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
3 months ago
1.1
31.2K
Enemies

g Biters broke

2 years ago

Hi

The biters that spawn from nests are suddenly immortal.
after the update it happened.

I went back to normal Rampant and it fixxed it for me.

2 years ago

Need a save.

On my test saves, as well as on one of the streams today, all the biters died perfectly
At the moment, there is one known small bug - after loading, the values of the current health of the biters are cleared and they need to be killed again. This is unlike the immortality described.

2 years ago
(updated 2 years ago)

Also, take a closer look. Perhaps the biters has a barely noticeable figure from below. That means there's more than one biter.
By killing such a one from afar, you will reduce the number by 5.
If the biter gets ~ 4 chunks to the player or his base, then it will "unpack". It will also "unpack" into normal biters if it is killed from a distance of less than 70

Compressed squads allow to dramatically reduce lags in the late game from squads of 100+ units

I will also say that a more "soft" compression is being developed so that there will be no detachments of 1-2 biters with the number 100+ on the evolution 98+.

If the described situations do not fit your case, then still need a save and a description of where to look

2 years ago

Well we were in multiplayer.

(Destroyed bases before 0 issues)

After lots of rebuilding and researches, I went out for exploring again.
Destroyed a base.
Biters came out "fire biters"

Tried to kill them with lightning, bullets, cannons etc.
but they never died.

maybe im doing something wrong?
but i can send you my modlist

2 years ago
(updated 2 years ago)

The fire faction have complete immunity to fire. Great acid resistance.
However, they are perfectly killed by other damage.

  1. Are they biters or spitters
  2. If they are biters , do you sometimes see fire clouds in their place?
  3. If you look at the biter/spitter up close, does it have a translucent figure from below?
  4. What is the amount of damage and what type of damage are you doing to them? How much maximum health do they have?
  5. How does health change when trying to kill him?
2 years ago
(updated 2 years ago)

Hey guys, im having a similar problem, in my case, everytime that my artillery shots, the hit lags the game, no matter if there is just one art turret or more, lags every single hit.

I Played factorio for years, 400h+ in game with other save and has never lagged, this one with 60h is lagging, anyone know whats happening? i do need to creat another thread to for that?

I tried to remove some of the lagg biters (infernal etc), tweeks in vsync

1080 OC 8gb
R 5950x
32gb ram 3.600 18cl
X570
M.2
Thank you

2 years ago

it is usually better to create a new topic, but if the question is asked here...

Yes, the stage of clearing the territory is exactly what I'm working on right now.
The reason for the lags is the crowd of biters under the control of a standard AI. When cleaning particularly large regions, the number of attacking units can reach tens of thousands.

Until recently, this was not repaired, since in most cases it ended with the death of the player's base. However, there are more and more people who can survive this wave.

In the latest release, playability has already been increased after a massive artillery bombardment (before it, ups could drop to ~20 forever, now, the Ups drops to 20 until the wave is destroyed from the killd nests ).

However, work is underway on a stable game in the late. Expected release date ~22.09.2022. Until then, ups drawdowns after an artillery strike will have to be tolerated

2 years ago

Also, feedback on "compressed" biters (with a semi-transparent number at the bottom) would help me. Do they interfere, or, being "compressed" only away from the base/player, it is imperceptible

2 years ago

it is usually better to create a new topic, but if the question is asked here...

Yes, the stage of clearing the territory is exactly what I'm working on right now.
The reason for the lags is the crowd of biters under the control of a standard AI. When cleaning particularly large regions, the number of attacking units can reach tens of thousands.

Until recently, this was not repaired, since in most cases it ended with the death of the player's base. However, there are more and more people who can survive this wave.

In the latest release, playability has already been increased after a massive artillery bombardment (before it, ups could drop to ~20 forever, now, the Ups drops to 20 until the wave is destroyed from the killd nests ).

However, work is underway on a stable game in the late. Expected release date ~22.09.2022. Until then, ups drawdowns after an artillery strike will have to be tolerated

Thank you for the quick answer, i did put rivers around my base, so i'm safe from biters, i was thinking to use artillery to clean the area but for now is a bad ideia.

Now that i know where the problem is, thank you once again. Do you think if i remove most of the biters High Tier the problem you be half fix?

Here the ups drops from 60 to 56, but its always, like, 2 or 3 times for a second if artillery is shoting

2 years ago

Also, feedback on "compressed" biters (with a semi-transparent number at the bottom) would help me. Do they interfere, or, being "compressed" only away from the base/player, it is imperceptible

i'll try that, thank you

2 years ago

Yes, the problem is in the "flow of biters". Each of them is looking for a way, even being in the squad. If you remove/kill them, everything will be fine

2 years ago

Yes, the problem is in the "flow of biters". Each of them is looking for a way, even being in the squad. If you remove/kill them, everything will be fine

Thats make me wonder, im surrounded by rivers, no biter can enter, everytime artillery shots make then targget something that they can't reach, may be the rivers what is causing this? everytime that i put other weapon to shot them, no lag occurs,

I tryed to put land in their ways but they destroy everything before i can see if it is the rivers or not

2 years ago
(updated 2 years ago)

By the way, this moment, when there is no way to the artillery (and any other player object), I will need to check separately.
There may indeed be additional problems...

2 years ago

so to continue, i went in edit mode to check and the HP does not decrease on the Biters.
they are Red and not translucent.
they had like 89 HP ?
and we upgraded alot so our weapons are stronk as hell.

2 years ago

Yes, the health of the biters (default) is weaker than the standard. They win with damage resistances, speed, numbers, and attacks at weak points
However, I don't remember the health value of "89". For example, the closest, at the default enemy level, the fire biters 4 levels has 99 health. But, I suppose, this does not apply to immortality...

if you were able to enter the editor mode, then you definitely have a save.
Having received it, I won't have to guess what the reason might be. I killed a lot of nests and biters today, for the test. I don't see how else to reproduce it...

2 years ago

Haha its probs due to my modlist, you have like a way to easy share a list?
Because my modpack is over 2.5GB
Angels,bobs,PY, and your mod ofcourse (and loads more)

2 years ago

I'm more interested in the save.
I'll take the mods from the save. Moreover, usually during the test, a significant part of the mods is turned off to determine exactly which mod causes errors

2 years ago

https://drive.google.com/file/d/1n1D06mY_0yLmzMDFdq2QAvSmpzdaiDBS/view?usp=sharing

this should be the right save, they are at the base eating on the walls and just not dying.

2 years ago
(updated 2 years ago)

Uhh. What is the mix of mods for biters...
So.
1. Immortal mobs are not from Rampant, but from Natural Evolution
2. They are truly immortal, because Natural evolution has assigned their mobs resistances from Rampant Fixed ("Oneshot protection" and "longrange-immunity").
3. This protection did not work (until the last update) for "non-Rampant" mobs, because in addition to resistance, a script call was used in the calculations.
In the latest Rampant Fixed update, the calculation of this protection has been moved from the script call to the damage event, where the game reads the value of resistances. In this case, the percentage of protection is taken from the Rampant settings. As a result, it turned out that the NE biters can not take more than 0 damage, as well as damage from a distance of more than 0 is reduced by 95%.

Temporary solution: In the Rampant Fixed startup settings, specify the "Oneshot protection"/ "longrange-immunity" efficiency of 10%.
In the meantime, I will think about what to do in the case when someone assigns these resistances.

p.s. it will be very interesting if swarmageddon decides, when killing some biters, to spawn a several of nuclear biters

2 years ago

aaah thanks !

New response