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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4 months ago
1.1
31.2K
Enemies

g Rampant Arsenal issues tho I dont think they will be fixed by original dev

11 months ago

Rampant arsenal has t3 flamethrower that kills perfomance. Like REALLY BAD.

Just test out 3-5 guns shooting at once and your tps dies. Considered you have it as recommended mod it would be nice if you can make it not do that.

11 months ago
(updated 11 months ago)

That is how it is
I can add that standard flamethrowers also have a very bad effect on performance, it’s just that Veden’s turret fires like 6 flamethrowers at once

The problem can be solved by removing the fire on the ground and reducing the attack speed + increasing the damage.
But another mod should do this. These changes affect the perception of the turret as a flamethrower and may be perceived negatively by the author and other users of his mod

11 months ago

Perhaps you should contact the author of the mod "Rampant Arsenal Patcher"

11 months ago

I did, but I dont think he is active atm. His last message was 2 months ago. The oldest unresponded one is 3 weeks old.

Im pretty sure people who use that mod with yours will be really happy they dont lose 80% of speed because of 1 turret. You could make it a toggle. I would have done it myself it if I had any modding experience but I do not atm.

Considered Rampant and Rampant arsenal go well together and are one of good weapon mods it would be nice if they had compatibility.

11 months ago

Understanding Veden's attack constructor is quite labor-intensive.
I'll think about it, but it won't be fast

11 months ago

Anything is better then nothing. I removed these turrets completly cause I had enough slowdowns to 20UPS randomly.

11 months ago
(updated 11 months ago)

Wrong thread

11 months ago

Sorry wrong thread lmao

11 months ago

Thanks, but that won't be needed. I've already figured out what can be changed. In tests, these turrets now do not cause lag even if placed in rows

Most likely, the new release will be on January 2-3

11 months ago

I was talking to dev of other mod. I have 2 different web browsers and I opened this one with this page. I cant delete the old message.

11 months ago

Release ready
New setting: "Optimization: rebalance of stationary flamethrowers" - enable it

11 months ago

I have a planet that I came to that has no new biters? It appears that rampant is not onn on this planet at all?

I havent poluted there tho I dont remember it being a requirement for them to appear.
https://drive.google.com/file/d/1_hpu-Q22TzQFxh_6kJVmRwsVIGbBwpQn/view?usp=sharing

Planet is Joenus. All nests, new old are not changing to rampant ones.

11 months ago

You may have created a planet earlier before updating to 1.8.0 ?
Deleting a planet after viewing does not clear its processing status for Rampant (and this is intended, since, for example, in some cases mods can specify whether or not to process a planet before creating it)

You can allow it to be processed:
1.8.0:
Other:
- Added menu for admin players. They can make it visible through player settings.
Allows you to replace enemies with standard ones, as well as specify which surfaces/planets to ignore by AI
Also, added a command for administrators "/rampantSetSurfaces". Allows you to open the surface processing interface directly
Warning: allowing large planets to be processed can lead to long (up to half an hour) lags
Bugfixes:
- Fixed surfaces with biters being ignored if they were created after surfaces without biters (new game only)

11 months ago
(updated 11 months ago)

No that planet was generated before latest patch you made. Im gonna run that command and see what happens.

It was set to ignore for some reason.

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