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

g Can't use with Krastorio 2

22 days ago

This mod seems to have carried over a bug from the previous versions of rampant where Krastorio biter bases wont spawn creep, making it almost impossible to progress military science. The Rampant-Krastorio 2 Creep Fix mod has also not been updated for the current version.

21 days ago

In Factorio 2.0 K2, biomass is collected from the remains of nests. It does not matter whether it is a standard nest or a Rampant. You must mine the nest after it is destroyed

18 days ago

Oh, really? I haven't played in a long time, so I thought it was a bug

18 days ago

In Factorio 2.0 K2, biomass is collected from the remains of nests. It does not matter whether it is a standard nest or a Rampant. You must mine the nest after it is destroyed

in krastorio 2 the amount of biter mass you get from nests default is supposed to be 3-7 with rampant enabled its 1-5. its seems extremely unbalanced. is this intentional or a bug? having to clear very difficult nests to only get 1 biomas feels awful to sustain you need like 150+ for research. i dont think we should have a more difficult time with krastorio enabled considering how much more long winded the early game is and getting gun turrets. especially so if you play with any sort of tech multiplier etc

18 days ago

This was completely consistent with the data from K2 at the time of adding. Perhaps in recent months, K2 has increased the loot drop
It's not hard to change this, I think I'll make the change in the next release

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