Factorio rampant обзор

Обновлено: 07.07.2024

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. Also removes homing biter projectiles. Difficulty setting in mod options menu.

Most recent history will appear here, otherwise complete history available on github, this site has a 10,000 character limit.

0.16.26+ requires the experimental version of the game.

There will be a pause the first time and on every upgrade that Rampant loads.
This is due to indexing all the chunks that have been generated.

MP should be working
If experiencing desyncs, after an update, please do the following:
1) let me know
2) Load save with Rampant enabled
3) Save the map after Rampant has been updated
4) Load save in step 3

Configure Options not in game menu:
- Ramp up to max biter wave size

  • New Enemy Factions - Neutral, Acid, Fast, Physical, Electric, Inferno, Suicide, Fire, Nuclear, Laser, Troll, Wasp, Spawner
  • Swarming - Units will smoothly slide by one another allowing for streamlined attacking
  • Difficulty Scaling - A mod option to control how quickly the ai can perform actions like making attack waves.
  • Nocturnal Mode - A mod option to force biters to only attack at night. Does not yet affect vanilla attacks. Best use with daynight extender mod
  • 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.
  • Breaching - When biters are destroying structures nearby unit groups will come to join them
  • 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
  • Tactical Retreats - These will take place when a unit group is in a chunk that has reached a death threshold
  • 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
  • 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
  • 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
  • Ion Cannon Reaction - Firing the Ion Cannon will cause nests around the blast site to form into an attack wave and agitate all biters
  • Rocket Reaction - Firing the rocket from the rocket silo will cause the biters to form extra attack waves
  • Blockable Projectiles - Some of the biters projectiles can now be blocked by walls and trees
  • Raiding AI state - The AI will periodically send attack waves based on building proximity and not just pollution
  • Migration AI State - Where the ai looks for resources patches to setup new bases
  • Sieging AI state - Where the ai does a migration event but also builds towards the player and their base
  • Onslaught AI state - Where the ai gains 2x credits per logic cycle that can be used on units and buildings
  • Vanilla AI Replacement - The default expansion and attack waves can be completely turned off and allow Rampant to work its magic

Version: 0.16.30
Date: 6. 7. 2018
Improvements:
- Raiding AI state nows requires an evolution of 0.04 before it can trigger
Bugfixes:
- Fixed fire biter nest size
- Fixed Acid spitter resistances to be more inline with vanilla resistances
- Fixed laser faction not having in-place evolution path from electric biters
- Fixed range of unit levels being off by one, limiting the max units to level 9 only instead of 10
- Fixed missing wasp worm drone locale entry
Tweaks:
- Increased troll units scale +0.2
- Increased troll health regeneration for units by

3x, spawners and worms by

7x
- Increased the lower attribute bound from 0.7 to 0.85
- Increased the base distance to evolution index ratio from (1 / 5480) to (1 / 7200)
- Increased the chance that initial base alignment picks a lower tier alignment by 0.15
- Normalized all enemy faction attributes through the defaults, should be minor unit corrections
Framework:
- Refactored new enemy modules
- Created default attributes for all unit, unit spawner, worms

Version: 0.16.29
Date: 6. 3. 2018
Tweaks:
- Increased ai state min time from 1 to 7 minutes
- Increased ai state max time from 4 to 17 minutes
- Increased ai temperament min time from 5 to 25 minutes
- Increased ai temperament max time from 15 to 32 minutes

Version: 0.16.28
Date: 6. 1. 2018
Bugfixes:
- Fixed new enemies setting units and worms to different numbers for variations or tiers causing startup crash

Version: 0.16.27
Date: 5. 23. 2018
Tweaks:
- Changed spawner faction loot drops from green to orange.
- Changed attack prototype for wasps so it doesn't show up in bonuses bullet gui
Improvements:
- Changes to player accounting to enable multi player forces in a pvp scenario.
- Check for battle_surface_1 & 2 used in pvp and store and use discovered surface index.

