Rampant, fixed


Based on Rampant 1.1.1 (new AI and enemies). - New types of enemies - Works on SA planets, can control biters, demolishers, Gleba units - Can mutate existing nests - Can attack from afar - Improved search for a passage in the defense - Some new mechanics

Content
2 days ago
1.1 - 2.0
44.5K
Enemies

b Crash

1 year, 1 month ago

The mod Rampant, fixed (1.10.1) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event RampantFixed::on_tick (ID 0)
invalid key to 'next'
stack traceback:
[C]: in function 'next'
RampantFixed/libs/MapProcessor.lua:540: in function 'processSpawners'
RampantFixed/libs/MapProcessor.lua:633: in function 'processSpawners'
RampantFixed/control.lua:1313: in function <RampantFixed/control.lua:1252>

Crashes as soon as peaceful mode ends I am using some mods that might be conflicting like ERM SCHALL ENDGAME and Krastorio2+SE

1 year, 1 month ago

The mod Rampant, fixed (1.10.1) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event RampantFixed::on_tick (ID 0)
invalid key to 'next'
stack traceback:
[C]: in function 'next'
RampantFixed/libs/MapProcessor.lua:540: in function 'processSpawners'
RampantFixed/libs/MapProcessor.lua:633: in function 'processSpawners'
RampantFixed/control.lua:1313: in function <RampantFixed/control.lua:1252>

Crashes as soon as peaceful mode ends I am using some mods that might be conflicting like ERM SCHALL ENDGAME and Krastorio2+SE

It is happening since newest update I already have played with my mod combination with no issues

1 year, 1 month ago
(updated 1 year, 1 month ago)

g

1 year, 1 month ago

ooooo I have found a theory so this crash apparently only happens when there are no rampant nests loaded when passive mode turns off so basically it just doesnt happen if i just find a nest as soon as the game starts

1 year, 1 month ago

g

1 year, 1 month ago

this section of code hasn't been changed for a long time
It looks like you found a rare bug
I'll see what I can do

1 year, 1 month ago

for the moment a temp fix for me was disabling peaceful mode all together from start of game

1 year, 1 month ago

The mod Rampant, fixed (1.10.1) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event RampantFixed::on_tick (ID 0)
invalid key to 'next'
stack traceback:
[C]: in function 'next'
RampantFixed/libs/MapProcessor.lua:540: in function 'processSpawners'
RampantFixed/libs/MapProcessor.lua:597: in function 'processSpawners'
RampantFixed/control.lua:1313: in function <RampantFixed/control.lua:1252>
So i have been repeating the crash and the number in this line keeps changing maybe it has something to do with that? RampantFixed/libs/MapProcessor.lua:597: in function 'processSpawners'

1 year, 1 month ago

I can't reproduce error
Can you share save?

1 year, 1 month ago

Happens like around 30 secs to 3 minutes after the 20 minute mark

1 year, 1 month ago

I have found what causes it It happens when I start a game and due to big starting area biters never load in the preloaded chunks and if i dont go and load a biter base and wait for a biter cycle to spawn. It seems that when no biters have ever been loaded it leads to a null error in the code lool so basically load biters if playing rampant xd

1 year, 1 month ago

It is trying to process something that has never been

1 year, 1 month ago

It seems that i had never found this error with the same mod config because i play with small starting area usually so this game that i tried a bigass spawn it happened

1 year, 1 month ago

The error has been fixed. I must say thanks - this error helped to find another, more serious, but not obvious one

Unfortunately, it is impossible to describe in simple words what caused the error. Many factors were involved.

1 year, 1 month ago

By the way. Since you have enabled migration mode, I would recommend lowering the evolution "nest destruction factor" to 10-40. You will have to destroy a lot of nests.

1 year, 1 month ago
(updated 1 year, 1 month ago)

oh i know i lost to previously 100 hour in saves due to being slow the idea is to simulate a planet escape emergency thiingy, with evo factor going like this i basically reach like 50 evo in 20 hours which leads to like 4 rows of flamethrowers and having to rush missiles to not inmediately die to fire biters. although it is always the poison biters that get me due to not having reactors as early for laser turrets. btw im curious what the more serious error was?

1 year, 1 month ago
(updated 1 year, 1 month ago)

Its funny cause this error is basically imposibble to find under normal rampant circumstances lol who plays the hard mod with an absurd starting area
and usually when i find a problem due to my absurd quantity of mods i try to fix it myself but this one defeated me like i absolutely could not for the love of god find what was happening with this one. as well as rampant is just one of those mods i cant find myself playing without.

1 year, 1 month ago

I also have to sincerely thank you for working so hard and fixing this error so quickly. I am amazed by the work you more advanced programers do.

1 year, 1 month ago
  • AI peacefull mode is now only possible at the start of the game does this mean peaceful mode is no longer a state that can be rolled later on?
1 year, 1 month ago

This is still AI statr, but it is only set in specific situations.
In a normal game, it hurt the player more than it helped, since the accumulation of action points during peace mode did not stop. As a result, when it ended, a very powerful attack occurred.

1 year, 1 month ago

OOOOH that explains the random onslaughts huh

1 year, 1 month ago

peaceful, the lul before the storm

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