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
8 days ago
1.1 - 2.0
36.4K
Enemies

g Rampant Arsenal

2 months ago

Hello, i have no clue how to counter biters like nuclear biters early game without rampant arsenal. will there be an update for that too anytime soon? only thing i can do rn is placing water to block them off which is kinda cheating... please let me know if there is something im not seeing yet thank you very much in advance

2 months ago

You can be sure that there will be no nuclear biters in the early game. Biters are divided into tiers, and nuclear ones can appear no earlier than 65%.
Regarding the Rampant Arsenal - I am tempted to port it to 2.0, but it is somewhat unethical towards Veden...

I'm just watching the situation for now. Maybe there will be mods for weapons.
If nothing changes in a couple of months, I will most likely "steal" the Rampant Arsenal from Veden

2 months ago

p.s. also you can set the priority of targets

2 months ago
(updated 2 months ago)

there are nuclear biters. they hurt. i only got red, green and black science. please make rampant arsenal work, i only played the new dlc until the lava plannet and then stopped because i think the game is no fun without the rampant mod, now i finally saw there is a update for it but im getting absolutly destoryed cuz the lack of counters

edit: i just downloaded modular turrets, none of the turrets do enough damage to handle the waves of enemys my world is experiencing. please i need rampant arsenal

2 months ago

p.s. please let me know what you are using for defences thanks in advance

2 months ago
(updated 2 months ago)

I use standard turrets. Before SA I even played 600*600 death world. In SA I play on standard world - and standard turrets+flamethrowers+lasers (a little, until there is a nuclear power plant).

Searching for the word "turret" yielded many mods. I recommend looking at mods like "Schall Ammo Turrets", "5Dim's mod - New Battlefield ", "Additional turrets". I haven't used them, but judging by the description, some of them ("Additional turrets" for example) repeat the functionality RA

2 months ago

You can be sure that there will be no nuclear biters in the early game. Biters are divided into tiers, and nuclear ones can appear no earlier than 65%.
Regarding the Rampant Arsenal - I am tempted to port it to 2.0, but it is somewhat unethical towards Veden...

I'm just watching the situation for now. Maybe there will be mods for weapons.
If nothing changes in a couple of months, I will most likely "steal" the Rampant Arsenal from Veden

i mean it has been months, and so far he only talked about wanting to do it, not yet any mentions about arsenal, which should be a decently easy fix...
maybe you can ask him, not sure if he would mind.

2 months ago

Okay. I'll make a temporary version of Rampant Arsenal. With some edits.
I can't say when it will be ready

2 months ago

Okay. I'll make a temporary version of Rampant Arsenal. With some edits.
I can't say when it will be ready

thanks a ton.
also, is this rampant mainly a ported version from vedens? or what are the differences?

2 months ago

I will apply some of the improvements to prevent lags from flamethrowers and poisons.
Also, it is necessary that the Rampant Arsenal does not break the balance on the SA. For example, the missile turrets should either be removed completely or placed on Gleba. Also, I need to think about whether or not to allow RA turrets on platforms in space. And other checks/changes for compatibility with SA

2 months ago

awsome, just make sure you dont forget to include the purple rockets, just love them

2 months ago

Its done
Rampant Arsenal (fork)

Needs further testing, but there are no errors with default settings

2 months ago

<3

2 months ago

i have a diffrent question, i used to be able whenever i load up a world with creative and editor extensions to spawn in enemy biters, nests and so on. for some reason it only lets me do that in worlds i already played normally but not in the creative maps.

2 months ago

I can't help you here. I use the sandbox mode or the "editor" command - everything works there.
The only thing I can say is that when manually placing nests, the mod can see new nests and decide that it's time for them to mutate into something else.

2 months ago

thanks alot!

New response