Version: 0.16.26
Date: 5. 19. 2018
Bugfixes:
- Fix for combination of NE and Bobs with non-standard mod settings in relation to alien artifacts.

Version: 0.16.24
Date: 4. 14. 2018
Tweaks:
- Reduced Inferno biters damage at levels 8+
Bugfixes:
- Removed all conditional requires in data, data-update, and data-update-final

Version: 0.16.22
Date: 2. 18. 2018
Features:
- AI State Migration, where the ai looks for resources patches to setup new bases
- AI State Siege, where the ai does a migration event but also builds towards the player and their base
- Default is vanilla AI is off by default now
Tweaks:
- Death pheromone persistance increased from 0.9 to 0.99
- Death pheromone per death increased from 600 to 3000
- Death Retreat threshold switched to linear interpolation between, 2.5 deaths @ 0%, 400 @ 100% evolution
- Increased player pheromone weight for squad movement from 100 to 500
- Decreased victory scent multipler from 100000 to 10000
- Increased ai max stored points from 10000 to 12500
Improvements:
- Added splitters to be detected by enemies
- Added added a recycle waypoint threshold for paths that the unit seems to be stuck in a cycle
Bugfixes:
- Nests and worms not getting counted correctly when upgrading
- Fixed getEntityOverlapping chunks returning more than it should have
Framework:
- Fixed exportaistate visualizer

Version: 0.16.20
Date: 2. 11. 2018
Improvements:
- Removed squad movement penalty before disband
- Combat robots now take damage from biter projectiles and explosions
- Spawner biters are now put into groups after they are spawned
- Changed pheromone spread to no longer take into account water tiles
- Added enemy nests to the resource pheromone field as a negative weight
Bugfixes:
- Removed Deadzone nests and worms from the internal memory map
- Fix for unit spawner scaling based on tier (Existing saves will have spawners overlap due to scale increase)
- Removed movement from spawner egg sacks
- Fixed local of worm spawner eggs
Tweaks:
- Increased damage spawner spitters take when shooting
- Increased resource persistance from 0.9 to 0.99
- Increased base and resource dispersal from 0.3 to 0.35
- Increased resource generation range from a min of 90 to a min of 900
- Adjusted unit spawner collision and selection box
- Reduced spawner biter size
Optimizations:
- Added property garbage collection for certain chunk properties
Framework:
- Fixed visualizer selection

Version: 0.16.17
Date: 2. 02. 2018
Features:
- Added the Wasp faction, an enemy that throws smaller flying enemies
- Added the Spawner faction, an enemy that throws egg sack that make biters
Improvements:
- Added setting to turn off most of the friendly fire for worm and spitter splash damage
- Changed electric biters to target multiple entities with their beams at a time
- Changed electric worms to shoot a projectile that explodes into an electrical cluster
- Added settings for controlling what tier enemies start and end at
- Changed laser spitters and worms to shoot a projectile that explodes into an laser cluster
Bugfixes:
- Added laser resistance to laser worms

Version: 0.16.15
Date: 1. 29. 2018
Bugfixes:
- Fixed NE and bobs integration
Tweaks:
- Increased base processing passes from every 5 to 2 seconds

Version: 0.16.9
Date: 1. 27. 2018
Bugfixes:
- Fixed uninitialized kamikazeThreshold
- Fixed that deadzones wouldn't expire allowing for resettling

Version: 0.16.7
Date: 1. 26. 2018
Improvements:
- Reduced the number of trivial smoke created to 4 from

20
Tweaks:
- Turned off new enemies by default
- Set default number of enemy variations per tier to 1

Version: 0.16.6
Date: 1. 23. 2018
Features:
- Generated enemies for a large varity of things to battle
- Evolving bases now get stronger over time and specialize their units
- Creates areas clear of biters
Bugfixes:
- Fixed a cause where squads could get stuck on hard to pass terrain
Tweaks:
- Increased squad movement penalty before removal from 8000 to 10000

