What are the overlapping pieces?
Search found 294 matches
- Tue Mar 17, 2020 10:16 pm
- Forum: Mods
- Topic: [MOD 0.16.36+] Rampant Arsenal
- Replies: 30
- Views: 35065
- Wed Dec 25, 2019 1:20 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 320122
Re: [MOD 0.13.17+] Rampant
At the moment, I have no plans to add compatibility. This mod takes enough of my time without having to try to keep it in sync or incorporate others mods. Glad you have enjoyed the mod. Thanks but I didn't mean you! Maintaining one complicated mod is enough for any sane person. I meant if other mod...
- Fri Dec 20, 2019 1:46 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 320122
Re: [MOD 0.13.17+] Rampant
Tnx for the fix :D About the "Biter faction color should match map color now" change. Is it possible to add an option to have the old "red-only" style? Especially with Alien-Binomes, Bobs and even the base game its hard to see the difference between enemies and oil patches, snow...
- Mon Dec 16, 2019 10:28 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 320122
Re: [MOD 0.13.17+] Rampant
Something went very wrong with the newest release... There are alot of invisible indestructible spawners in 0.17.29. Health is shown as "100", but no weapon can damage then (no hitbox?) And the sizing on the map is extremly oversized (at least I think it is, or there are alot of other thi...
- Mon Dec 16, 2019 1:40 am
- Forum: Technical Help
- Topic: [0.17.79] [Rampant & deathworld] Biters suddenly stopped, no more attack waves
- Replies: 7
- Views: 2980
Re: [0.17.79] [Rampant & deathworld] Biters suddenly stopped, no more attack waves
If you try the latest version, this should be fixed.
Please let me know if it happens again.
Please let me know if it happens again.
- Sun Dec 15, 2019 7:05 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 320122
Re: [MOD 0.13.17+] Rampant
How quickly would you want them to adapt? Should be variable, depending on some difficulty preset. But suppose if they send two waves and they do very little damage each to non-wall structures, the next wave would include biters with some resistances to the most common causes of deaths in the prece...
- Sun Dec 15, 2019 6:58 pm
- Forum: Technical Help
- Topic: [0.17.79] [Rampant & deathworld] Biters suddenly stopped, no more attack waves
- Replies: 7
- Views: 2980
Re: [0.17.79] [Rampant & deathworld] Biters suddenly stopped, no more attack waves
This save doesn't have Rampant installed.
Do you have one before you removed the mod when the biters stopped attacking?
Do you have one before you removed the mod when the biters stopped attacking?
- Wed Nov 27, 2019 1:26 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 320122
Re: [MOD 0.13.17+] Rampant - 0.17.28
Would it be possible to make this mod compatible with others that add loot drops to aliens and their bases/spawners, such as Alien Walls and Schall Alien Loot? They're not "incompatible" in the sense that they load just fine alongside each other, but Rampant seems to actively replace ever...
- Thu Nov 07, 2019 5:03 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Dying explosion created as same force as dying entity
- Replies: 2
- Views: 2172
[Rseding91] Dying explosion created as same force as dying entity
Currently if you take an unit and add a dying explosion that creates an entity like an assembling-machine-1, the created entity is created under the players force instead of the dying units force. Would it be possible to have this switched so that the dying explosion is created with the same force a...
- Thu Oct 24, 2019 5:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd][0.17.72] Pathfinder Crash (abstractNodeIt != search.abstractNodes.end() was not true)
- Replies: 3
- Views: 2418
Re: [Oxyd][0.17.72] Pathfinder Crash (abstractNodeIt != search.abstractNodes.end() was not true)
https://www.factorio.com/blog/post/fff-317 Issue is that you are using "path_resolution_modifier = -8". This means that abstract nodes cover 1 chunk each (32x32), but base node covers 64 chunks (256x256). At some point goal position is badly aligned because of resolution, chunk that conta...
- Sun Oct 20, 2019 12:06 am
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd][0.17.72] Pathfinder Crash (abstractNodeIt != search.abstractNodes.end() was not true)
- Replies: 3
- Views: 2418
[Oxyd][0.17.72] Pathfinder Crash (abstractNodeIt != search.abstractNodes.end() was not true)
Uses just the Rampant mod.
