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
113K
Enemies

b Spawners spawn too close

2 years ago

Version of Rampant: 2.1.2
Evolution level: 0.9298
Was Rampant added at the start of a game: Yes
A brief description of what you are experiencing: A lot of lags
A brief description of want you are expecting: How to deal with this?
https://ibb.co/3khyKcj
https://ibb.co/48xPH2r

What mods are you using?
Mods list:
3x3-Chest
5dim-disco-sci
5dim_automation
5dim_battlefield
5dim_compatibility
5dim_core
5dim_energy
5dim_equipment
dim_infiniteresearch
5dim_logistic
5dim_mining
5dim_module
5dim_nuclear
5dim_resources
5dim_storage
5dim_trains
5dim_transport
aai-containers
aai-industry
aai-programmable-structures
aai-programmable-vehicles
aai-signal-transmission
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
aai-zones
AAI_Language_Pack
Additional-Turret-updated
Aircraft
AircraftRealism
alien-biomes
angelsaddons-cab
angelsaddons-mobility
angelsaddons-storage
Armored-train
ArmouredBiters
auto-research
Automatic_Train_Painter
Better_Asteroid_Mining
Bio_Industries
blueprint_flip_and_turn
bobinserters
bzlead
bztitanium
bztungsten
calculator-ui
deadlock-beltboxes-loaders
Deadlock-SE-bridge
deep-storage-unit
DeleteEmptyChunks
DiscoScience
DragonIndustries
Early-3x3-Electric-Furnaces
Electric-Weapons
expanded-rocket-payloads-continued
Factorissimo2
fast_trans
Flare Stack
flib
Flow Control
fluid-memory-storage
FluidMustFlow
FluidWagonColorMask
FlyingRoboport
FNEI
ForceFields2
helmod
heroturrets
Hiladdar_Mining
howfardiditgo
informatron
inventory-repair
jetpack
kj_2a6
kj_fuel
kj_ho229
kj_ju87
kj_maustank
kj_pak
Krastorio2 1.1.6
Kux-OrbitalIonCannon
landmine-thrower
liborio
Load-Furn-2
Logistic-Gun-Turret
LootingRemnants
LSlib
minfinite-research
miningdrones_aaiminer
Mining_Drones
mining_drones_overloaded
modmashsplinter
modmashsplinterboom
modmashsplinterdefense
modmashsplinterelectronics
modmashsplinterenrichment
modmashsplinterfishing
modmashsplintergold
modmashsplinterregenerative
modmashsplinterresources
modmashsplintersubspacelogistics
modmashsplinterunderground
More_Ammo
nco-SpaceShuttle
Nightfall
nixie-tubes
Nova-Natural_Evolution_Enemies
OreTransmutation
Pheromones
playtime
railloader
Rampant 2.1.2
RampantArsenal
recursive-blueprints
RenaiTransportation
Repair_Turret
research-progress
RitnLib
RitnWaterfill
Robocharger
robot_attrition
Rocket-Silo-Construction
SchallAlienLoot
SchallAlienTech
SchallAmmoTurrets
SchallArtillery
SchallBeltConfiguration
SchallGeowarfare
SchallGunPod
SchallInserters
SchallLandMine
SchallLanguagePack
SchallMissileCommand
SchallOilFuel
SchallTankPlatoon
Senpais_Invi_Tech
shield-generators
shield-projector
ShockTurret
simhelper
SkipFirstHour
space-exploration 0.5.94
space-exploration-graphics
space-exploration-graphics-2
space-exploration-graphics-3
space-exploration-graphics-4
space-exploration-graphics-5
space-exploration-postprocess
speedy-bean-trains
spidertron-extended
spidertron-logistics"
spidertrontiers
Spider_Control
Squeak Through
stdlib
Teleporters
Transport_Drones
tree_collision
True-Nukes
True-Nukes-Graphics
Warehousing
WaterWell
Zane-CarTurret

2 years ago

Save file:

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tBnZnzi7a0l7aA49id48qActeDKFXKQnL4GAVLAg9tJjvXlQiSjoQYg
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Js6JEwyy4yOSepE0aLkpEFNwhRdWlccwoJKuqIrJnEkm26EKtJMYUQy
iKPodpDP2kQqEVbVdeoa0TFpLqqsapmRg2Y4X7Z0Y0SJkCij2hiJH6D
MzydRdUgylQfumKqH1FEMwj9sLSSdFJKrq0r0fELo3kx0TsJ2LDOc6v
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zHUf3MBjpVkfXAr0udi1XwHQG+rwEV5WEg9AT9wWIsCT73s7f95/KsK
/Nz8/L5fuyXDhSu5Hu9AocnFSfCf0Qzl9tG+vv5VhMZN5d/POXx8cyZ
50KMPBR2HfZJgQFWdEwPM8NJfiCLIZjnYe85A/zcMKXTkbe7aAYe7qX
AWyMxgevZ5ZjtUy0TsagGTgIhZE82kR9kVIiOC9BM+CvYPbcmzqJYba
PHjq1CCF1xcGuyIGTexePBf2wb/Jlg8OA2DcQxR9kBtiZvGIZ0iJgVo
/fI33T3MsB3b4FYa4ACLrN+d6u+7P57XqrVkMOb7E0cDaMrrbutX6D6
D4IgE=<<<

2 years ago
(updated 2 years ago)

I suspect, that lags are caused not by this particular nests density problem. But from other point it can be the cause if builders don't find place even with structures collisions.

