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 Compatibility with Hivemind

2 years ago

I am working on a/the Hivemind mod and I checked for compatibility and with rampent Things went wrong.
You make all the spawners and worms in the Data-Final-Fixes phase. That is a phase later than I expect them to be.
Could we come to an agreement with how we have our mods to fix this issue?

2 years ago

I've been studying the compatibility of these mods too. A few months ago, I made some edits, and now the AI is not taking any action against the allies.
But I didn't come across anything about the spawners.
what are you having difficulties with?

2 years ago
(updated 2 years ago)

If we are talking about determining the spawners available for transfer to the player, then I propose to transfer any spawner from the "enemy" faction.
This will not lead to any errors in Rampant Fixed, because at the next check of the chunk, if there are no buildings in it, its belonging to any base is deleted

2 years ago
(updated 2 years ago)

Hivemind needs to make some assembler versions of spawners and some items and recipes for worms and biters. That happens in the Data-updates phase. And Rampent does not have those ready in that phase. While the game starts up the crashes happen when you try and load things in.

And stealing spawners from any faction is already not a thing anymore.

2 years ago

I think, for reliability, you should give me a link to this mod, because in what I watched, there was a transfer of objects.

Regarding the definition of objects at an earlier stage, I like this idea. However, there are difficulties there, because sometimes objects of other mods are used.
I'll see what can be done, but it's unlikely to be fast.

While I'm looking at what can be done, adding Rampant Fixed to the list of dependencies may help you. Mods listed in the dependency list are loaded earlier

2 years ago

It is https://mods.factorio.com/mod/Hive_Mind_MitchPlay to be specific. And while adding as a dependency would help if they happen at the same stage it does not help if they are made in different stages.

If you want to talk about it I am available in the Hivemind discord ( https://discord.gg/RqkHTW5JMu ). We might be able to get to a conclusion faster that way.

2 years ago

I will look at this mod and make up some opinion before discussing it.
Discord will really speed up the process a lot. I'll look in there

2 years ago

since I do not know who exactly to write to in the discord (MitchPlay said it wasn't him, CosmicWolf doesn't answer), then I 'll duplicate it here:

Here is a link to Rampant Fixed, with a modified definition of spawners from data-final-fixes to data.
The version itself will not be released soon, but this will allow you to catch errors. As far as I can see, the situation has improved in your update 0.2.2, but errors still occur
https://drive.google.com/file/d/1ak2wR2RPmQmww0fvC9WgfYeiKhsPkzvs/view?usp=sharing

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