Version: 0.16.5
Date: 1. 24. 2018
Bugfixes:
- Fix from Pxanych for calculatekamikazethreshold passing table instead of a number

Version: 0.16.4
Date: 1. 23. 2018
Bugfixes:
- Fix for invalid ai max squad variable reference

Version: 0.16.2
Date: 1. 2. 2018
Bugfixes:
- Fixed invalid function call due to a function renaming

Version: 0.16.1
Date: 1. 1. 2018
Features:
- Artillery shell impacts cause biter squads to form and prevents the single file line of retaliation
- Unit spawners now rally troops when they die
Improvements:
- Cliffs and impassable areas due to object density have been added to the pathfinder
- Terrain that is dynamically altered (landfilled, cleared of trees, cleared of cliffs) will be accounted for now
- Added artillery turret to buildings that emit pheromones
Optimizations:
- Switch scanning for cliffs, resources, and tiles to event based instead of polling
- Reduced number of table allocations when working with squads
Bugfixes:
- fixed changelog so it shows up in-game interface
- Added checks for correct surface before processing build events
Balance:
- Increased kamikaze frequency by increasing the chance to roll for Kamikaze from 70% to 100%
Framework:
- Created visualler for viewing internal Rampant ai game state

Version: 0.16.0
Changes:
- Updated info.json
Fixes:
- Fixed broken icon size prototypes
- Fixed create-smoke calls
- Fixed perimeter to radius
- Fixed smoke
- Fixed missing fire tile properties

0.15.23 -
- Fixed: Retreat radius being centered on chunk corner instead of on the unit dying
- Fixed: Spitter flamethrower sound fx
- Moved: Item Collector into separate mod
- Balance: Adjusted spitter and worms damages, ranges, and cooldowns to be more inline with vanilla
- Optimization: Reduced memory footprint for faster saving and loading
- Framework: Reorganization of files

0.15.22 -
- Contribution - Martok88, Improvement: Added optional attack wave message per player

0.15.19 -
- Fixed: Error when processing item collectors

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. Also removes homing biter projectiles. Difficulty setting in mod options menu.

Most recent history will appear here, otherwise complete history available on github, this site has a 10,000 character limit.

0.16.26+ requires the experimental version of the game.

There will be a pause the first time and on every upgrade that Rampant loads.
This is due to indexing all the chunks that have been generated.

MP should be working
If experiencing desyncs, after an update, please do the following:
1) let me know
2) Load save with Rampant enabled
3) Save the map after Rampant has been updated
4) Load save in step 3

Configure Options not in game menu:
- Ramp up to max biter wave size

  • New Enemy Factions - Neutral, Acid, Fast, Physical, Electric, Inferno, Suicide, Fire, Nuclear, Laser, Troll, Wasp, Spawner
  • Swarming - Units will smoothly slide by one another allowing for streamlined attacking
  • Difficulty Scaling - A mod option to control how quickly the ai can perform actions like making attack waves.
  • Nocturnal Mode - A mod option to force biters to only attack at night. Does not yet affect vanilla attacks. Best use with daynight extender mod
  • 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.
  • Breaching - When biters are destroying structures nearby unit groups will come to join them
  • 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
  • Tactical Retreats - These will take place when a unit group is in a chunk that has reached a death threshold
  • 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
  • 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
  • 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
  • Ion Cannon Reaction - Firing the Ion Cannon will cause nests around the blast site to form into an attack wave and agitate all biters
  • Rocket Reaction - Firing the rocket from the rocket silo will cause the biters to form extra attack waves
  • Blockable Projectiles - Some of the biters projectiles can now be blocked by walls and trees
  • Raiding AI state - The AI will periodically send attack waves based on building proximity and not just pollution
  • Migration AI State - Where the ai looks for resources patches to setup new bases
  • Sieging AI state - Where the ai does a migration event but also builds towards the player and their base
  • Onslaught AI state - Where the ai gains 2x credits per logic cycle that can be used on units and buildings
  • Vanilla AI Replacement - The default expansion and attack waves can be completely turned off and allow Rampant to work its magic

