
Armored-train
artillery_defence
Backpack
beltlayer
BigStorageTank
Big_Brother
Bio_Industries
boblibrary
bullet-trails
cargo-ships
CleanestConcrete
CompressedFluids
ConfigUnderLengths
DeadlockCrating
DeepMine
dirtybarrels
DragonIndustries
Factorissimo2
Full_Power_Coverage
HeavyTank
Helicopters
Hiladdar_Trains
Hovercrafts
inbuilt_lighting
Induction Charging
LandMover
Load-Furn
logistic-cargo-wagon
MIRV
modmash
version 0.17.30
nicefill
Nightfall
pipelayer
platforms
PoweredFloor
railloader
Rampant
rampant-alienmodule-compat
RampantArsenal
RealisticReactors
Reinforced-Walls
Robocharger
Robot_Battery_Research
RPGsystem
RubberBelts
scattergun_turret
SchallAmmoTurrets
SchallCombatRobotics
SchallGunPod
SchallOverseasRailway
SchallRemainsPickup
SchallTankPlatoon
sketchy-power-lamps
stdlib
thematic-quickstart
traintunnels
vanilla-loaders-hd
VehicleGrid
Warehousing
Wood_Gasification

(I can also provide screenshots)

EDIT: Tested it by disabling a bunch of mods one at a time and can't get them to stop swimming :(
EDIT 2: WEll, as it turns out, FOR SOME REASON, the interference is between Rampant and Ion Cannon. Anyone's guess as to why.

4 years ago

Looks like the same problem I mentioned here:
https://forums.factorio.com/viewtopic.php?f=190&t=31445&start=500#p441006
This seems to affect the rampart units only, the vanilla biters walk along the coast line.
Using OIC as well... someone knows how the attribute of the entity is called, I've checked the LUA wiki but I have not found anything that is responsible for that...

4 years ago
(updated 4 years ago)

I had similar mods enabled with the same issue of biters swimming in deep water. Disabling hovercraft mod fixed this, give it a try. I kept Ion Cannon enabled and the issue did not reappear, so I don't think it's related to the Ion Cannon, but YMMV.

4 years ago

what Grimmas said

4 years ago
(updated 4 years ago)

Tested it, disabeling "Hovercrafts" mod disables placeing Rampart biters on water (can be tested with the map editor).
Seems like Hovercraft does
.....
-- Remove collision mask from water tiles
for k,waterTiles in pairs({"water","water-green","deepwater","deepwater-green"}) do
if data.raw.tile[waterTiles] then
local mask = data.raw.tile[waterTiles].collision_mask
for i=#mask,1,-1 do
if mask[i] == "player-layer" then -- only change if not already altered by another mod
mask[i] = "layer-12"
end
end
end
end
....
in data-final-fixes.lua and tries to ad the collision mask later:
....
-- Add collision mask to units
local units = data.raw.unit
for k,v in pairs(units) do
-- skip aai generated hovercraft units
if string.find(k,"hcraft-entity",1,true)==nil and string.find(k,"ecraft-entity",1,true)==nil and string.find(k,"mcraft-entity",1,true)==nil and string.find(k,"lcraft-entity",1,true)==nil then
local mask = data.raw.unit[k].collision_mask
if mask == nil then -- if not defined, set new default
data.raw.unit[k].collision_mask = {"player-layer","train-layer","layer-12"}
elseif #mask > 0 then -- ignore units with explicitly no collision_mask
data.raw.unit[k].collision_mask[#mask+1] = "layer-12"
end
end
end
...
Are the Rampart units special in some way? Because vanilla seems to be affected by this? Will add a bug report to the Hovercrafts mod board with a link to this topic...

Update

Idea: some kind of race condition, Rampart units added after the workaround of hovercraft?

4 years ago

they would need to add an optional dependency on Rampant and it should fix race condition for data-update-final ordering.

4 years ago

Seems to work... added
"? Rampant >= 0.17.0",
to dependencies in info.json of Hovercrafts and cannot add biters to water anymore in editor! Also took the hovercraft, still working, no biters hunting me on water anymore. Tnx alot!

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