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Factorio Mod - Basic AI augmentation using potential fields

License: GNU General Public License v3.0

Lua 97.17% Racket 2.30% Emacs Lisp 0.17% Shell 0.36%
factorio potential-fields mod game-ai ai factorio-mod

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rampant's Issues

Server crash : attempt to index field 'groupNumberToSquad' (a nil value)

Hello,

I was setting up a headless linux server with a few mods when I found a crash caused (seemingly) by Rampant.

after a few minutes of the server running, with a player logged in, the server crash with the following error:

factorio_1  | 1628.549 Error MainLoop.cpp:1285: Exception at tick 267157: The mod Rampant (1.0.3) caused a non-recoverable error.
factorio_1  | Please report this error to the mod author.
factorio_1  |
factorio_1  | Error while running event Rampant::on_unit_group_created (ID 135)
factorio_1  | __Rampant__/control.lua:827: attempt to index field 'groupNumberToSquad' (a nil value)
factorio_1  | stack traceback:
factorio_1  |   __Rampant__/control.lua:827: in function <__Rampant__/control.lua:783>
factorio_1  | 1628.549 Error ServerMultiplayerManager.cpp:91: MultiplayerManager failed: "The mod Rampant (1.0.3) caused a non-recoverable error.
factorio_1  | Please report this error to the mod author.
factorio_1  |
factorio_1  | Error while running event Rampant::on_unit_group_created (ID 135)
factorio_1  | __Rampant__/control.lua:827: attempt to index field 'groupNumberToSquad' (a nil value)
factorio_1  | stack traceback:
factorio_1  |   __Rampant__/control.lua:827: in function <__Rampant__/control.lua:783>"

Here are an autosave from the map, and the mod list/settings used

autosave before crash.zip
mod list and settings.zip

The map is newly generated and only one player was connected. I was trying to trigger an attack wave by generating polution with the editor to reproduce the issue.

Notable mods used include:

  • Space exploration
  • Alien Biomes
  • Factorissimo
  • Armored Bitters
  • Combat Mechanics Overhaul

Attempt to perform arithmetic on local 'playerCount' (a nil value)

Hello dear Rampant authors and contributors :),

While playing a (heavy?) mod-loaded multiplayer world (co-op world) with the two biggest mods being Krastorio 2 and Space Exploration, we get the very annoying non-recoverable error from the title.

The full error message:

The mod Rampant (2.0.3) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event Rampant::on_tick (ID 0)
__Rampant__/libs/ChunkPropertyUtils.lua:468: attempt to perform arithmetic on local 'playerCount' (a nil value)
stack traceback:
	__Rampant__/libs/ChunkPropertyUtils.lua:468: in function 'addPlayerToChunk'
	__Rampant__/libs/MapProcessor.lua:258: in function 'processPlayers'
	__Rampant__/control.lua:918: in function <__Rampant__/control.lua:896>

After a lot of trail and error (even switching versions all the way back to 1.1.4 - where we started the world on) we found out that the error occurs starting at version 2.0.0.
The first time we got the error was after a batch update of 3 libs (RitnWaterfill 1.2.0 -> 1.2.1, RitnLib 0.5.3 -> 0.5.4 & aai-industry 0.5.8 -> 0.5.9). So what we did is undo the update process and load an old save from before the update.
But the error keeps annoying us.
We then removed Ritn* mods and we had no problems for around... I guess 15 hours while playing and then it came back.
I played a bit with the debug settings and figured out that whatever I do - the moment I move on the current save from an active chunk to an inactive one, the errors keeps happening.

I don't know if this is useless information but the last things we did was expanding to a new mine and combined with a +400 arty shot bombardment on the biters we expanded and removed a very huge amount of biter's land.

