Based on Rampant 1.1.1 (new AI and enemies). 1. Perceptibly more dangerous. AI significantly rewritten, gameplay different. Can attack from afar. Improved search for a passage in the defense. By default, it does not populate the entire map. 2. +2 Factions. Can mutate existing nests. Mixed attacks from different factions. Can be combined with nests of other enemies
Mods introducing new content into the game.
Found bug? Write here, pls
https://snipboard.io/2MlN0A.jpg
Got this, I reset mod settings and restarted and got it again.
My coder brain isn't here today so I opened some of the files to poke around and troubleshoot, but it's gibberish to me at the moment.
that's enough. An error in setting a plasma resist. if it is not b&a. Fixed it. Today will be 1.0.10
Cool beans.
*Edit| Booted, all good thus far.
Not sure if bug or not, but when playing with factorissimo 2 and turned on log messages i'm getting a lot of messages about AI trying to do something on factory floors (which fails obviously). But i'm concerned about what if it interferes with Nauvis AI and makes it buggy (doing nothing, skipping "turns").
Also a question. How tiers and mutation actually works? For test i changed evolution to 99%, waves became bigger and more frequent, but still they were lvl 1 common and acidic biters. Maybe NEE or Bobenemies mess with something?
In this case, a save is needed, because the game in principle cannot create 1 level of biters on .99 evolution. Perhaps there was the first wave after switching evolution, new lvls do not appear instantly.
https://drive.google.com/uc?id=12c5sFnpWcpqBOnHIClxEV3or0Kex8l-a
Here you go. Don't mind my modpack, it is still in testing phase.
It seems the time has come to do more compatibility with "factorissimo". When almost the entire base is inside these structures, the mod does not know what to do. Now he perceives them as one small factory and sees no reason to do anything.
I think there will be a new version in the end. So far, for tests, I recommend adding ordinary buildings. For example, a protective perimeter.
I will also test what is happening here in more detail. It will take a few days
My plan eventuality was to mix outdoors and indoors cause i don't think it's possible to play with biter mods AND pymods simultaneously without something which makes base easier to defend (therefore factorissimo). But then i thought it's weird i'm not getting any attacks for so long. So i was right. I'm hoping you can came up with a solution. If it's not possible to count buildings within nested surfaces, maybe it is possible to add extra weight to factory buildings themselves.
"add extra weight to factory buildings themselves". Yes, that's exactly what I'm going to do. Since nested structures are possible, the weight will be the maximum for any tier.
There are no attacks, because all the nests are far away. As far as I can see, the rampant switches to the siege mode, because there are still distant nests and there are a lot of them. We should expect settlement and attacks in about an hour. But for now I'm working on excluding factorissimo surfaces from the processed ones
Since nested structures are possible, the weight will be the maximum for any tier.
Possible problem is gonna be recursion technology. I turned it off cause it is too good, but someone can nest up to 100 surfaces full of buildings within eachother and biters will be thinking it is just a single factory. But still half solution is better than just nothing at all.
The reason for the rampant's inactivity: "always day" + AI: Nocturnal Mode.
You can play on the current version. The current buildings were enough for Rampant to find a base
In 1.0.14 I will exclude factorissimo surfaces from being processed, but for most situations there will be no difference. I will also increase the "deliciousness" of factorissimo buildings so that the guns are not the only target of the attack.
"always day" + AI: Nocturnal Mode.
What do you mean? Clockwork mod makes really long nights in my save.
Hmm, yes. Not eternal. Very, very long. In general, as long as the brightness is above 60%, they will not do anything - you can look brightness in "Evogui->time of day/sunlight"
Just for test, use this command:
/c game.player.surface.daytime = .35
(0 = 12.00h, 0.1 = 14.00h...)
keep getting this error message
The mod Rampant, fixed (1.0.13) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event RampantFixed::on_script_trigger_effect (ID 152)
RampantFixed/control.lua:1081: attempt to index field 'target_entity' (a nil value)
stack traceback:
RampantFixed/control.lua:1081: in function <RampantFixed/control.lua:1079>
II'll put an additional check in 1.0.14 (~ 06 Dec. 2021), but I'm wondering how an object that is no longer there could trigger a damage check...
Was there anything unusual before this message?
I did a few quick test seems to only happen when attacking a nest, but not very consistent sometimes no problem and others i get this crash error
Just want to add to whole thing about processing unnecessary surfaces. Currently Rampant also trying to do something on separate nicefill surface which seems even more silly, please fix it aswell.
