factorio/data/base/prototypes/particles.lua
make_particle
{
name = "blood-particle",
life_time = 180,
pictures = particle_animations.get_blood_particle_pictures({ tint = bloodtint(), scale = 0.75}),
shadows = particle_animations.get_blood_particle_pictures({ tint = shadowtint(), shift = util ...
Search found 295 matches
- Tue Mar 18, 2025 5:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.41] Missed tint property on blood particle
- Replies: 1
- Views: 1131
- Tue Nov 29, 2022 5:45 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 406851
Re: [MOD 0.13.17+] Rampant
This has to do with the number of entities that Rampant adds to the game.Gerkiz wrote: Wed Jul 06, 2022 6:12 pm Attached is an mp4 video of demo when using Rampant.
It stutters hard.
IhVy0c.mp4
To reduce this stuttering the number of Rampant variations loaded into the game need to be reduced.
- Tue Nov 29, 2022 5:43 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 406851
Re: [MOD 0.13.17+] Rampant
New bug - popup when defending against large group.
The version of Rampant - 3.1.2
What is your map evolution - 91% last I checked.
Was Rampant added at the start of a game - yes.
A brief description of what you are experiencing - Fighting off a large group while trying to rebuild defenses ...
- Wed Aug 10, 2022 12:30 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 406851
Re: [MOD 0.13.17+] Rampant
Do you have other mods that may be causing your issues?SNSNSN wrote: Tue Aug 02, 2022 5:33 am starting peace duraion not working is that buged? tryed with only rampant on, peaceful AI on/off. nothing seem to work bitters just try to eat me at min 1. and debug messages do say "AI_STATE_PEACEFUL"
- Mon Jan 17, 2022 5:20 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 406851
Re: [MOD 0.13.17+] Rampant
I grew a bit tired of the constant attacks and having to repair walls constantly - so I disabled all special ais apart from "peaceful" just to see what was causing the constant attacks that never ended (without any nest in my pollution cloud).
However the attacks keep coming, similarly I enabled ...
- Thu Dec 16, 2021 1:44 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 406851
Re: [MOD 0.13.17+] Rampant
Veden, any chance your recent updates to Rampant fixed the compatibility issues with mods that spawn spawners, like RSO?
Not sure what the problem is. Nothing appears wrong to me.
Orzelek, when you are creating entities are you calling the raise_built flag on the create entity? If so, I should ...
- Sat May 01, 2021 3:35 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.32] Unit groups missing on units in the on_entity_died event
- Replies: 1
- Views: 2793
[1.1.32] Unit groups missing on units in the on_entity_died event
Summary:
Unit groups are nil on units during the on_entity_died event.
Long version:
If you load the attached save with the attached mod, you can run the command below in the console to generate a unit group with 10 small biters.
The unit group will spawn close enough to turrets to agro the unit ...
Unit groups are nil on units during the on_entity_died event.
Long version:
If you load the attached save with the attached mod, you can run the command below in the console to generate a unit group with 10 small biters.
The unit group will spawn close enough to turrets to agro the unit ...
- Fri Apr 23, 2021 6:00 pm
- Forum: Desyncs with mods
- Topic: Desync error in Rampant mod multiplayer
- Replies: 9
- Views: 6343
Re: Desync error in Rampant mod multiplayer
heavy mode doesn't trigger any issues.
- Fri Apr 23, 2021 2:43 am
- Forum: Desyncs with mods
- Topic: Desync error in Rampant mod multiplayer
- Replies: 9
- Views: 6343
Re: Desync error in Rampant mod multiplayer
Just to make reproducing as easy as possible.
1.1.32 factorio version
Add the attached Rampant mod 1.0.5.
Sync game with save.
Don't do anything until the game desyncs.
Game starts on tick 7842840, the mod changes the game speed to be x7 until 786100 and then the speed goes to 0.5.
Desync occurs ...
1.1.32 factorio version
Add the attached Rampant mod 1.0.5.
Sync game with save.
Don't do anything until the game desyncs.
Game starts on tick 7842840, the mod changes the game speed to be x7 until 786100 and then the speed goes to 0.5.
Desync occurs ...
- Thu Apr 22, 2021 3:05 am
- Forum: Desyncs with mods
- Topic: Desync error in Rampant mod multiplayer
- Replies: 9
- Views: 6343
Re: Desync error in Rampant mod multiplayer
https://github.com/veden/Rampant/issues/37
I thought Desyncs with mods was closed to new topics as when I login the new topic disappears.
If I click new topic when I'm not logged in and then login I get an error message saying I can't post in this forum.
The Rampant build 1.0.5 in that forum ...
I thought Desyncs with mods was closed to new topics as when I login the new topic disappears.