Here some more details to the error who are hopefully useful to you guys:

I tried the savegame above on my laptop and on my desktop in single & multiplayer and both are raising the same error.
If you need more details I'll gladly answer them :)

Mod setting changes:

  • Startup:
    • World: Enemy Random Seed: 96325412
  • Map:
    • Attack Wave: Max number of building groups that can be active at once: 35
    • Attack Wave: Max number of attack groups that can be active at once: 50

Currently we're still only on the starter planet with only some satellites in orbit, no other planets are visited so far

/rampantSetAiState: nauvis is in AI_STATE_RAIDING

With kind regards
Alex

Merry Christmas and sorry for opening this issue right on the 24th ๐Ÿ˜…

1.2.0 crash after a dozen of nests purged

After working around problem #55 it gave a critical error in about half an hour of play with a little different stack, but looks like because of the same new feature (death mutations). I'm using that fixed gamesave with evo 79%, but will it happen with fresh new map created after some time?

Error while running event Rampant::on_entity_died (ID 4)
__Rampant__/control.lua:499: attempt to index field 'damagedBy' (a nil value)
stack traceback:
	__Rampant__/control.lua:499: in function <__Rampant__/control.lua:469>

Rampant3.0: error on_unit_group_finished_gathering

Hello!
The mod Rampant (3.0.0) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event Rampant::on_unit_group_finished_gathering (ID 139)
Rampant/libs/ChunkPropertyUtils.lua:577: attempt to index local 'chunk' (a number value)
stack traceback:
Rampant/libs/ChunkPropertyUtils.lua:577: in function 'findNearbyBase'
Rampant/control.lua:834: in function <Rampant/control.lua:807>

And a question:
I read in changelog a note, that all biters will disappear when upgrading Rampant from 2.2 to 3.0. As I see only biters disappear - nests are ok. Does it mean that old Rampant2.2 games will be ok after upgrading to 3.0 ?

Latest Rampant. Too calm biters

Started a new game with Rampant1.2.0 a week ago. Switched to Rampant2.0.0 eventually. 150% bases frequency, 150% bases size.
20 hours played. Evolution 17% (I set it slow, because new enemies max tier is 10 and tech costs are doubled, but evo is rising anyway).
245 spawners destroyed, over 3000k biters killed.

What makes me worry is No expansions at all through all this time. Not even a single one took place. I turned on/off debug logging from time to time - AI State was always Peaceful.

May be something is wrong with the mod. Can it be?

Feature request: converting Rampart into a scenario soft mod

Hi!

Love the mod and the creativity behind it.

I'm part of a community called 'Biter Battles' where two teams indirectly attempt to destroy each other by sending science to increase the evolution of the biters attacking.

However, we are facing two problems: the biters are stupid and secondly, pathing biters are incredibly cpu hungry which causes the game to lag.

I am hopeful that your mod would solve these problems. Merging it into the existing scenario would be challenging as we don't plan to add any "hard" mods but I am hopeful, that with assistance, we could incorporate your solutions into a scenario.

Possible Performance Issue

I started a new save when Factorio 0.15.x was released, and modified the settings to be a combination of the Rail World + Death World presets (I like a very aggressive biter presence). Map view:

screenshot_151

Recently (around the release of ~0.15.20), we've been experiencing periodic slowdowns of the game. We played with Rampant on Factorio 0.14.x and experienced massive slowdowns later into the game but they were more persistent than the slowdowns we've been experiencing in 0.15.x. Every 3-5 minutes or so, FPS and UPS both will drop from 60 to lower 20s - 30s and this will persist for anywhere from 10 - 45 seconds, usually.

We've come to the conclusion that it's possibly related to biter attack waves. While the script update time for Rampant doesn't increase over 1ms during these slowdowns, the Entity update time usually reaches 40ms and has spiked to over 80ms before. The slowdowns appear to happen when the biters reach the engagement range of our turret defenses:

screenshot_153

Given the density of biters on our save and the level of evolution, we almost always have at least one attack wave incoming, but when multiple waves hit at the same time the game starts to crawl.

I've uploaded the save + mods to Google Drive for testing, but I'm not certain that the issue can be resolved from your end since it appears to be Factorio's entity handling code that is suffering under the stress.

Thanks.

Multiplayer desync with ONLY Rampant mod enabled, 5 seconds after joining the server for any player

Save: _autosave4.zip
mod-settings.dat (zipped): mod-settings.zip
Rampant 1.0.1 and nothing else enabled on the server.
Factorio 1.1.21 stable.

Desync doesn't happen on the same save if I just disable Rampant.

