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
4 months ago
1.1
31.2K
Enemies

i Questions about settings, compatibility

2 months ago

Aloha!

Making a modpack, so some questions emerged which may give you ideas.
https://mods.factorio.com/mod/tsk_pack


Do your mod, Rampant Boosted (RA) respect game-start enemy spread settings?

Looked at loot possibilities, but getting ores seems abhorrent for the moment.
I'd rather have them drop science, which is much harder to get in my pack, than make another production line for alien ore.
For that this one seems sympathic: https://mods.factorio.com/mod/AlienScienceCraft
Does it not recognise your kind of monsters, because the little pink orbs does not seem to drop - or it must be another mod in the pack?

Would Team Competition monster-features conflict with yours?
https://mods.factorio.com/mod/team_competition
Especially interested in offline protection - when a team is offline on the server, they wouldn't get attacked by biters.

Thank you if you take time to answer, and
have a happy weekend!

a month ago

Rampant Fixed replacing the existing nests. Therefore, spread settings must be taken into account
In order for biters to drop a specific loot, the mod that created the loot must assign it. This is a job for that mod

About Team Competition: At the moment, this cannot be implemented. Biters do not distinguish between enemy teams. They do not love them all equally. In the future - maybe. I had ideas to give the AI ​​the ability to control several sides and take into account other sides separately. This is too much work at the moment. First, it is necessary to ensure the transition to Factorio 2.0

a month ago

Rampant Fixed replacing the existing nests. Therefore, spread settings must be taken into account
In order for biters to drop a specific loot, the mod that created the loot must assign it. This is a job for that mod

I thought it's something like that. Hoped for that there is a monster type definition existing, and arranging loot for that.
Thank you for answering!

About Team Competition: At the moment, this cannot be implemented. Biters do not distinguish between enemy teams. They do not love them all equally. In the future - maybe. I had ideas to give the AI ​​the ability to control several sides and take into account other sides separately. This is too much work at the moment. First, it is necessary to ensure the transition to Factorio 2.0

So essentially the offline teams are not safe?

Wow, just observed how a new biter base becomes from a group of biters! :O
It's a mechanic of yours, or in the base game?

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