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
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Enemies

g Crashes with Abandonded Ruins mod after patch 1.1.0 on loading a world

2 years ago

Crashreport:
"18654.018 Error MainLoop.cpp:1284: Exception at tick 1: The mod The Ruins Mod (1.1.5) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event AbandonedRuins::on_tick (ID 0)
The mod Rampant, fixed (1.1.1) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event RampantFixed::script_raised_destroy (ID 79)
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:506: in function <RampantFixed/control.lua:496>
stack traceback:
[C]: in function 'destroy'
AbandonedRuins/spawning.lua:158: in function 'clear_area'
AbandonedRuins/spawning.lua:170: in function 'spawn_ruin'
AbandonedRuins/spawning.lua:184: in function 'spawn_random_ruin'
AbandonedRuins/control.lua:58: in function <AbandonedRuins/control.lua:53>"

Version 1.0.19 works perfectly fine with Abandonded Ruins, it's after patch 1.1.0 that this crash started to happen.

2 years ago

Fixed
I am glad to know that Abandonded Ruins work with the mod - I was very interested in this question, but I could not fully test it

2 years ago

Thx, works perfectly now~
Yeah, it's nice when mods are compatible with most other mods.

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