Desync report:
desync-report-2021-02-17_20-41-37.zip

Really wanted to try this awesome mod with my friends in a multiplayer game but it's not playable, desyncs instantly when joining the game :(

If you need any information or help to reproduce the issue, please just ask me.

I could do a small donation if you don't feel like supporting this mod for free.

Rampant1.2.0 death mutation crash for older game saves

ver. Rampant1.2.0
Loading old gamesave (over 70% evo, Rampant1.1.1 played) leads to an error after 10..30 seconds after loading from savefile:

The mod Rampant (1.2.0) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event Rampant::on_tick (ID 0)
__Rampant__/libs/BaseUtils.lua:440: attempt to compare number with nil
stack traceback:
	__Rampant__/libs/BaseUtils.lua:440: in function 'processBase'
	__Rampant__/libs/MapProcessor.lua:492: in function 'processNests'
	__Rampant__/control.lua:1073: in function <__Rampant__/control.lua:1032>

Tried with different saved games (Rampant1.1.1, Rampant1.0.6 versions). Doesn't occur only for savefiles at early stage (small evolution value, not much biters killed).

AI stuck attacking indestructible structure

Using Rampant, PredictabowlEnemies, and LightedElectricPoles (https://mods.factorio.com/mods/lettherebelight/LightedElectricPoles) I've occasionally seen massive growing waves of aliens stuck attacking the 'poles'. I'm guessing they're actually attacking the indestructible/off-grid/invisible lamps the mod uses to do the lighting.

I poked around in Rampant but it appears the vanilla game does all the actual attack logic, and you just decide when to spawn waves/move them around? What might be the problem here?

Nocturnal mode seems to generate infinite points.

Hi,

i have been digging into the code a bit due to kind of "weak behavior of the biters at the current point of our game. Nothing in particular seems wrong but while reading onUnitGroupCreated.
In the nocturnal mode squads are constantly spawned during the day i assume by factorio, then disbanded by Rampant yielding rampant a bunch of points without ever forming a squad to begin with.

Regenerated Signals stuck on Red

Biters that destroy signals or tracks next to signals that are then regenerated result in that signal being stuck on red.

Version Info

   0.327 Loading mod core 0.0.0 (data.lua)
   0.333 Loading mod base 0.15.10 (data.lua)
   0.423 Loading mod autofill 1.4.8 (data.lua)
   0.476 Loading mod AutoTrash 2.0.2 (data.lua)
   0.477 Script data.lua:3: do local _={type="deconstruction-item",name="deconstruction-planner",icon="__base__/graphics/icons/deconstruction-planner.png",flags={[1]="goes-to-quickbar"},subgroup="tool",order="c[automated-construction]-b[deconstruction-planner]",stack_size=1,entity_filter_count=30,tile_filter_count=30,selection_color={r=1,g=0,b=0},alt_selection_color={r=0,g=0,b=1},selection_mode={[1]="deconstruct"},alt_selection_mode={[1]="cancel-deconstruct"},selection_cursor_box_type="not-allowed",alt_selection_cursor_box_type="not-allowed"};return _;end
   0.538 Loading mod Blueprint Items Request 0.1.4 (data.lua)
   0.599 Loading mod bobenemies 0.15.2 (data.lua)
   0.654 Loading mod boblibrary 0.15.6 (data.lua)
   0.718 Loading mod bullet-trails 0.2.2 (data.lua)
   0.771 Loading mod CleanerConcrete 0.1.3 (data.lua)
   0.827 Loading mod color-coding 1.15.3 (data.lua)
   0.896 Loading mod EquipmentHotkeys 0.0.2 (data.lua)
   0.951 Loading mod EvoGUI 0.4.202 (data.lua)
   1.012 Loading mod flamethrower-weeding 1.0.0 (data.lua)
   1.079 Loading mod Flow Control 3.0.2 (data.lua)
   1.135 Loading mod Honk 2.1.3 (data.lua)
   1.195 Loading mod More signal color 1.15.0 (data.lua)
   1.266 Loading mod nixie-tubes 0.15.14 (data.lua)
   1.330 Loading mod pushbutton 0.15.6 (data.lua)
   1.401 Loading mod Renamer 1.1.2 (data.lua)
   1.464 Loading mod textplates 0.2.3 (data.lua)
   1.552 Loading mod upgrade-planner 1.2.16 (data.lua)
   1.650 Loading mod VehicleSnap 1.15.1 (data.lua)
   1.760 Loading mod Rampant 0.15.5 (data.lua)
   1.858 Loading mod rso-mod 3.2.3 (data.lua)
   1.964 Loading mod angelsinfiniteores 0.6.8 (data.lua)

NOTE: This was experienced on a multiplayer headless server.

