![]() ![]() ![]() Player Hunting - Unit groups will track the player based on there emitted pheromone cloud.Probing Behavior Against Defenses - unit groups will attempt to avoid chunks that are soaked in death.Unit Group Forming - Any chunks with spawners in it that is covered by a pollution or player clouds will form groups based on the evolution factor.Tactical Retreats - These will take place when a unit group is in a chunk that has reached a death threshold.Rabid squads - Is in a permanent frenzied state as soon as the group is formed.Frenzy squads - When a unit group gets close to a player or start combat they switch to attacking everything in there path for a set radius or until there is nothing left.Breaching - When biters are destroying structures nearby unit groups will come to join them.Recycling Biters - When large groups of biters form on the game map and aren't assigned to a unit group or near a base will be periodically removed and refunded to the ai causing attack waves proportional to the number of units removed.Best use with clockwork or daynight extender mod Nocturnal Mode - A mod option to force biters to only attack at night.Difficulty Scaling - A mod option to control how quickly the ai can perform actions like making attack waves.Swarming - Units will smoothly slide by one another allowing for streamlined attacking.New Enemy Factions - Neutral, Acid, Fast, Physical, Electric, Inferno, Suicide, Fire, Nuclear, Laser, Troll, Wasp, Spawner.If experiencing desyncs, after an update, please do the following:ģ) Save the map after Rampant has been updated This is due to indexing all the chunks that have been generated. There will be a pause the first time and on every upgrade that Rampant loads. ![]() SiteĠ.14.14 factorio version fixed save corruptionĠ.14.10 factorio version fixed more pathing issuesĠ.14.4 factorio version fixed some issues with unit groups commands Adds new Enemies which can be disabled in mod settings. I wanted my mod to not affect map generation and be able to be applied to existing maps and/or removable without corrupting a map.Factorio Mod - Improves the enemies tactics by using potential fields (pheromones) allowing probing of defenses, retreats, reinforcements, counterattacking, breaching, raids, rallying death cry, and player hunting. Angel's Infinite Ores creates entirely different ore patches with a somewhat cool but ultimately distracting and annoying shine effect.Infinite Resources only supports vanilla ores.Infinite Resources - Depletion still lets resources deplete to very low yields.Endless resources with full yield modifies oil-like resources in weird ways.I made this because other mods didn't quite do what I wanted: Also, whenever a resource is spawned, its yield is set to exactly its normal amount (for previously non-infinite resources, this is 100%), regardless of what yield it was given when the ore patch was generated. But once spawned, no resource should deplete from mining. Resources that are already infinite (like oil or some added by other mods) and have other yield settings are unchanged (except for making it so they don't deplete), so they may spawn with yields above or below 100%. If a resource is not normally infinite, this mod will make it infinite and have 100% yield. Makes all resources infinite and not deplete, so their yield will never change. It can be downloaded from the Factorio Mod Portal. ![]()
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