Error while running event RampantFixed::on_tick (ID 0)
RampantFixed/libs/BaseUtils.lua:390: attempt to index field '?' (a nil value)
stack traceback:
RampantFixed/libs/BaseUtils.lua:390: in function 'entityUpgrade'
RampantFixed/libs/BaseUtils.lua:680: in function 'changeEntityAligment'
RampantFixed/libs/BaseUtils.lua:899: in function 'changeEntityAndUpdateDynamicRates'
RampantFixed/libs/ChunkUtils.lua:442: in function 'mapScanEnemyChunk'
RampantFixed/libs/MapProcessor.lua:399: in function 'scanEnemyMap'
RampantFixed/control.lua:1187: in function <RampantFixed/control.lua:1149>
I get this when trying to load a save after removing some of the biter factions. I started a game with some enabled but after massive UPS spikes I decided to disable a few of the likely problematic ones, which results in this error when reloading the save.
I'll think about what can be done, although disabling fractions in the middle of the game was not provided - at least the hives and squads of the disabled type will be removed...
featherice, yes, the surfaces have been excluded, tests are underway
Excluding Factorissimo surfaces from processing, is not as hard as I thought it would be.
Unexpectedly, it turned out that it would not be so easy to determine the building from Factorissimo, because of the huge number of them...
You should not expect an update in the next couple of days.
Got this error after firing a Thermobaric Rocket from the True Nukes mod (fired it on clean ground with no enemies, error cam up immediately after the rocket hit)
Same mistake. Apparently, it is not so rare when using weapons with multiple sources of damage... Fixed in version 1.0.14
Hi,
i am currently facing a desync issue with Rampant (it goes away if i remove rampant fixed)
Here is the desync report:
https://drive.google.com/file/d/1cCdLsKJyCu7FJyRc3BhfMbQIXeTuTU4n/view?usp=sharing
Also it seems like only windows clients are affected?
I have 4 players, two windows, two linux. Only the windows useres get desynced after around 5 seconds, the linux users are unaffected.
The server is running also on a linux host.
Can you check something for me? Does the problem remain with the presence of Rampant Fixed, if there is no AbandonedRuins mod
Hi,
sadly it did not help...
here is the new desync report:
https://drive.google.com/file/d/1K0sLoAw1oyBZSzjpZwtFmy889Z1i1Igg/view?usp=sharing
Also i tried with minimal mods (only alien biomes, asphalt roads factorio library and rampant fixed) and it still is the same:
https://drive.google.com/file/d/1CpdoyvME3TLdB5MKan3No7X8NaUg2OGM/view?usp=sharing
thx for tests. Unfortunately, I will not be able to reproduce the connection from different systems, but since there are differences between the server and client saves, this may be enough
if you have any beta's or something i should try you can contact me on discord: --snip
I have both a linux and windows factorio setup
I like this idea. As soon as I have a guess about the source of the problem, we can test the release
another data point
windows server and windows client also causes a desync:
https://drive.google.com/file/d/1GuRrYj-AlaefXc7NegsNKIS84elu7dXf/view?usp=sharing
windows server + linux client works though
Cant find you on dicord. We can connect tommorow. I am ready to connect from 12.00 gmt and later
Since I don't see what can work so strangely at all, I will have to determine the error by disabling the rampant blocks and see at what point the error disappears. Ideally, first look at the new game with increased speed.
hm i don't know why it would not show me?
--snip
this happens when i copy my name from the discord ui...
my picture is a duck :D
otherwise, this is my steam profile:
--snip
Apparently, there is a setting "accept messages only from friends". The request has been sent.
Hello. I just had a problem right after I loaded a game that already had Rampant running, but I had disabled Poison Biters Faction. It loaded fine, but few seconds later it gave me this: https://imgur.com/nlfWHYX
Thank you for this amazing mod!
Thank you.
It looks like "Fixed" was enabled, it assigned genes, and then the faction was disabled.
I will put an additional check at the time of the recount of genes
Approximately, the version with the bugfix will be released 20-21 dec.
Damn that was fast. Thank you!
Hello!
There are few errors after update to 1.0.18: https://imgur.com/bzAafuC.
It's impossible to load save at this moment.
In addition: it's impossible to start new game too.
an interesting bug. Before the "zip" to the archive, the procedures are not case-sensitive, after - that you need a complete match...
Fixed