Settings

Reproduction Steps

Note: Somewhat intermittent, and I saw this with my own eyes only once.

  1. Biter destroys signal.
  2. Signal regenerated.

Expected Behaviour

Signal is regenerated in the state it was in before its destruction.

Observed Behaviour

Signal is regenerated in the red state, and is stuck that way until rebuilt.

Question or issue. Mutation happened, but not clear situation

Using the same old, manually "patched" gamesave with 79% evo.
Got a mutation happened (btw I'm unable to reproduce #57 anymore ! Is it good?), but I can't understand what particular happened and why. Here are screenshots:

  1. Message is very strange. Did faction change occur (or alignment of faction?) ? What is "-672" ? And why it wrote about "2 of 6 mutations" ( I have default map setting value of 2 max mutations per faction)
    MessageToClarifyForDeathThresholdMutation

  2. Map position. South-West map corner beyond the sea. Very far away from my character position where a lot of biters were burnt by flame turrets - attacks were coming from North on my far away North wall.
    UnexpectedPlaceOfDeathThresholdMutation

Crashing with `attempt to get length of field 'playerForces' (a nil value)`

I will be cross-posting that bug report as I'm not sure if it's really caused by Krastorio 2 or the Rampant. It doesn't occur when I start a fresh game.

The mod Krastorio 2 (1.2.16) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event Krastorio2::on_configuration_changed
The mod Rampant (2.2.0) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event Rampant::on_force_created (ID 28)
__Rampant__/control.lua:845: attempt to get length of field 'playerForces' (a nil value)
stack traceback:
	__Rampant__/control.lua:845: in function <__Rampant__/control.lua:844>
stack traceback:
	[C]: in function 'create_force'
	__Krastorio2__/scripts/util.lua:5: in function 'ensure_turret_force'
	__Krastorio2__/scripts/migrations.lua:24: in function 'generic'
	__Krastorio2__/control.lua:60: in function <__Krastorio2__/control.lua:58>

Reproduction

  • Load the attached save game,
  • Observe the error

Factorio version: 1.1.52
Player name: NeveHanter

Save game: https://drive.google.com/file/d/1CwG_St0FSnHGF3ed6FTHCNo4NsNJGlVB/view?usp=sharing

Inferno spitters one-shot turrets

One attack from an inferno spitter is enough to completely kill a turret (gun turret MK2 from Bob's Warfare) by setting it on fire.
This does not seem intended.

Multiplayer desync: desync reports reveal "ImpassableChunk"s that shouldn't be there.

A server I play on has had our players repeatedly experience desync-on-loads.

While diffing the script.dat files from one of the desync reports, the only thing that stood out was a squad that had a "ImpassableChunk" as one of its movement penalities on the local copy.

factoriodesyncimpassablechunk

I looked through the code trying to figure out how this could've happened, and it seemed impossible, as every single addMovementPenalty(squad, chunk) is conditioned on an if (chunk ~= SENTINEL_IMPASSABLE_CHUNK). The only way I can think of as to how an impassable chunk can still end up as a movement penalty is if there is more than one "ImpassableChunk" object lurking on the heap, as ~= is a comparison by reference. Maybe the two objects arise in this manner: one from the Constants.lua file, and one from deserialization of the server game state. But I don't know where/how deserialization happens, so this was as far as I was able to investigate.

Here's a copy of the full desync report:
https://drive.google.com/file/d/1N7uTs0Ol91rxxzMocb0YTvducM_j24Gi/view?usp=sharing

I looked through a few other desync reports from the same game and could find others with differences in "ImpassableChunk"s.

