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
6 months ago
0.13 - 1.1
112K
Enemies

b Crash when settings are dissabled

1 year, 3 months ago

Crash when settings are dissabled.
game started with deafualt settings. i turned a lot of them off after a bit the crash happned.

https://cdn.discordapp.com/attachments/697564089907675217/1057660311294984212/image.png

The mod Rampant (3.1.2) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event Rampant::on_biter_base_built (ID 57)
Rampant/libs/BaseUtils.lua:127: attempt to index local 'alignmentTable' (a nil value)
stack traceback:
Rampant/libs/BaseUtils.lua:127: in function <Rampant/libs/BaseUtils.lua:109>
(...tail calls...)
Rampant/libs/BaseUtils.lua:303: in function 'upgradeEntity'
Rampant/control.lua:534: in function <Rampant/control.lua:514>

"mods":
"name": "base",
"name": "Aircraft",
"name": "auto-research",
"name": "AutoDeconstruct",
"name": "BigBags",
"name": "blueprint-sandboxes",
"name": "blueprint_flip_and_turn",
"name": "bobinserters",
"name": "BottleneckLite",
"name": "CleanedConcrete",
"name": "clock",
"name": "Concretexture",
"name": "Configurable-Armour-Suits",
"name": "custom_power_armor_fix",
"name": "DeathMarkers",
"name": "Death_Counter",
"name": "even-distribution",
"name": "EvoGUI",
"name": "factoryplanner",
"name": "FactorySearch",
"name": "flib",
"name": "floating-damage-text",
"name": "FNEI",
"name": "IndustrialDisplayPlates",
"name": "IndustrialRevolution3",
"name": "IndustrialRevolution3Assets1",
"name": "IndustrialRevolution3Assets2",
"name": "IndustrialRevolution3Assets3",
"name": "IndustrialRevolution3Assets4",
"name": "Infinizoom",
"name": "inventory-repair",
"name": "LB-Modular-Chests",
"name": "LogisticTrainNetwork",
"name": "LTN_Content_Reader",
"name": "manual-inventory-sort",
"name": "miniloader",
"name": "mining-patch-planner",
"name": "Orphan Finder",
"name": "qol_research",
"name": "QuickItemSearch",
"name": "railloader",
"name": "Rampant",
"name": "RampantArsenal",
"name": "StoneWaterWell",
"name": "TaskList",
"name": "textplates",
"name": "Transport_Drones",
"name": "Warehousing",
"name": "WireShortcuts",

1 year, 3 months ago

This is a duplicate, check other threads: Mod version 3.x doesn't support turning off factions after game start, fix is in to-do list.

1 year, 24 days ago

Thanks for the report this should be possible in the latest using
/rampantRemoveNewEnemies
/rampantRemoveFaction

New response