Rampant, fixed


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

Content
4 months ago
1.1
31.2K
Enemies

b Crash while pre robot exploded cliff, yup

2 years ago

i'm quickly becoming a master in finding crash related edge cases, hear me out:

crash while going on a train with roboport and artillery, i stopped to recover an explosive to demolish a cliff with a ghost on it, while artillery was shooting.
The crash occurredwhen te robot reached the cliff. Poetry. (the train part i guess might be unrelated tho)

actions:
-ghost rail over a cliff (deconstruct cliff)
-hop on a train with artillery and roboport
-reach the cliff, artillery start shooting at nearby nest
-hop out of the train with personal roboport and explosives
-crash occur when personal robot reach the cliff

Error while running event RampantFixed::on_pre_robot_exploded_cliff (ID 131)
RampantFixed/libs/ChunkUtils.lua:614: attempt to index global 'universe' (a nil value)
stack traceback:
RampantFixed/libs/ChunkUtils.lua:614: in function 'entityForPassScan'
RampantFixed/control.lua:822: in function <RampantFixed/control.lua:814>

2 years ago

The error was when calling the calculation of the passability of the chunk. The strangest thing is that this error did not occur when creating the main world and the worlds of space exploration...

Fixed

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