Most NE units not being spawned

A few times are present: mutated and infected biters, but the others are not.

This is with:
Factorio 16.51
NE Enemies 9.0.10
Rampant 0.16.34

Testing methodology:
Install both mods, start a new world with default settings to ensure NE is working as expected.

Turn on "World: Enable new enemies" option and restart.

Create new world, change evolution, nil your character, fly and see what's being spawned.

Poison biter explosion deals damage to walls

The poison explosion caused by poison biters upon death deals damage to walls (and presumably other structures too).
This does not seem intended.
In terms of gameplay it's also extremely annoying because walls have no poison resistance and are quickly destroyed if a few biters manage to get in melee range.

Unit groups freeze

So for some reasons some of the unit groups, especially when there are alot in total just freeze on the spot and wont move for several minutes. I cant really figure out how this happens but the debug mode shows no target for those units.
there are also newly spawned units that become part of that group and they move just fine but the main chunk of the group stays frozen.
im playing factorio 0.17.x, no other mods messing with AI enabled

Biters expansion is too rare while migrationAI only extends source enemy bases

Some kind of general issue description is here
https://mods.factorio.com/mod/Rampant/discussion/61d753f8c324a759c1b6464e

I suppose the problem is with MigrationAI. You wrote in some reply, that MigrationAI behavior prefers resource chunks before any others. Seems like it is too focused on resource chunks. I can't understand if it is the case for nikitasnikitas - can't see if there are resources in problem chunks. For me it is 100% the case - no crazy overlapping occurs in no resource chunks.

Another problem is lack of biters expansion. After playing for many hours in peaceful base construction phase (I mean almost no enemy bases purging and no pollution cloud touching enemy nests) I witnessed only ONE time appearance of three new bases (with 2..7 nests each, in very different parts of map, but all three appeared close to my walls). Unfortunately it happened suddenly, and I missed the AI state name. I'm sure it was not MigrationAI. I suspect it was RaidingAI or with less probability SiegeAI - I can be wrong here.

And third related, minor problem - I suspect, that SiegeAI tactics tries to settle too close to player's base. It doesn't work with appropriate walling of the base, but works well in the very-very beginning when defenses are near player's base center. I can't explain it more. But I see all squads finish their lives with attacking my defenses in SiegeAI phase.

I saw you made some fixes for expansion problem in mod versions 2.1.0&2.1.1, but I'm afraid it didn't help OR it requires a new game.

Rampant3.0. Turret gun fire sounds are absent often

New enemies are On of course.

Typical steps to reproduce:
Install a row (let it be 5 turrets for example) of usual vanilla gun turrets near enemies. You can do it near base, but can do it near a squad of biters (common biters in early game).

Actual results:

  1. sound of one turret installed instead of multiple such sounds. Like only one turret is installed.
  2. sounds of rare gunfire, such rare like someone is using pistol (It is still a sound of gunturret, not vanilla pistol sound. But a single shot sound, not automated gunfire burst sounds mix).
  3. An often situation of total silence inbetween biters' sounds like I'm already dead or my PC sound system is broken. Like someone turned off sound. Only biters screams (be it biters, spitters or falling worms) in total silence.

Expected results:

  1. vanilla sound of 3-5 installed buildings - I mean 3..5 repeated sounds
  2. automated gun burst fire sound
  3. total sound hell is expected - 5 turrets firing, worms firing, everyone is screaming, etc like I'm watching Alien movie. :-)

Can it be caused by fixing enemies sounds?

AI can never enter AI_STATE_SIEGE

In AIPlanning.lua these lines look to be wrong:

map.state = (universe.siegeAIToggle and AI_STATE_SIEGE) or AI_STATE_MIGRATING
map.state = (universe.siegeAIToggle and AI_STATE_SIEGE) or AI_STATE_MIGRATING
map.state = (universe.siegeAIToggle and AI_STATE_SIEGE) or AI_STATE_ONSLAUGHT
map.state = (universe.siegeAIToggle and AI_STATE_SIEGE) or AI_STATE_ONSLAUGHT

They will either set map.state to 0 (does nothing?) or 1 (AI_STATE_PEACEFUL)

Question about nests VS creep

Hello,
I'm testing my mod Warmonger and got stumped by the problem of creep collecting restrictions for Rampant New Enemies. It would be great if you can give any hints how can it be resolved, but if not - ok, no problem.
Main Warmonger feature is to strictly motivate player kill all nests and worms in some area before collecting creep they generated when were built. For vanilla game it's implemented easily, because biters always expand in zones separated by 1-2 chunks.

