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 months ago
1.1 - 2.0
48.2K
Enemies

g Juggs green aura on death UPS attack.

11 days ago

They die in walls, cause tps rips.

11 days ago

Can you add setting to disable their clouds? Or somehow combine clouds into 1 so it wont cause UPS issues.

10 days ago

You've guessed one of the upcoming improvements.
However, UPS mostly falls not because of the cloud upon death, but because of the cloud when they attack.
The attack will be changed in one of the updates.

10 days ago

If you can also make some improvements to any biters that do AOE damage, they cause barely any damage, but do it to a lot of entities, so the game is not very happy with it.

10 days ago

According to tests, the animation is solely to blame. Even 2,000 "spawner biters" don't cause as much lags as 10 constantly attacking juggernauts. However, after the change, the lags disappears

9 days ago

Damn, so its not damage but animations that cause "DDOS" attacks. Biters couldn't win, so they started attacking my friend's connection by DDoS-ing his pc xD.

9 days ago

Also, if biters try to combine into one unit (the thing when they cross large parts of map combined) they can start lagging the game bad.

I noticed it happen the most when you artillery strike them. They seem to enter sort of a loop of combining and separating when damaged lagging the fuck out of the game.

(Written from phone.)

9 days ago

Incorrect. It's not the "compression to 1" that causes lag, but the "Vanilla" target search when taking damage and there's no suitable target nearby.
This is especially noticeable if you try to set a crowd of Biters on fire with a flamethrower, far from the base.
Or, for example, in the editor, set a tree on fire and place a bunch of biters nearby. There will be severe lag even without mods.

Unfortunately, there's nothing that can be done. Target acquisition every time damage is a built-in mechanic in Factorio. The only way to combat this is to make it unprofitable to fire at Biters with artillery, so players avoid it. Which is what I am gradually doing - the use of artillery is associated with many risks.

9 days ago

Dnno about what's more risky:

Getting hit with a nuke biter and getting wiped from the face of existence VS throwing literal tons of steel and explosives from a safe distance.

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