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 - 2.1
64.1K
Enemies

g Disabling Rampant Enemies

11 days ago

Quick question in regards to disabling Rampant enemies mid run:

I've started a run with a friend and it's proving to be a bit too difficult with the start-up settings we chose (certain biters, health, etc)

I'm wondering:
A. is it possible to edit any of the server files to change those start-up values.
and
B. If not, if I were to use the panel to remove Rampant enemies, would that also remove the Rampant behavior or purely just the enemy types?

Thanks in advance.

11 days ago

I've never tried editing saves. But you don't need to.

To avoid nest removal when disabling Rampant enemies:
1. Open player settings and set setting "Show the button to open the menu of additional administrator options"
2. Click on the button with the image of a biter in the upper left corner of the screen
3. Click on the button "Show dialogue for disabling Rampant enemies". Confirm your choice
This will replace the biter nests with standard ones
After that, save the game and you can disable enemies in startup settings.

This won't affect the AI's behavior - it works with any biters

11 days ago

Ah I was mostly curious if the mod worked with normal biters after removing enemies so thank you for confirming that it does!

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