But for Rampant and especially New Enemies mode it gives some headache, because this task is extended for player due to a pair of reasons:

  1. player wants challenge as he plays with new enemies,
  2. Rampant mod makes biters to settle in nearby chunks and sometimes intentionally build in the same chunk (e.g. biters defense against attacking player after some structures are destroyed by player; another example - sieging player's base; and the best - hives).

Therefore idea is to prohibit collecting creep while there are nests (and optionally worms) nearby who "protect" it, where "nearby" is a complex criterion. In other words: player must destroy all enemy buildings (I mean biters, not PvP) which form a group. I suppose you name it as "base" in Rampant code.
I made a simple calculation of nearby 2 chunks. At first (early game, close to starting area) it works great. But soon it becomes completely wrong:

  1. Early game. Player goes away from starting area and/or has set high "bases frequency" map setting. Or Rampant adds some nests due to logics I listed above. Result:
    image
    or another example:
    image

Player cleared "base", but can't collect creep before purging another base nearby. After destroying second base he can't collect second base creep, because it is blocked by the third base, and so on.

  1. Later game. The opposite effect. Evolution is over 60% or player goes far away from start point. "Bases" have 5 chunks or more width/height, therefore 2 chunks is too small. Yes, it helps to avoid "hive abuse", but still collecting creep here is not correct before entire area is cleared.

Maybe you can give some idea or advice? Now I'm thinking about reducing area radius checked to 1 chunk (maybe add a chunk for every 25% evolution). I looked through Rampant code - it operates bases, and when nest is built, it joins some "base" via findNearbyBase(map, chunk), or creates a new base. But perhaps "base", its chunks and entities is not fast available data and slowly updates when map chunks are processed in a period of many-many ticks. So it can't be used anyway for interactive operation on event of player's area selecting...

Question. Spawners

I have a question.
Does Rampant change spawners and worms on new generated chunk ? I mean something like changing spawners and worms locations via for example on_chunk_generated. If New Enemies is On, then probably their properties (size, faction)?
In Warmonger mod creep generating code (originally was 100% from Krastorio2) creep is generated on_chunk_generated . Maybe it is a redundant, resources-consuming call and I should remove it when Rampant is present (or Rampant in new enemies mode only) if spawners are re-created and interface method for creep creation is called for them from Rampant? I ask it because I noticed spawners re-appear when running fast into uncharted areas.

Another similar question:
May be I also should remove creep generation for on_biter_base_built event if Rampant calls interface method for creep deployment when biters settle new nests and worms (also only when Rampant or Rampant New Enemies is detected) ?

bugs on water

is there a way or a place to disable the new bugs from your mod to stop crossing water tiles

Crash related to nil mergeGroup/unitGroup in UnitGroupUtils.lua

Getting a crash on the latest version of Factorio/Rampant, a few seconds after loading a savegame.

Error while running event Rampant::on_tick (ID 0)
Rampant/libs/UnitGroupUtils.lua:211: attempt to index local 'mergeGroup' (a nil value)

I did fix it by removing the new enemies setting and reloading the game (this made all the enemy bases disappear), but it started to happen a few hours after this again (after re-enabling the new enemies, they're too much fun).

Desynching in MP

Whenever exploring biter bases or even remotely playing in MP we keep desynching with this mod. Is this mod multiplayer compatible or is it a big NO? For now I am calling it an issue.

Very severe one aswell. If you put
/c game.player.character = nil
and explore in MP you will get constant frequent desynch between other players.
Here's the mod list

http://pastebin.com/aavB6cLv

Here's the modpack
https://www.dropbox.com/sh/4ll7q8pt2v5s654/AADj1iuj3H7D44bc_UDvydKda?dl=0

If you need anything else I'd like to hear from you!
Thanks in advance :-)

Fire spitters effect text missing or broken.

