Hi Veden,
I've found your mod while looking for interesting mods for a new death world playthrough and this mod in combination with your arsenal mod looks really awesome. So first off thanks for your amazing work!
Do you have any recomendation for the 'Ending enemy level' setting for the Rampant mod in combination with your Aresenal mod?
I've loaded my old vanilla deathworld with only these two mods enabled (default settings except for 'Enable new enemies') to test it and to figure out what difficulty settings to use for the new playthrough. When i opened the map i saw 2 large areas next to my base where the vanilla biters have been removed but have not been replaced with new spawners like the rest.
After crerating a few new maps (revealing via consol) and playing with the mod settings i found the 'Enemy deadzone frequenzy' setting, which set to 0 resolved this issue. But while testing i realised that there are some cases where the vanilla biters, worms and spawners are not removed. In case of the worms and spawners, this seems to only hapen to worms and spawners very close to water. The unremoved vanilla biters happen sometimes in enemy bases that otherwise were replaced with your new enemies and quite a lot in empty areas if the deadzone setting is left on 0.1. I have checked in my old deathworld save, and there are also some of the vanilla behemoth biters left after your mod replaced the rest of the emenies and spawners. These cases are easy to spot as they remain in the vanilla red color on the map.
Here is a link to a screenshot of a newly created map in game version 0.18.22 with updated Rampant mod 0.18.10
https://ibb.co/PQp85xm
Red circles are vanilla biters, blue circle is a spot of vanilla worms and spawners.
I can provide more screenshots or a save file in case you want to look into this issue.
I also realised that suicide and acid biters can already spawn in a new map with 0 evolution, even all around the player spawn. Is this intentional or should all biters evolve from neutral larva state?
BR,
Jonny