no need to make a new map
Search found 294 matches
- Mon Mar 25, 2019 9:12 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 320137
- Mon Mar 25, 2019 8:15 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 320137
Re: [MOD 0.13.17+] Rampant - 0.17.10
I'm using Rampant16.42 with Factorio latest stable (16) and with all of Bob's mods. We're playing with the game running on a dedicated server on Linux. I've gone into the mod settings and set all rail to safe from biters. I set the mod settings before generating the map. We laid out a section of tr...
- Fri Mar 22, 2019 11:12 pm
- Forum: Mods
- Topic: [MOD 0.16.36+] Rampant Arsenal
- Replies: 30
- Views: 35067
Re: [MOD 0.16.36+] Rampant Arsenal - 0.17.4
Assuming stealing borrowing some tank/car graphic from another mod is infeasible, partially coloring these sprites would help make them look better. Make them look like the basic ones, but with certain parts differently colored. Like in the Tech tree. Let me know if the 0.17.5 looks better to you.
- Fri Mar 22, 2019 4:55 pm
- Forum: Mods
- Topic: [MOD 0.16.36+] Rampant Arsenal
- Replies: 30
- Views: 35067
Re: [MOD 0.16.36+] Rampant Arsenal - 0.17.4
I've got this graphical bug: https://cdn.discordapp.com/attachments/231518135231053825/558681484777619456/unknown.png Bit better than in the .16 version of Rampant, there the wall was also puke blue, now it's just the tanks. No idea how to fix it, searching forum seems useless. Do you have color ch...
- Wed Mar 20, 2019 2:17 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 320137
Re: [MOD 0.13.17+] Rampant - 0.17.10
What is the minimal evo for the biters to start attacking? I have been looking through the code but I can't find it. 0% ? (Though it's probably going to be very unlikely for biters to switch to Aggressive mode at 0%...) 0% is correct and as BlueTemplar said unlikely to be attacked. 4% is when raidi...
- Tue Mar 19, 2019 11:42 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 320137
Re: [MOD 0.13.17+] Rampant - 0.17.10
Hello i played today with Version 0.17.15 on a map started on 0.17.14. I Started with the standard Rampant settings an decidied today to switch the safty for the rails on. But the rails still get attacked by the Biters and Spitters. What can i do? Also is there a way to use the new "projectile...
- Tue Mar 19, 2019 4:37 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 320137
Re: [MOD 0.13.17+] Rampant - 0.17.10
So it seems the issue is on reloading the save, the biter AI doesn't load correctly -- if we kill all, they'll attack within the next few minutes. I don't see anything wrong with your save. The early game tends to have more peace. Sometimes you just roll alot of peace. After loading your save, abou...
- Tue Mar 19, 2019 2:53 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 320137
Re: [MOD 0.13.17+] Rampant - 0.17.10
So it seems the issue is on reloading the save, the biter AI doesn't load correctly -- if we kill all, they'll attack within the next few minutes. I don't see anything wrong with your save. The early game tends to have more peace. Sometimes you just roll alot of peace. After loading your save, abou...
- Mon Mar 18, 2019 6:00 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 320137
Re: [MOD 0.13.17+] Rampant - 0.17.10
Hey, I've had an issue in MP where the biters just stop attacking after the file gets reloaded, no mod changes or anything, just a couple hours of real time later. We're currently at ~an hour of 0 biter attacks, which sucks. Not really sure how to resolve this, are there console commands to see/deb...
- Mon Mar 18, 2019 4:57 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 320137
Re: [MOD 0.13.17+] Rampant - 0.17.9
FYI, I just stared a new game, and still getting a lot of worm spawns. It might have something to do with RSO and Rampant? Odd thing is, if I disable RSO and regenerate the map, I only get worms and no nests... EDIT: Seems like NE Enemies, "Remove Vanilla Spawners" causes Rampant not to s...
- Fri Mar 15, 2019 1:37 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 320137
Re: [MOD 0.13.17+] Rampant - 0.17.8
error with rampant installed in Factorio ver 0.17.12 error with rampant installed in Factorio ver 0.17.12 There's another one with specifically Natural Evolution installed. Failed to load mods: Error while loading entity prototype "Natural_Evolution_Biter-Spawner" (unit-spawner): Key &quo...
- Thu Mar 14, 2019 1:57 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 320137
Re: [MOD 0.13.17+] Rampant - 0.17.7
Came across a lot of worms in my latest game: https://i.imgur.com/G5VUAeS.png Was this a game started before Rampant 0.17.7? Yes, it's about a week old, so I think there was a Rampant update or two. I believe 0.17.6 fixed that issue, so once you expand past your chunks that have been generated you ...
- Thu Mar 14, 2019 12:34 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 320137
- Tue Mar 12, 2019 3:05 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 320137
Re: [MOD 0.13.17+] Rampant - 0.17.5
I started my 0.17 map after the long wait and noticed something odd. I was pretty sure this mod functioned well with Pitch Black in the past, but I learned that biter nest expansion doesn't function when Rampant AI is enabled. http://puu.sh/CYOMC/f1572a593a.png With that option unchecked, does that...
- Wed Mar 06, 2019 6:04 am
- Forum: Modding interface requests
- Topic: AI Settings for unit groups
- Replies: 0
- Views: 459
AI Settings for unit groups
The ability to prevent the game engine from destroying unit groups that fail to path to many times.
- Sat Mar 02, 2019 12:13 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 320137
Re: [MOD 0.13.17+] Rampant - 0.17.2
I'm trying to use the "new enemies" feature in the 0.17 but I see only larva biters added. If you are seeing larva biters then you should be good to go. Not all the new enemies appear together or during the same time. As you explore or as evolution grows they will mutate and you will disc...
- Fri Mar 01, 2019 7:45 pm
- Forum: Questions, reviews and ratings
- Topic: Mod that scales biter hardness in perpetuity?
- Replies: 7
- Views: 2306
Re: Mod that scales biter hardness in perpetuity?
I'm looking for a mod that would keep making the biters harder and harder and harder. Where a simple wall with turrents and bots to repair won't be sufficient enough. At present, when you reach max evolution the biters just stop being a challenge. My idea would be something like an endless survival...
- Thu Feb 28, 2019 4:02 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 320137
- Sun Feb 24, 2019 8:39 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 320137
Re: [MOD 0.13.17+] Rampant - 0.16.42
Rampant still features a curious "quiet" phase in the early game , not sure what's up with that. I tried a world with maxed pollution diffusion setting (desert spawn for maximum pollution coverage) , and after a few small scale attacks the biters went missing for a good 15 minutes. Then t...
- Thu Feb 21, 2019 6:34 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 320137
Re: [MOD 0.13.17+] Rampant - 0.16.41
I started a game the other day with rampant, but the enemies haven't been attacking much at all. This is very early game, only a few hours in. I had default settings throughout, except for turning on all the building safety (railway etc), on a standard deathworld. No other mods. This should be fixe...