Destroy the nest with a nuke either directly north or east of you, game should freeze and produce stack trace.
Destroy the nest with a nuke either directly north or east of you, game should freeze and produce stack trace.
- Sat Aug 17, 2019 6:59 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 320122
Re: [MOD 0.13.17+] Rampant - 0.17.26
I have some feedback after having played with this mod for many hours in my current playthrough. First off, it's fantastic. It gives the enemy some much needed variation, and the new weapon options in Rampant Arsenal are all really interesting to play around with and look awesome. Glad you like the...
- Sat Aug 17, 2019 6:33 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 320122
Re: [MOD 0.13.17+] Rampant - 0.17.27
Hi Veden, On new game creation (Factorio 0.17.66, latest version of Rampant) : The mod Rampant caused a non-recoverable error. Please report this error to the mod author. Error while running event Rampant::on_init() __Rampant__/Upgrade.lua:130: attempt to perform arithmetic on field 'enemySeed' (a ...
- Sat Aug 17, 2019 3:51 am
- Forum: Ideas and Requests For Mods
- Topic: Biter Industries
- Replies: 2
- Views: 844
Re: Biter Industries
I haven't tried it in 0.17, but you should be able to use unit spawners to spawn land mines and turrets instead of biters or spitters, so some of this is easier to attain in a UPS efficient way. Or things like a unit spawner that spawns unit spawners that spawn units. The mechanics you describe are ...
- Sat Aug 17, 2019 3:36 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 320122
Re: [MOD 0.13.17+] Rampant - 0.17.26
you dont seem to get the point. I dont want the game to be easy else i would not play with rampant. The HP regeneration is game breaking for artilleries. deal with it. I can add this to the todo list, but I can't promise when it will get implemented. The incendiary artillery shells in Rampant Arsen...
- Sat Aug 17, 2019 3:33 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 320122
Re: [MOD 0.13.17+] Rampant - 0.17.26
First: Great mod making the game a little bit more "starshirp troopers" :-D If I remember correctly, Rampart does some spawning stuff. If not, then maybe Alien Binoms or the Base game are to blame, but I have to start somewhere ;-) Some nasty biters are spawning in lakes and walk around i...
- Sat Aug 17, 2019 3:32 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 320122
Re: [MOD 0.13.17+] Rampant - 0.17.26
I'm having a UPS issue which I described at https://forums.factorio.com/viewtopic.php?f=49&t=72738 . I'm playing on an entirely forest-biter-covered map. Either the recent patch with the AI tweak, or installing Rampant, seem to have permanently activated a lot of chunks outside my base. When I ...
- Sat Aug 17, 2019 3:27 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 320122
Re: [MOD 0.13.17+] Rampant - 0.17.26
Is it possible to have the biters avoid running enmass all through a simple line of fire? Not asking for them to be made afraid of it (well, maybe afraid if it’s essentially an inferno)/completely unable to walk through it, but maybe somehow make them less likely to want to path through? What I’m s...
- Tue Jun 11, 2019 1:58 am
- Forum: Won't implement
- Topic: Unit Group Command Completed
- Replies: 1
- Views: 767
Unit Group Command Completed
Is there any way to get just the unit group command completed events?
Getting both unit groups and units causes most events that are received to be just be overhead.
Getting both unit groups and units causes most events that are received to be just be overhead.
- Tue Jun 11, 2019 1:29 am
- Forum: Mods
- Topic: [MOD 0.16.36+] Rampant Arsenal
- Replies: 30
- Views: 35065
Re: [MOD 0.16.36+] Rampant Arsenal - 0.17.16
I'm unable to research Rocket Turrets 2 (for the Rapid Rocket Turret) even though all the prerequisites are researched and green. See screenshot. (The few techs above that didn't fit on the screen are also researched). https://puu.sh/DE78j/e99b8ccf87.png Edit: After further digging, Cannon Turrets ...