A brief description of want you are expecting: How to deal with this?
https://ibb.co/3khyKcj
https://ibb.co/48xPH2r

Got similar problem in some chunks (not everywhere, only in resource chunks. I can't see on your screenshots - are there some resources patches there?)
https://imgur.com/a/4PRzEug - here is with hives. Happened after evolution exceeded 32%. It was already Rampant 2.1.2.
https://imgur.com/a/HYGts6L - here is without hives. Happened somewhere after evolution exceeded 18% (but definitely before 25%) and first adaptation mutation occurred. It was Rampant 2.0.1 when this overlap appeared. But I'm not sure that mutation is related to this problem.

I suppose there was a fix in Rampant 2.1.*, but not sure it helped. I still don't see expanding biters bases except SiegeAI and some other aggressive state (don't remember exactly - AggressiveAI or RaidingAI). The thing is that MigrationAI doesn't expand outside the same or adjacent chunk, biters build very-very close to source nests.

I didn't try to start a new game with Rampant 2.1.* . It may make sense as there were some considerable changes and some upgrade logics added in mod as I see. Especially for new enemies mode you and I are playing with.

2 years ago

The next version should help with density, but without a save it is hard to validate the issue you are having.

2 years ago
(updated 2 years ago)

Hi again :D We are having the same issue. Last round lasted for 2000 hours and we just started a new one. To start out with everything was working great! The trouble we had with biter over-population with rampant on the previous game was no longer an issue and i could see that Rampant efficiently balanced how much resources it drained.

However, this changed. Originally, we started the game with x10 worm health. This was no good idea, so to survive, we changed the worm health back to its default setting of 1.

When loading back into the game, after a couple of hours i noticed that the update kept increasing. It dident stop and afterwhile, the exact same situation as in pictures in previous post by garrotte, happen to us. So discord have been pinging me all night from frustrated players not able to catch up to the server and are afraid their bases are being wiped, so not much sleep ^^

What we have tried to do is to override rampant to respect player privacy and not building on top of defence walls by command; /sc game.map_settings.enemy_expansion.min_player_base_distance = 3 (This disables achivements)

But it dosn't seem to do much difference.
As a quick fix to deal with the biter spawners growing out of control we have put in this code in the control.lua

function remove_biters()
log("Cleared a surface from biters")
local surface = game.get_surface(1)
local filter = {force= "enemy"}
local find_entities_filtered = surface.find_entities_filtered
for c in surface.get_chunks() do
filter.area={{c.x * 32, c.y * 32}, {c.x * 32 + 32, c.y * 32 + 32}}
for key, entity in pairs(find_entities_filtered(filter)) do
if key % 2 == 0 then entity.destroy() end
end
end
end

script.on_nth_tick(30 * 30 * 30, remove_biters)

It works, but defeats a great deal of the immersion of being overrun. I wish i just had not changed any startup values after starting the round.. oh well, we'll get it right the next round :)

savefile: https://filetransfer.io/data-package/jf8eLizi#link

If you want to, you can join our discord https://discord.gg/BtrsVEU3xV
We would love to help testing! This is an amazing mod! We love it!

Rampant worked perfectly for 90hours+ without any problems. But once startups settings has been changed during the game, it "breaks" and no longer control nest density/population. Within a couple of hours the game is unplayable without the snippet we put in the control.lua.

2 years ago
(updated 2 years ago)

I suspect, that lags are caused not by this particular nests density problem. But from other point it can be the cause if builders don't find place even with structures collisions.

Actually it was found in the forums recently that factorio does an area scan for 'enemy' types from around spawners on basically every tick, thus iterating the entitity linked lists in each chunk, and that causes much higher entity update times, which we've also been experiencing (hence why I reported a perf trace to the factorio forums). They haven't worked on a fix yet, but in short the more bugs/bugbuildings in close proximity the slower the game gets exponentially because walking a linked list for everything in nearby chunks for each and every individual bug spawner:

https://forums.factorio.com/viewtopic.php?f=49&t=101231

2 years ago

We have similiar situation in our save like the pictures above and now my friend cant play the game because the density of these bases is massive and his pc cant keep up with host. How can it be fixed ? PLEASE we have already 70hours in this save and dont want to lose it.

2 years ago
(updated 2 years ago)

@perecnicek You can turn down the UPS until the point where the slower computer can keep up. You can even allow individual players to set their own max UPS limit (the game runs at the highest speed of the slowest selected UPS of all players currently logged in) by using the Companionship mod, then anything they notice their game's "behind" value start climbing then they can slow down their max UPS a bit more until it's stable again. That's what we are doing on our server currently (along with a lot of chunk trimming to keep the entity scans to a somewhat sub-30ms level...).

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