Factorio Mod - Improves the enemies tactics by using potential fields/pheromones allowing probing of defenses, retreats, reinforcements, counterattacking, breaching, rallying death cry, and player hunting. Also removes homing biter projectiles. Difficulty setting in mod options menu.
- 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.
- 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
- Rabid squads - Is in a permanent frenzied state as soon as the group is formed
- Player Hunting - Unit groups will track the player based on there emitted pheromone cloud
- Rallying Death Cry - When a unit is killed on a chunk that is past the retreat threshold, the unit will attempt to summon reinforcements to help them
- Counterattacks - When the player is in combat near nests they will send reinforcements to unit groups
- Reinforcements - Nests will send assistance to nearby nests under attack by the player
- No Homing Projectiles - All projectiles are fired at locations and no longer track the player
- Pathfinding - Unit groups will use potential fields to perform only single step pathfinding allowing for efficient and dynamic pathing
- Peace mode - If something sets peace mode, Rampant will respect it
- Tweak: Increased pheromone generation on (This only potential affects target selection and pathfinding, these do not trigger biter waves):
- Generators from 8 to 12
- Pumps from 2 to 5
- Offshore Pumps from 2 to 5
- Transport Belts from 1 to 2
- Accumulator from 10 to 14
- Solar Panel from 8 to 12
- Boiler from 12 to 16
- Assembling Machines from 10 to 16
- Roboport from 10 to 14
- Beacon from 10 to 14
- Furance from 12 to 16
- Mining Drills from 15 to 19
- Ammo Turret from 2.5 to 5
- Wall from 0.25 to 0.55
- Electric Turret from 4.25 to 7
- Fluid Turret from 5 to 9
- Turret from 3.5 to 5
- Tweak: Reduced map scan speed from 10 chunks to 8 chunks to account for worms in calculation
- Tweak: Increased pheromone dispersion from 0.05 to 0.1
- Tweak: Increased unit group move distance from 32 to 40
- Tweak: Reduced unit group member disown distance from 10 to 5
- Tweak: Increased unit group max slow down when ahead from 0.6 to 1
- Tweak: Reduced unit group max speedup when behind from 1.4 to 1.1
- Tweak: Increased unit group max slowdown from slow members from 0.3 to 0.9 (this is max speed multipler, so this is faster)
- Tweak: Increased unit attack radius from 20 to 28 tiles
- Improvement: Increased movement cycles for larger groups from 4 cycles to 6 cycles
- Improvement: Biter groups should attempt to avoid getting too close to water (screws up pathing)
- Improvement: Added worms to chunk calculation for determining better unit group formation and pathing
- Improvement: Removed nest negative contribution to base pheromone map for better pathing
- Improvement: Pheromones no longer travel over impassable terrain
- Fix: Prevent group spawning on chunks with enemy structures
- Fix: Capped the max group size that can be created by merging to 600 biters
- Fix: Dispand unit groups larger than 600 (https://forums.factorio.com/viewtopic.php?f=94&t=31445&start=80#p255243, Thank you Nerchio for the save game)
- Fix: Added null check in rally cry for chunks that have yet to be generated by game engine (https://mods.factorio.com/mods/Veden/Rampant/discussion/7946)
- Major Fix: Corrected retreat logic having inverted comparison introduced in 14.4, so unit groups stopped retreating after lots of death happened in a chunk
- Major Fix: Corrected pheromone dispersal with negative numbers
- Fix: Adjusted scoring so unit groups try to avoid nest clusters when retreating (Messes up pathfinding)
- Fix: Increased player scoring weight, so biter groups correctly hunt once more (https://forums.factorio.com/viewtopic.php?f=94&t=31445&start=40#p216119)