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
1 year, 2 months ago
0.13 - 1.1
124K
Enemies

g Creative testing map, "Creative Mod", causes Rampant updates to slow down to triple the normal update time

3 years ago
(updated 3 years ago)

https://imgur.com/a/lrGaISN screenshots before and after with debug info displayed, and descriptive captions

Base game v1.1.32 build 58364, win64
Rampant mod v1.0.8
Creative Mod v1.7.2

Rampant debug-update-time goes from 6.17ms to 17.20ms when I ordered a moderate-sized deletion of ~300k landfill tiles to be replaced by deep_ocean tiles. This is a fairly average-sized tile deletion among other instances earlier within the 100.5 gameplay hours clocked on this save.

Please note that I do not entirely know how to troubleshoot on my own, mostly because I still don't understand the true significance of any of these debug-info statistics. I am eager to learn how, however.

3 years ago

I can improve the Rampant processing speed for large number of tiles.
the three numbers are avg/min/max

so rampant is using 17.198/0.017/699.231 all time is in milliseconds
creative mod is using 0.729/0.157/9062.953
lags spikes are typically associated with the max number.
general slowdown is the first number
so creative mod is spiking x13 what Rampant is.

I've heard creative mod is outdated and you should use /editor on the console or there is an editor extensions mod I believe for more functionality

3 years ago

Ok then, thanks for the help on reading the numbers. I'll switch to Editor Extensions for a bit and report back here.

3 years ago

Hi there, touching base again out of genuine ignorance. I'm not sure how mainstream or fringe my usage case is here. I'm running two main saves right now, one a "real" playthrough and the other being my creative / test map. Ideally, I'd like to keep the mod setups identical for ease of switching without any need to restart the game client first. I understand that running a creative test map isn't uncommon, but what might or might not be at issue here is that for the creative map, I intentionally used the vanilla-preset "island" map, where it's surrounded by endless ocean. (To anyone else reading this, I highly recommend "storing" your blueprinted designs on open water, as it makes the task MUCH simpler to generate blueprints with landfill-under-entities and landfill-under-tiles.) I used cheats to remove essentially all land tiles except for a small-ish working area, along with cheat commands to purge and delete all biter-faction units and structures.

Is there an in-map method for just disabling the Rampant mod altogether? Because in my essentially-ocean map, the Rampant mod is spiking well above 700, and often hovering in the 50-150 range. Apparently, this is a gradual increase over time, since the above-linked screenshots were all soon after loading the savefile, because I was trying to get a "clean" instance to screengrab. It doesn't increase infinitely, however, as the highest I've personally witnessed real-time was avg 350, whereas the max shows above 550 at least half of the time when I do activate the debug info. I normally play with the debug info off, is this a mistake for troubleshooting purposes?

At any rate, I'm perplexed by the fact that on my real, non-ocean map, these spikes and overall slow speeds don't seem to be anywhere near noticeable, aside from the obvious such as when a new set of nests is cleared (just unlocked artillery tech, just a single assembler making ammo so nothing large scale just yet.) On the creative map, there's literally nothing "to do" for the Rampant mod. Would disabling it with a console command make sense?

Thanks for making this awesome mod, btw! :)

3 years ago

Without a save, what I can do is limited.
I'm not sure why it would be spiking on a creative map.

3 years ago

I think this issue is reproducible in a generic "lab" world using /editor. You can set up any blueprint on lab tiles, then cover it with landfill and then water and Rampant's CPU usage will spike. It won't go back down until you get rid of the tiles. I can try to get a save of it.

3 years ago

I tried in my existing lab world and a new lab world and had no luck reproducing it. I'll keep an eye out and grab a save if it happens again.

Definitely has something to do with the water and landfill tiles.

3 years ago

Hi Veden,

Here is a save with the issue occurring. https://mega.nz/file/5k5VkIiD#tPa4dvLS7dELTquK3GDA1DyA0AuUOcGYf0Cc7RKs_OI

When I load into this save Rampant is at a constant 4.3/x/x.

If I replace all the landfill and water tiles near the the "LTN - 2x2 Missiles" build (train stations should be visible from the map) with lab 1 tiles then Rampant time usage drops to 0.5/x/x.

3 years ago

Thanks for the save, should be fixed in the latest

3 years ago
(updated 3 years ago)

Wow, I could've sworn that I'd set my default to subscribe for reply-alerts to any thread I'd posted, but apparently not. I'm just now (2021 Sep 16 Thu) seeing that you'd replied, seemingly right away, suggesting I provide a savefile.

Luckily, I'm somewhat anal retentive in archiving my saves. (Don't compliment me, it's not a virtue.) Anyways, I posted both saves (my "real" map and my creative map) to https://www.dropbox.com/sh/hnwl36z9d91cggm/AABHyzVd43QqYawcjtDK0i_Qa?dl=0.

I won't be able to dig for archived previous-versions for any mods until at least tomorrow due to real life hecticness, but I did manage to just now test-load both of the saves (I think without overwriting them, but even if I did that, I still have the originals on my hdd) and the in-game alert does indicate that more than one or two other mods have updated since then -- including Rampant, CreativeMod, Fill4Me, and LTN according to the notification.

When I posted this thread, Rampant was on v1.0.8, and I see that it's currently v1.1.1. I just read the changelog, and since v1.0.8, it doesn't immediately seem to me (I'm not a programmer or gamedev by any means) that any of those changes seem relevant to the issue I was attempting to report here.

I will confess that I'd abandoned that main save a few months ago, but I have a current map (an evolution of my overall design goals) with more than 442 A LOT OF gameplay hours -- ACTUAL gameplay hours, I don't ever leave it running overnight, if I step away from my gaming pc it's because I've either paused the game to take a whiz or else I've saved and closed the game client. I do know that I opted to entirely disable Rampant from my current save, because I could always reactivate it at a later time -- and most of my current gameplay goals are somewhat irrelevant to biter-defense anyway. That said, I'd be perfecly happy to tinker with Rampant on my current map (v1.0.8 or the current v1.1.1, or even both) if you can let me know what kind of data and info to keep track of that would benefit your troubleshooting efforts.

3 years ago

Roland,

Veden attempted a fix based on a save I provided.

If you want to try Rampant again and the issue occurs just make sure you're on the latest and provide a save and if possible steps to reproduce.

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