graphics | ||
libs | ||
locale/en | ||
prototypes | ||
.gitignore | ||
config.lua | ||
control.lua | ||
data.lua | ||
info.json | ||
LICENSE.md | ||
NOTICE | ||
README.md | ||
tests.lua |
Rampant
Factorio Mod - Uses potential fields/pheromones to improve the enemy AI
Forum Post
https://forums.factorio.com/viewtopic.php?f=94&t=31445
Notes
There will be a slight pause the first time this is started up due to indexing all the chunks that have been generated.
Still working on MP
Features
Tactical Retreats - these will take place when a unit group is in a chunk that has reached a death threshold
Unit Group Merging - if multiple unit groups retreat at the same time there is a chance the groups will merge
Unit Group Forming - any chunks with spawners in it that is covered by a pollution, player, player base, or player defense pheromone clouds will form groups based on the evolution factor
Probing Behavior Against Defenses - unit groups will attempt to avoid chunks that are soaked in death
Player Hunting - unit groups will track the player based on there emitted pheromone cloud
Pathfinding - unit groups will use potential fields to perform only single step pathfinding allowing for efficient and dynamic pathing
Planned Features
Tunneling Biters
Fire Biters
Suicide Biters
Base Expansion
Version History
0.0.5 - fix for nil chunk in ai attack, checks for main surface 0.0.4 - initial release