Some text seems to be missing or broken from effect descriptor locales, or just plain undefined.

As seen here

There may be others missing besides fire spitters.
Inferno spitters seem to list almost no effect information.
Suicide biters list explosion damage, but nuclear lists only cluster range, which probably isn't an error but just an inconsistency between them.
All others seem fine at a glance.

This is really minor of course, just figure it's worth documenting here.
However, in the future it may be worth correcting some of this further, since all spitters list acid damage instead of whatever their element is actually supposed to be.

Blocker. Can't use landfill

Rampant2.0.0
When laying landfill. It seems to occur at first attempt to do it. So game is blocked now...

Error while running event Rampant::on_tick (ID 0)
Rampant/libs/ChunkProcessor.lua:201: attempt to index local 'chunk' (a boolean value)
stack traceback:
Rampant/libs/ChunkProcessor.lua:201: in function 'processScanChunks'
Rampant/control.lua:1006: in function <Rampant/control.lua:962>

Update. Is reproduced every time in 100% cases. And on different maps (e.g. with old save with evo 79%).

For some reason doesn't occur at all in Sandbox game.

Ticking Error

Upon updating to Rampant version 0.16.3 I received the following error on both a headless server and a single player save (Factorio version 0.16.18) :

Error while running event Rampant::on_tick (ID 0)
Rampant/libs/AIPlanning.lua:56: attempt to perform arithmetic on upvalue 'AI_MAX_SQUAD_COUNT' (a nil value)

By the looks, the 'isShockwaveReady' function appears to still be using the AI_MAX_SQUAD_COUNT value that was being deprecated/removed last patch.

I was able to temporarily work around the issue by editing Constants.lua and uncommenting the constants.MAX_SQUAD_COUNT line.

If any additional Information is needed (Testing steps, other mods, etc.) let me know

Team-based multiplayer failed to load

States that the event handlers differed between client and server. Remember that if an even handler is registered then register it at the start and never unregister it. To no-op it set it to a different empty-bodied function instead of unregistering it.

Crash on save load after upgrading from 1.1.1 to 2.1.2

The mod Rampant (2.1.2) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event Rampant::on_configuration_changed
Given seed value (5096384686) is too big, the data type allows values from 0 to 4294967295
stack traceback:
	[C]: in function 'create_random_generator'
	__Rampant__/Upgrade.lua:500: in function 'attempt'
	__Rampant__/control.lua:248: in function <__Rampant__/control.lua:247>

Save game

Friendly Fire

Small worms and Small spitters, shooting green projectiles, are hitting other Biters, Spitters or Worms.
This issue may apply to other units as well, I just noticed that right at the start.

Only playing with RSO.

If any additional info or help is needed, feel free to ask.

Error: v0.16.37 > event Rampant::on_nth_tick(41)

Error while running event Rampant::on_nth_tick(41)
Rampant/libs/SquadAttack.lua:88: attempt to compare number with nil

Got this error in the current version (0.16.37) everytime I'm loading my savegame.

SiegingAI builds too close to player or player's structures

Builders create purple cloud and try to build very close to player's buildings during SiegeAI attacks and during revenge attacks. In many situations purple cloud is casted over player's walls and turrets -> sieging often turns into a suicide raid attack with purple could.
Is it by design ?
Could you kindly please point to places in code to change it, to make builders and revengers settle a little further from players structures?
Thank you!

P.S. As I wrote in other thread over 50% siege attacks by SiegeAI are abrupted and turn into raiding even without purple cloud because of too close settling place selected. SiegeAI selects correct places only in very early game when no walling and no far away turrets perimeter is built.

attempt to index local 'chunkPack' (a nil value)

Hi there,
i think i got a similar error with the new update of Rampant.
I got the same seed and Information from the user above, we play together on the same map.
I hope you can help us! <3

The mod Rampant (2.1.2) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event Rampant::on_tick (ID 0)
Rampant/libs/MapProcessor.lua:455: attempt to index local 'chunkPack' (a nil value)
stack traceback:
Rampant/libs/MapProcessor.lua:455: in function 'processNests'
Rampant/control.lua:935: in function <Rampant/control.lua:888>

