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, 1 month ago
0.13 - 1.1
123K
Enemies

b Unrecoverable When Entering Chunk

2 years ago
(updated 2 years ago)

✸ The version of Rampant
2.0.03

✸ What is your map evolution
.6296

✸ Was Rampant added at the start of a game
Yes

✸ A brief description of what you are experiencing
I am 18 hours in to a play-through and it crashes when entering a chunk to my right. I've traveled through this chunk before, so not sure why its happening now. It is 100% repeatable on my save.

The mod Rampant (2.0.3) caused a non-recoverable error.
Please report this error to the mod author.

The mod Rampant (2.0.3) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event Rampant::on_tick (ID 0)
Rampant/libs/ChunkPropertyUtils.lua:468: attempt to perform arithmetic on local 'playerCount' (a nil value)
stack traceback:
Rampant/libs/ChunkPropertyUtils.lua:468: in function 'addPlayerToChunk'
Rampant/libs/MapProcessor.lua:258: in function 'processPlayers'
Rampant/control.lua:918: in function <Rampant/control.lua:896>

✸ A brief description of want you are expecting
To be able to walk into said chunk.

✸ What mods are you using?
AlmostInvisibleElectricWires
ArmouredBiters
big-data-string
bzlead
bzsilicon
bztitanium
bztungsten
bzzirconium
cargo-ships
cargo-ships-graphics
combinator-toggle
ConfigUnderLengths
darker-lamp
DarkNight
DayPhaseAdjuster
DisplayPlates
Everbuild
factoriohd_base
factoriohd_logistics
factoriohd_military
factoriohd_modpack
factoriohd_production
factoriohd_terrain
Fastforward-Start-2
Honk
Invulnerable-Rails-and-Poles-continued
lightorio
Natural_Evolution_Enemies_Redux
no-wall-repair
NoArtilleryMapReveal
No_Power_Icons
Nuclear_Operators_Utilities
OreEraser
Rampant
RampantResources
RealisticDecorationCleanup
RealisticFlashlight
RealisticOres
RealisticReactorGlow
RealisticReactors
Realistic_Heat_Glow
robot_attrition
Rocket-Silo-Construction
rso-mod
SantasNixieTubeDisplay
SchallTankPlatoon
SchallTransportGroup
SearchlightAssault
Small_Pole_As_Fuel
SmogSolarPanels
SmogVisualPollution
SpawnControl
Squeak Through
textplates
train-station-overview
tree_collision
Turret_Range_Buff
uranium_geiger
VehicleSnap
VehicleTrails
vehicle_physics_again
vtk-cannon-turret
Warehousing
WireShortcuts
zoom-out

✸ Provide a Save File
http://www.filehost.pt/48G5u

2 years ago

Some further testing:

In the provided save, the small canal that runs north south between to large lakes was made with Dectorio waterfill. If I try to fill it back in with Vanilla land fill, I get the same Rampant crash report.

2 years ago

Upon further testing:

It seems very related to waterfill. There is absolutely no issue with the chunk prior to the waterfill being used. Only when the water fill separates the land masses does it cause issue.

Build the Canal with Dectorio's Water Fill: Crash.
Build the Canal with Game's inbuilt Editor: No Rampant issues at all.
Build the Canal with another mod's Water Fill: Crash.

2 years ago

This should be fixed in the next version. Thanks for the report

2 years ago

Thank you Veden. I have tried more Waterfill Mods that allow for placing water and all seem to result in the same crash.

It is specifically when the small land bridge is cut by any waterfill mod to make a canal. I tried "Creative Mod" wand that allows for waterfill. When using the shallow version, there is no crash. I presume it is because the Rampant AI isn't agitated due to the shallow still being traversable by foot.

I would use this in my play-through, but the Cargo Ship Mod waterway lines can't be placed on shallow.

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