If I click new topic when I'm not logged in and then login I get an error message saying I can't post in this forum.
The Rampant build 1.0.5 in that forum ...
- Sun Mar 21, 2021 11:03 pm
- Forum: Modding discussion
- Topic: Why no new alien graphics / overhaul / addition mods?
- Replies: 7
- Views: 3464
Re: Why no new alien graphics / overhaul / addition mods?
What type of additions are you expecting?
- Thu Feb 18, 2021 1:58 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 406851
Re: [MOD 0.13.17+] Rampant
Biters and spitters don't require anything to spawn around spawners and this is unchanged from vanilla
In vanilla, to form attack groups they require pollution that the spawners absorbs and stores which is reduced by the number of units sent to the attack group.
Rampant can form attack groups ...
In vanilla, to form attack groups they require pollution that the spawners absorbs and stores which is reduced by the number of units sent to the attack group.
Rampant can form attack groups ...
- Sat Sep 26, 2020 7:08 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 406851
Re: [MOD 0.13.17+] Rampant
I've got a semi-huge biter swarm stuck next to my base, they don't react on much, except if you walk real close to them. I think they should be attacking or swarming somewhere else.
Mods:
base 1.0.0
rampant 0.18.17
NoHandCrafting 1.0.11
ramptant-stuck.png
Game save: rdw - 0.40 constr robo ...
- Sat Sep 26, 2020 5:46 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 406851
Re: [MOD 0.13.17+] Rampant
I've been looking into adding support for new biters option in Rampant to RSO and playing around with it in vanilla.
It seems for me that specialized enemy bases are very rare - game generates big enemy bases built from natural-biter/spitter bases. Is that how it should work and specialized bases ...
- Mon Jun 08, 2020 3:03 pm
- Forum: Pending
- Topic: [0.18.25] Make chunk at unreasonable position
- Replies: 2
- Views: 1503
Re: [0.18.25] Make chunk at unreasonable position
As a follow up.
I no longer am having this problem and I think it had something to do with me assigning units to move into a group that was getting destroyed the same tick they were getting assigned.
I no longer am having this problem and I think it had something to do with me assigning units to move into a group that was getting destroyed the same tick they were getting assigned.
- Wed May 20, 2020 1:59 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 406851
Re: [MOD 0.13.17+] Rampant
I'm interested in playing with friends with variable amounts of play time, each with their own force and enemy biter force. Is there any way to make this mod work on a per biter force basis? Right now, things seem pretty global (one AI object with constants) and coded to the game.forces.enemy ...
- Wed May 20, 2020 1:10 am
- Forum: Pending
- Topic: [0.18.25] Make chunk at unreasonable position
- Replies: 2
- Views: 1503
[0.18.25] Make chunk at unreasonable position
When working on an optimized version of Rampant, I started getting this CTD with the attached stacktrace.
The attached save should crash after loading within a couple seconds.
You will need to manually add the Rampant mod version attached as it has not yet been published on the mod portal.
https ...
The attached save should crash after loading within a couple seconds.
You will need to manually add the Rampant mod version attached as it has not yet been published on the mod portal.
https ...
- Tue May 19, 2020 5:11 am
- Forum: Modding interface requests
- Topic: Member count for unit groups
- Replies: 0
- Views: 855
Member count for unit groups
for large unit groups pulling in the members array can take on the order of ms, the cost coming from wrapping all the members.
the request is for a function that counts the members and returns only the count.
the request is for a function that counts the members and returns only the count.
- Tue Apr 07, 2020 10:21 pm
- Forum: Modding interface requests
- Topic: Expose spawner absorbed pollution [R/W]
- Replies: 0
- Views: 827
Expose spawner absorbed pollution [R/W]
Currently there is not a method or property of setting or reading how much pollution a spawner has absorbed.
For Rampant, I disable the vanilla AI and to my knowledge there isn't a method to change absorbed spawner pollution outside the vanilla AI.
Currently when a spawner fills up, they stop ...
For Rampant, I disable the vanilla AI and to my knowledge there isn't a method to change absorbed spawner pollution outside the vanilla AI.
Currently when a spawner fills up, they stop ...
- Fri Mar 27, 2020 6:12 pm
- Forum: Mods
- Topic: [MOD 0.16.36+] Rampant Arsenal
- Replies: 30
- Views: 41273
Re: [MOD 0.16.36+] Rampant Arsenal
Hi - is it possible to add some options to enable / disable bits of this that overlap with the 'Power Armor MK3' mod?
What are the overlapping pieces?
The MK3 Power Armor, and all of the associated equipment: generator, battery, shield(s).
Could you make a bulleted list of the things ...