Originally posted by @Peckerhacker10203 in #66 (comment)

MP: Bug Mod OCntent Mismatch despite identical version numbers

me and a friend were having a lan so I copied factorio over to the second computer. copies the mods over manually. when i hosted it factorio would not let him sync. I had messed with the mods default settings through the game menu but should not those settings be server side exclusive? Also worth noting the mods were thrown in the base factorio install

Error after removing new enemies

I'm playing with new enemies enabled, and when fast enemies showed up, they completely wrecked me. I decided to disable them but keep the rest of the new enemies by commenting out "require("prototypes/Fast")" in data-final-fixes.lua. This seemed to work, and I got a message about all the fast entities being removed when I loaded the game again. However, the game sometime crashes shortly afterwards. If I reload the exact same save after disabling them, it may or may not crash, and if it does it could be seconds or minutes until it happens. Here's a screenshot of the error:
screenshot

I'm using the latest version of Factorio and Rampant. If you need any other info, let me know.

multiplayer desync

We were playing for many hours but lately there were desyncs by the minute.

desync report:
https://drive.google.com/file/d/1xOAQjKkKed_66GFm35dgGlQhh5dzlyJ6/view?usp=sharing

savegame:
https://drive.google.com/file/d/1ve3Z4V8JBPdiar4be7QP1yYI3vC4deF9/view?usp=sharing

modsettings
https://drive.google.com/file/d/1GVX_UHNRWK2Qy_2_VObKQHLqEmPocSTo/view?usp=sharing

modlist:

alien-biomes_0.5.8.zip
Squeak Through_1.8.0.zip
AutoDeconstruct_0.1.20.zip
Bottleneck_0.11.4.zip
even-distribution_0.3.18.zip
far-reach_1.0.1.zip
bullet-trails_0.5.1.zip
Todo-List_18.0.1.zip
AfraidOfTheDark_1.0.25.zip
Flow Control_3.0.6.zip
WaterWell_1.0.21.zip
Rampant_0.18.17.zip
RampantResources_0.18.1.zip
Honk_4.1.0.zip
Teleporters_0.2.3.zip
RampantArsenal_1.0.0.zip
flib_0.4.1.zip
Flare Stack_2.2.7.zip
stdlib_1.4.5.zip
LoaderRedux_1.5.3.zip
LogisticTrainNetwork_1.14.5.zip
Nanobots_3.2.10.zip
qol_research_3.2.0.zip
spidertron-extended_0.3.3.zip

{
"mods":
[

{
  "name": "base",
  "enabled": true
},

{
  "name": "AfraidOfTheDark",
  "enabled": true
},

{
  "name": "alien-biomes",
  "enabled": true
},

{
  "name": "AutoDeconstruct",
  "enabled": true
},

{
  "name": "Bottleneck",
  "enabled": true
},

{
  "name": "bullet-trails",
  "enabled": true
},

{
  "name": "even-distribution",
  "enabled": true
},

{
  "name": "far-reach",
  "enabled": true
},

{
  "name": "Flare Stack",
  "enabled": true
},

{
  "name": "flib",
  "enabled": true
},

{
  "name": "Flow Control",
  "enabled": true
},

{
  "name": "Honk",
  "enabled": true
},

{
  "name": "LoaderRedux",
  "enabled": true
},

{
  "name": "LogisticTrainNetwork",
  "enabled": true
},

{
  "name": "Nanobots",
  "enabled": true
},

{
  "name": "qol_research",
  "enabled": true
},

{
  "name": "Rampant",
  "enabled": true
},

{
  "name": "RampantArsenal",
  "enabled": true
},

{
  "name": "RampantResources",
  "enabled": true
},

{
  "name": "spidertron-extended",
  "enabled": true
},

{
  "name": "Squeak Through",
  "enabled": false
},

{
  "name": "stdlib",
  "enabled": true
},

{
  "name": "Teleporters",
  "enabled": true
},

{
  "name": "Todo-List",
  "enabled": true
},

{
  "name": "WaterWell",
  "enabled": true
}

]
}

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