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
7 days ago
1.1 - 2.1
63.2K
Enemies

g Walls Blocking Projectiles setting

1 year, 3 months ago

Can we get a setting to have walls block projectiles i really want to use the Shield Projector mod with rampant as it's perfect for it but sadly if the walls dont block projectiles shield projectors are absolutely useless with spitters.

1 year, 3 months ago
(updated 1 year, 3 months ago)

This already exists. All walls, including Shield Projector, block projectiles from most Rampant spitters. Exceptions are fire and inferno spitters.
If we are talking about standard biters or biters from other mods, then I can’t help here.

1 year, 3 months ago

Im not seeing the setting still but it might be because im using the forked version so i can play it with space age and my Shield projectors and walls dont seem to block any types of projectiles turrets just get targeted past them.

7 months ago

7 months later: walls aren't blocking any type of rampant projectile. Neither the vanilla walls, nor any wall added by a mod. Decided to scrap my play through with Rampant after just 5 hours because it just isn't tenable. Even the baby spitters, especially the electric and laser variants, just decimate any type of defense I try and mount. I was never able to build and keep a furnace stack. (Default settings, default map settings.)

4 months ago

Can confirm, I just tested in editor mode.
I understand the gameplay value in having some enemies be able to shoot through walls, but I also think there should be a toggleable settings to make walls block ALL attacks for those of us that would like that.

3 months ago

Dimm, you ever going to address this? Been over a year to the day it was reported as broken.

3 months ago

I think it would be best if you sent me a save file so I can reproduce your situation. Because with default settings, vanilla walls and the Rampant Arsenal walls block projectiles. Exceptions are electric and fire attacks.

Also, please use a minimum of mods, as the mods.factorio.com site is blocked in Russia and I won't be able to load them automatically.

a month ago

I have found the same issue using only this mod, space age and nothing else.

a month ago

I gave it some testing, it appears to be an issue if you disable "new enemies" to just get the AI.
Standard Spitters appear to attack through walls.

14 days ago

I gave it some testing, it appears to be an issue if you disable "new enemies" to just get the AI.
Standard Spitters appear to attack through walls.

Oh, that explains it all.
Standard worms and spitters attack with a short stream (like a flamethrower) rather than projectiles. This type of attack is unblockable—a feature of the Factorio engine.

9 days ago
(updated 9 days ago)

I gave it some testing, it appears to be an issue if you disable "new enemies" to just get the AI.
Standard Spitters appear to attack through walls.

Oh, that explains it all.
Standard worms and spitters attack with a short stream (like a flamethrower) rather than projectiles. This type of attack is unblockable—a feature of the Factorio engine.

That just factually untrue, it is not a "feature" of the engine. There is a mod that you have made incompatible with Rampant that fixes this exact problem. Just be honest that you want people to play the mod "your way" which is with all factions turned on, because the only time the "problem" exists is when the elemental nest are turned off.
Edit: Further testing the normal spitters fire over walls, but most other types don't. My bad. Still shows that spitters can be coded to hit walls.

9 days ago
(updated 9 days ago)

Combat Mechanic Overhaul mod replaces the attack of all worms and spitters. As a result, they don't have a "vanilla" attack.
Furthermore, it does this with errors. As a result, the damage of some spitters in my mod is zero
Rampant Fixed does not change "vanilla" objects

Before accusing someone of lying, gather information about the specifics of these attack types (projectile, stream) from the Factorio documentation.
This concludes our discussion

I may have phrased it wrong, but you can code spitters to fire projectiles that interact with walls. It isn't hardcoded into the game that spitters have to launch stream projectiles. You have had this complaint for well over a year. You could have made the ai of spitters forced to attack walls before anything else, you could have changed spitter projectiles that didn't do 0 damage. Any of this would have worked, but instead you just say "can't do it, "feature of the engine". So either you're incapable of coding or you don't want to. Just don't blame the tools either way.

9 days ago
(updated 9 days ago)

I may have phrased it wrong, but you can code spitters to fire projectiles that interact with walls. It isn't hardcoded into the game that spitters have to launch stream projectiles. You have had this complaint for well over a year. You could have made the ai of spitters forced to attack walls before anything else, you could have changed spitter projectiles that didn't do 0 damage. Any of this would have worked, but instead you just say "can't do it, "feature of the engine". So either you're incapable of coding or you don't want to. Just don't blame the tools either way.

Chill a little, if he doesn't want to fix it he doesn't have to, it's his mod. Obviously there will be work arounds and it’s rude to be palmed off with an excuse. At the same time this is a large mod that takes a lot of work. Few people have the time or motivation to get around to fixing everything in a mod of this size. Especially when it doesn’t connect to the core of what they want to build.

If the mod is really important to you, try making a fix yourself. The license allows you to make and post modifications with credit. You could also find another mod that does what you want better.

Chill a little, if he doesn't want to fix it he doesn't have to, it's his mod. Obviously there will be work arounds and it’s rude to be palmed off with an excuse. At the same time this is a large mod that takes a lot of work. Few people have the time or motivation to get around to fixing everything in a mod of this size. Especially when it doesn’t connect to the core of what they want to build.

If the mod is really important to you, try making a fix yourself. The license allows you to make and post modifications with credit. You could also find another mod that does what you want better.

It's not the fact that he won't "fix" the problem that made me angry. It's the entire attitude of "you have to play the game/mod the way I say" that does it. Instead of just posting a warning that the combat mechanics mod will nerf/break certain enemies in the mod, he just makes it an incompatibility (which is very annoying to change when playing with friends.) The mod author hiding behind the excuse of "it's a feature of the game engine" as cover for it just made me feel even worse. My friends and I have just removed the mod from the mod pack instead wasting the 60 hours of playtime before heading to Nauvis. Nothing in the mod is worth the 60 or so hours of playtime that would be wasted after already spending almost 20 hours trying to make a base on Nauvis after finding out that evolution starts increasing the moment the game does even if you start on another planet. 20 hours of putting out constant fires and broken turrets because large spitters are blowing up our base. It's our first time playing with Rampant at all. Finding out that spitters who normally target walls first, instead walk up and start shooting turrets and inserters is a frustrating. We tried to find a mod to help, only to find out that it has been made incompatible.

I know that's a giant wall of text, but I'm not posting to just make the mod authors day worse. I just don't like people hiding behind excuses instead of just being honest about their opinions. If a person is thin skinned enough that some people getting angry that you're gatekeeping how other's play your mod, then maybe you're the problem. Just let people play how they want, it doesn't hurt anyone.

My friends and I are obviously not the target audience of this mod. Should have just uninstalled the mod from the pack rather than try to tailor the gameplay. Less aggravation all around.

New response