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

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3 months ago
1.1
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g Certain surfaces refusing to use Rampant nests in K2SE

1 year, 27 days ago

Hi!

I'm running K2SE, and while everything is fine on Nauvis, it seems random whether other surfaces generate with Rampant nests or vanilla nests. It doesn't seem to be dependent on threat, and in those cases where I get vanilla nests, I don't even get K2's creep. I have tried to let time run to see if they evolve, but nothing seems to be happening on the affected worlds.

I tried trimming and deleting/regenerating one of these surfaces multiple times, but it always gives the same vanilla biter nests back to me.

Is there a step to the process that I'm missing, or that I understand? I see others saying they have had similar issues, but they're supposed to have been fixed, right?

If this sounds weird to you, I can see if I can send a save file, but I suspect I'm misunderstanding something about how Rampant works, maybe.

1 year, 27 days ago
(updated 1 year, 27 days ago)

Yes, that's how it's meant to be
Rampant's AI turns on when the biter density exceeds a certain limit. This does not depend on the current number of nests, but on the surface generation settings
You can look at several surfaces with greater threat and see that the nests there are gradually being replaced by Rampant nests

1 year, 26 days ago

Oh. Well, there you go, I did misunderstand something fundamental, thank you for clarifying! Will nests keep expanding and mutating if all I do is explore a tiny chunk and let time pass, then?

1 year, 26 days ago
(updated 1 year, 26 days ago)

Expanding will only be based on “vanilla” mechanics. However, the AI will accumulate action points on open planets in anticipation of the player. And the initial opposition may be stronger than expected
It is better to remove the surface before moving in. However, this is not necessary. Accumulated action points are enough for about a hundred squads at a high level of evolution

Mutations will occur regardless of the presence of the player's base

1 year, 26 days ago

That helps explain it, then, yeah. Okay, this is really good stuff. Thank you so much for taking the time to explain this and for letting me know what to expect, and thank you for making an excellent and fun version of Rampant. <3

1 year, 10 days ago

Okay, so, an update: In SE, I've landed on a planet with 100% threat and incredible biter density, and the biters there never seem to evolve. I turned on the debugging outputs, and I discovered that even after converting all nests to normal nests through the option intended for uninstalling, I still see some high threat planets get activated upon discovery with state updates and everything--but others do not.

So, is there a way to turn on the mutation to Rampant nests for a surface manually? It's kind of a bummer that the planet I've landed on refuses to give me a good challenge.

1 year, 10 days ago

Currently, this is determined automatically, without the ability to change manually. I think it might be possible to add a command or interface to the new release to adjust the list of ignored surfaces.
But I can't even guess when there will be a new release due to workload.

But I'll add it to my to-do list

1 year, 10 days ago

No worries, at the end of all things, this is less important than most things in life, take care of yourself first - and thanks for your reply!

Having looked into it a little more, I think I'm actually having the issue someone else mentioned where after trimming, chunks refuse to interact with the mod entirely and no surfaces outside of Nauvis have Rampant biters. I know you're aware of this, too, so I'll just deal with it as is. Thank you <3

11 months ago

I'm having the same problem (no other planet has Rampant nests, regarless of threat). Have you found a workaround?

11 months ago

I'm working on a command that will allow ignored surfaces to be "turned on".
Expected release date - end of December

11 months ago

That's wonderful, thank you for your hard work!

Mandelbrot: What I ended up doing was simply enabling the uninstall prep option, uninstalling the mod, then reinstalling. Just take backups first!

10 months ago

Now you can enable the planet for processing.
Either by command "/rampantSetSurfaces" or via the interface (player settings)

10 months ago

Oh, that's great stuff - if I have the same issue again the next time I land on a new planet, I'll try that out. Thanks so much <3

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