Mods introducing new content into the game.
New ways to deal with enemies, be it attack or defense.
Changes to enemies or entirely new enemies to deal with.
Map generation and terrain modification.
Are you able to update the mod to the latest version?
Yep, will take a look after factorio engine v.2.0 becomes more stable. There are too many issues in vanilla game now.
That's sad to hear, that it will take time.. Hopefully not much code is broken.
I'll do my best as soon as Wube team stabilize the game. See changelog - wall of text for every update they make several times a week. Great work.
Anothing thing - Rampant. I can't predict when it is updated and how it will work for multi surfaces. Probably will do for no Rampant environment at first.
Would be best, i guess Rampant will be more difficult to update cause of the changes, hopefully they make progress.
Sure a standardalone version would be fine i guess at first, Its better as to have unnecessary dependencies.
Good luck if you need testers let me know.
notes
- I see alienbiome main f*ckup about tiles limit was fixed in factorio2.0 engine, but I can't see it here https://forums.factorio.com/viewtopic.php?f=3&t=116184
- Added optional tile_condition to the place_as_tile, which allows to specify explicit list of tiles it can be built over. Probably will fix one of factorio engine problems. need to check
- Added has_double_hidden_tile boolean to count_tiles_filtered and find_tiles_filtered methods in LuaSurface
- many parameters were renamed, need to update in scripts to make mod working in 2.0
https://forums.factorio.com/viewtopic.php?p=621179#p621179
aah, found
Increased the limit of different tile types from 255 to 65535.
Collision layers are now defined by prototypes. There is still limit of 55 layers but the layers themselves can have any name.
Collision mask has a mandatory table "layers" which must specify layers as dictionary.
Removed collision layers from "layer-13" to "layer-55".
Quite a lot of changes in factorio to make most mods broken without huge re-work. Really.
Min list of mods to get working in factorio2.0 before updating warmonger.
Essential ones:
Building_Time
BurnerOffshorePump
RampantIndustry
VehicleWagon2
SchallSuit
Additional:
bzfoundry
bztungsten
bzzirconium
bzlead
bztitanium
bzsilicon
bz mods would be grat. Also some diversity mod for ores would be nice :D
I listed mods I need up and running fine in factorio2.0 to start work with Warmonger. I have local version of Building_time with several bugfixes, probably can fix it for 2.0, and I saw VehicleWagon2 was updated. But other mods...
I do play factorio too, not only modding. Playing first of all. I don't work on mods if I can't play factorio.
Thats great to hear that you at least love what you do, you play what you do, that's what i do to, but for me its Unity game Dev.
Any update on when this will be updated?
Any update on when this will be updated?
I still haven't tried factorio2.0 in action - watching Wube adding good and bad into the game. Do you think it's time? I see half of most important game mods are still not upgraded to 2.0.
Do you know if addon is worth buying? I read some opposing points of view, especially about Quality submod - need to make 2 modes for the mod: for that submod turned on and turned off... Redundant work.
I'll try to revive Building_Time mod and then decide.
Updated Building_time to work with factorio2.0
https://github.com/garrotte13/Building_Time
I don't know if spaceage addon is supported. Probably no, because there were at least one-two places where quality mode diversion should be applied.
Warmonger will take a lot more time - updating recipes, because there was a chaos in factorio API before 2.0; updating events, collision masks...
And in the end Rampant update is still required at least wo new factions, because vanilla is boring.
One step closer - I've updated Turret Pads mod.
For Warmonger it will be 3-4 times more work, because Wube team changed everything - even how to draw creep gathering range circle.
Also I have an idea to re-work a few things: make some other purpose for creep instead of military science, new ways to gather creep and to be damaged by creep.
Bad thing is that actual Rampant3.3+ is probably completely dead. Switching to fork of ancient Rampant1 doesn't look fun.
Revived main mechanics.
I turned off corrosion (no damage, only creep slowdown), disabled creep processors and biolab buildings. Military science doesn't require biomass.
