Warmonger


Creep from Krastorio2 without entire K2. A lot of changes (only graphics and basic creep idea taken). Best played with Rampant.

Content
1 year, 4 months ago
1.1
1.86K
Combat Enemies Environment

g Automatic creep targeting for turrets

2 years ago

Hi, loving the mod so far on my SE run.
Is there a way to make turrets (flamethrowers) so they would automatically target creep that grows to it's range?

2 years ago

Now turrets or player's weapons do nothing with creep. Creep can be put on fire with Creeper2 mod https://mods.factorio.com/mod/Creeper2 .
Usual turret can't target creep - it's tile (type of ground), not game entity (passive/active object).

I'm considering to add special turret (collector building) to automatically collect the creep in its range.

2 years ago
(updated 2 years ago)

So if I understood correctly there's no way to automate the perimeter around your base so it doesn't get infested with creep? I liked the idea of outside world being infested with creep but my defenses keeping it at bay.
I don't really feel like taking a drive around my base shooting flamethrowers every few hours :D

2 years ago

Are we talking about pure Warmonger mod OR with Creeper? Without Creeper one should expect biters expanding nearby (especially with Rampant mod) first of all, and only then some creep coming from their nests and worms. And without Creeper flamethrower doesn't do anything with creep.

2 years ago

I'm using Rampant, Warmonger and Creeper 2. My only issue is creep crawling through walls towards my base and there's nothing to stop it unless I manually go to that location and burn it down it flamethrower. Whole perimeter is flamethrowers so I was hoping that'd be good enough to stop it.

I tried figuring out if there's a way for flamethrower turrets to force-fire like player does (C) but I'm no modder so quickly gave up on that idea.

2 years ago

I see now.
What do you think about a special turret (not a biters killing turret dealing fire/physical/explosion/... damage, but a no-damage turret) to remove creep in its range?

2 years ago

My only issue is creep crawling through walls towards my base and there's nothing to stop it unless I manually go to that location and burn it down it flamethrower.

Does creep hurt buildings and walls at your base when infesting? It should corrode everything to near death (but keep them standing with 10 hitpoints or less). I didn't have time to test this scenario with Creeper2.

2 years ago

This creep must be easily stoppable by concrete placed under your walls - according to Creeper original code, I didn't change it.

2 years ago

Creeper destroyer9000 sounds great! I'll try the concrete trick, I guess that makes sense too. Thanks

2 years ago
(updated 2 years ago)

EDIT: Found out Rampant is incompatible with Space Exploration, could be an issue with AAI vehicles according to google. Disregard this

Not sure if this is rampant/warmonger/creeper related issue but biters forming a nest and creep around it competely makes rails and probably other tiles too disappear, including concrete under it.

2 years ago

Space Exploration is very consuming mod. But AAI vehicles with programmable vehicles mod (both are not essential in SE) is mod only for early game. In the late game it slows down entire Factorio even without SE - not playable at all.

Creep replaces concrete/stone brick effectively destroying it. Rails should only disappear until creep is removed. Didn't test it.
Creep generated by creeper isn't placed over concrete (unless you set it up in Creeper settings), only over stone brick (but can be set not to touch it via Creeper settings). But I didn't check it - I prefer to play without Creeper. For me Rampant is enough for challenge.
Creep generated by nests always destroys concrete - that is by design. You should protect yourself better if nests are so close. Rampant biters can do it intentionally and more often. Vanilla biters (with no Rampant installed) can do it occasionally.
The only possible solutions to ease game are to turn off SiegeAI in Rampant settings or maybe (not tested) to make rails invincible in Rampant settings.

2 years ago

Out of curiosity what would be your approach for train outposts? Rails get replaced with creep so often it's basically impossible unless the whole path is filled with defensive turrets.

2 years ago
(updated 2 years ago)

To be honest... I was unable to play with Rampant (new enemies of course) and making outposts like in vanilla. And I played a lot... Biters are too smart. I prefer to conquer territories instead of using outpost concept. Even if I turn on invincibility for all railroad elements and electricy poles in Rampant settings. Outpost works fine with stupid vanilla biters. But I can't play vs vanilla biters even in deathworld, they are very-very stupid and make factorio the most boring game ever - for pacifist automation fans.

2 years ago
(updated 2 years ago)

What are your expectations for creep and pathing tiles? In my opinion that is a good double strike, that creep is a native "form of pathing tiles" -> can't co-exist with concrete/stone blocks.
Concerning rails it's a difficult question. Not everything is so simple about it in Factorio: https://forums.factorio.com/viewtopic.php?f=7&t=100847

In general (taking Creeper2 out of scope) if biters settle nests/worms and creep around them, then player effectively looses this territory unless turrets defend it. I do agree, that vanilla has some features around "outpost" concept, but if not turning on cheating options of rails infrastructure / big electric poles invincibility Rampant completely destroys outposts possibility, unless some armoured trains with equipment used... I asked about it a few years ago - no one replied.

2 years ago

Out of curiosity what would be your approach for train outposts? Rails get replaced with creep so often it's basically impossible unless the whole path is filled with defensive turrets.

Fixed creep collision with rails, heat pipes, etc in mod v.1.3.6.

2 years ago

I added creep to mobile factorissimo mod =) Whole base built inside of a flying vehicle. The only way of delivering the resources inside is teleportation (cheat? maybe). Consider it as a helicarrier harvesting resources from the ground below.
This way there are no problems with resources delivery from outposts, but outposts themselves are fortresses under heavy siege

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