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updated to 0.15
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@ -25,7 +25,7 @@ Configure Options:
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# Features
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- 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 causes attack waves proportional to the number of units removed.
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- 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.
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- Breaching - When biters are destroying structures nearby unit groups will come to join them
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- 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
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- Rabid squads - Is in a permanent frenzied state as soon as the group is formed
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@ -52,6 +52,13 @@ Configure Options:
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# Version History
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0.15.1 -
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- Tweak: Increased small spitter damage from 7 to 15
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- Tweak: Increased medium spitter damage from 15 to 22
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- Improvement: Replaced game.evolution with game.forces.enemy.evolution
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- Improvement: Fixed flame-thrower to flamethrower
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- Improvement: Changed tunnel to have non-zero hp
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0.14.13 -
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- Reverted: Pheromone generation tweaks from 0.14.11
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- Feature: Recycling large biter swarms that are stuck (causes a big attack wave, and pops up a message)
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13
control.lua
13
control.lua
@ -166,6 +166,11 @@ local function onConfigChanged()
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game.map_settings.unit_group.max_group_radius = 20
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game.surfaces[1].print("Rampant - Version 0.14.13")
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global.version = constants.VERSION_16
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end
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if (global.version < constants.VERSION_17) then
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-- clear old regionMap processing Queue
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-- prevents queue adding duplicate chunks
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-- chunks are by key, so should overwrite old
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@ -184,8 +189,8 @@ local function onConfigChanged()
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y = chunk.y * 32 }}})
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end
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game.surfaces[1].print("Rampant - Version 0.14.13")
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global.version = constants.VERSION_16
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game.surfaces[1].print("Rampant - Version 0.15.1")
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global.version = constants.VERSION_17
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end
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end
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@ -194,7 +199,7 @@ local function onTick(event)
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if (tick == regionMap.processTick) then
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regionMap.processTick = regionMap.processTick + INTERVAL_PROCESS
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local surface = game.surfaces[1]
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local evolutionFactor = game.evolution_factor
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local evolutionFactor = game.forces.enemy.evolution_factor
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local players = game.players
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processPendingChunks(regionMap, surface, pendingChunks)
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@ -245,7 +250,7 @@ local function onDeath(event)
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deathScent(deathChunk)
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if ((event.force ~= nil) and (event.force.name == "player")) then
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local evolutionFactor = game.evolution_factor
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local evolutionFactor = game.forces.enemy.evolution_factor
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if (deathChunk[MOVEMENT_PHEROMONE] < -(evolutionFactor * RETREAT_MOVEMENT_PHEROMONE_LEVEL)) then
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retreatUnits(deathChunk,
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@ -1,7 +1,7 @@
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{
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"name" : "Rampant",
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"factorio_version" : "0.14",
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"version" : "0.14.13",
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"factorio_version" : "0.15",
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"version" : "0.15.1",
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"title" : "Rampant AI",
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"author" : "Veden",
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"homepage" : "https://forums.factorio.com/viewtopic.php?f=94&t=31445",
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@ -11,6 +11,7 @@ constants.VERSION_13 = 13
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constants.VERSION_14 = 14
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constants.VERSION_15 = 15
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constants.VERSION_16 = 16
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constants.VERSION_17 = 17
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-- misc
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@ -9,7 +9,8 @@ data:extend({
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collision_box = {{-1.3, -1.3}, {1.3, 1.3}},
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selection_box = {{-1.5, -1.5}, {1.5, 1.5}},
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render_layer = "remnants",
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max_health = 0,
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destructible = "false",
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max_health = 1,
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pictures =
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{
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{
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@ -23,7 +23,7 @@ biterStreamUtils.createBiterStreamAttack(
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{
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{
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type = "damage",
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damage = { amount = 7, type = "acid" }
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damage = { amount = 15, type = "acid" }
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}
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}
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}
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@ -80,7 +80,7 @@ biterStreamUtils.createBiterStreamAttack(
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{
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{
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type = "damage",
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damage = { amount = 15, type = "acid" }
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damage = { amount = 22, type = "acid" }
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},
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{
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type= "create-entity",
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@ -179,7 +179,7 @@ end
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function biterFunctions.createFireAttack(attributes, fireAttack)
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local attack = {
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type = "stream",
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ammo_category = "flame-thrower",
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ammo_category = "flamethrower",
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cooldown = attributes.cooldown,
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range = attributes.range,
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min_range = attributes.minRange,
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@ -200,7 +200,7 @@ function biterFunctions.createFireAttack(attributes, fireAttack)
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},
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ammo_type =
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{
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category = "flame-thrower",
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category = "flamethrower",
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action =
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{
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type = "direct",
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