Creep counter strikes are active and working.
Fixed found issues with mechanics in factorio2.0 engine
Building on creep is prohibited for now - not the best solution especially as factorio supports it with side-effects. Will replace with corrosion of other effects later.
Implementing new way of creep mining - without special buildings, but without manual work. Biomass is not gathered so far. Creep remove is free operation for now.
Awesome, thanks for keeping us informed
New creep mining method implemented - bots (not the flying ones, but like biters). As factorio engine has chunk activities limitation I was forced to add free chunk visibility.
Considering fuel consumption implementation, but need more tests for it to avoid UPS effects. Not a priority now as there is no decision yet for biomass gathering and use.
Pathfinding logics looks funny and good, UPS cheap (but I didn't test it when creep is near cliffs and water areas yet).
Need some time for balancing (creep removing speed, pollution production level), considering some buildings or signals transaction advancement technology to let bots move a few chunks away between purged enemy bases or return home/to player char, maybe spidertron teamwork. It needs some balance between micromanagment and OP.
No unique graphics and sounds. For prototype I took FlameDroid animation from a nice old mod RobotArmy, but for creep extraction it definitely needs some animation. No ideas for now.
Was forced to add some weak weapons to creep-extracting bots, because factorio enemy AI engine hangs sometimes if bot/biter can't damage tree/rock (no need to destroy, but some damage is a must). Script will never ever get back the control of the unit despite timeouts set in game engine and in the script. One phys damage should be ok - peaceful enough. Now they attack trees according to Wube's design, but after timeout stop disturbing the nature and find a correct path. :-)
Set balance for creep gathering speed and pollution. Optimized UPS in some points, but even in worst case there is a way to considerably improve it.
Found a graphics issue in Robotarmy - reported in the mod discussion. By the way it's a nice mod, a little OP, but after balance regress in factorio2.0 it looks good.
Designed fuel consumption for early game creep extractors. Will be UPS safe.
Some time spent on units command pathfinding logics in factorio and a weird lua memory garbage collector (funny behavior with sequential table contents). Tested two models of bots behavior for creep zoning, trying another one.
Implemented a non UPS consuming way for bots behavior AI. Made basic logics for early game bots (coal-powered). Need to implement more complex AI with mid/endgame bots.
Added power consumption and biomass gathering. Looks funny so far. Interesting fact: biters and bots cry about loosing their path (even if not going anywhere) when dying... really dark.
I decided to make a startup setting - a light and hard gameplay. Hard will have military science requiring biomass like it was in factorio-1 WM, light mode will have biomass use much more specific (for some items or something else).
Fixed power consumption for bots, made them consume any chemical fuel and return not consumed remains.
Considering possible biomass usage for light Warmonger approach (no biter research data and no touching military science)... So far I see the only good way is to integrate with other mods like Bob's Enemies, Schall Alien loot, etc.
Added integration with Bob's enemies with two options - light (no biomass is needed for military science) and heavy (biomass is required for military science), while biomass replaces original alien artifacts and reduces colored artifacts amount generated, so creep biomass is used to obtain artifacts of required color. Bobs Enemies mod requires code update for creep generation to work properly the same way it was done in Rampant mod years ago.
Fixed problem of poor enemies expansion - now there are two modes creep limits player: corrosion like in old versions and new way - restricting building anything on the creep while enemies can nest theirs without limitations. The second way is the default one and it modifies counter-strikes to have creep seeding replaced by area DoT.
Discovered problem in units pathfinding when there is a building on the creep - no attempts to come up as close as possible... researching possible solutions.
Fixed pathfinding and completely re-worked creepminer bots. Bots will now take 5 sec pause at start to analyze territory around.
For early game player won't be able to remove creep under buildings - will have to remove, clear, then install back. Creep on cliffs will be unreachable, but it won't prevent building:

In mid-end game advanced bots will access creep at bigger range.
The only thing left is to make bots ignore unreachable creep.