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
a month ago
1.1 - 2.0
60.4K
Enemies

g Endgame Evolution

9 months ago

Can it be installed with Schall Endgame Evolution?

9 months ago

Before 2.0, both mods worked together without conflict.
Judging by the situation with other mods, converting to 2.0 doesn't affect compatibility.

9 months ago

Awesome, I am using it now, so far no issues, thank you

8 months ago

it works just need to buff schall evolution mods so they dont become way weaker than rampants enemies, I personally play with both just give max level 15 and difficulty on 5 or higher as well as buffing fire resistance to be atleast same as electric resistance. If not the schall enemies just are too weak for the rampant defenses.

3 days ago

I have endgame evolution installed, but it only seems to spawn Rampant biters. I have cleared all spawned bases to try and get it to re-populate and I still only see rampant biters please let me know if anyone has a solution

3 days ago

Try "World: Allow other enemies, new factions only from the specified side" in the launch settings.
Mod compatibility after 2.0 has not been tested - you will have to find a solution through experimentation

I won't be able to test it for the foreseeable future, as I'm busy fixing Rampant's incompatibilities with 2.0. Yes, the mod is generally playable, but many of its features don't work as intended due to changes to the mechanics made by the Factorio developers

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