Version: 0.16.30
Date: 6. 7. 2018
Improvements:
- Raiding AI state nows requires an evolution of 0.04 before it can trigger
Bugfixes:
- Fixed fire biter nest size
- Fixed Acid spitter resistances to be more inline with vanilla resistances
- Fixed laser faction not having in-place evolution path from electric biters
- Fixed range of unit levels being off by one, limiting the max units to level 9 only instead of 10
- Fixed missing wasp worm drone locale entry
Tweaks:
- Increased troll units scale +0.2
- Increased troll health regeneration for units by

3x, spawners and worms by

7x
- Increased the lower attribute bound from 0.7 to 0.85
- Increased the base distance to evolution index ratio from (1 / 5480) to (1 / 7200)
- Increased the chance that initial base alignment picks a lower tier alignment by 0.15
- Normalized all enemy faction attributes through the defaults, should be minor unit corrections
Framework:
- Refactored new enemy modules
- Created default attributes for all unit, unit spawner, worms

Version: 0.16.29
Date: 6. 3. 2018
Tweaks:
- Increased ai state min time from 1 to 7 minutes
- Increased ai state max time from 4 to 17 minutes
- Increased ai temperament min time from 5 to 25 minutes
- Increased ai temperament max time from 15 to 32 minutes

Version: 0.16.28
Date: 6. 1. 2018
Bugfixes:
- Fixed new enemies setting units and worms to different numbers for variations or tiers causing startup crash

Version: 0.16.27
Date: 5. 23. 2018
Tweaks:
- Changed spawner faction loot drops from green to orange.
- Changed attack prototype for wasps so it doesn't show up in bonuses bullet gui
Improvements:
- Changes to player accounting to enable multi player forces in a pvp scenario.
- Check for battle_surface_1 & 2 used in pvp and store and use discovered surface index.

Version: 0.16.26
Date: 5. 19. 2018
Bugfixes:
- Fix for combination of NE and Bobs with non-standard mod settings in relation to alien artifacts.

Version: 0.16.24
Date: 4. 14. 2018
Tweaks:
- Reduced Inferno biters damage at levels 8+
Bugfixes:
- Removed all conditional requires in data, data-update, and data-update-final

Version: 0.16.22
Date: 2. 18. 2018
Features:
- AI State Migration, where the ai looks for resources patches to setup new bases
- AI State Siege, where the ai does a migration event but also builds towards the player and their base
- Default is vanilla AI is off by default now
Tweaks:
- Death pheromone persistance increased from 0.9 to 0.99
- Death pheromone per death increased from 600 to 3000
- Death Retreat threshold switched to linear interpolation between, 2.5 deaths @ 0%, 400 @ 100% evolution
- Increased player pheromone weight for squad movement from 100 to 500
- Decreased victory scent multipler from 100000 to 10000
- Increased ai max stored points from 10000 to 12500
Improvements:
- Added splitters to be detected by enemies
- Added added a recycle waypoint threshold for paths that the unit seems to be stuck in a cycle
Bugfixes:
- Nests and worms not getting counted correctly when upgrading
- Fixed getEntityOverlapping chunks returning more than it should have
Framework:
- Fixed exportaistate visualizer

Version: 0.16.20
Date: 2. 11. 2018
Improvements:
- Removed squad movement penalty before disband
- Combat robots now take damage from biter projectiles and explosions
- Spawner biters are now put into groups after they are spawned
- Changed pheromone spread to no longer take into account water tiles
- Added enemy nests to the resource pheromone field as a negative weight
Bugfixes:
- Removed Deadzone nests and worms from the internal memory map
- Fix for unit spawner scaling based on tier (Existing saves will have spawners overlap due to scale increase)
- Removed movement from spawner egg sacks
- Fixed local of worm spawner eggs
Tweaks:
- Increased damage spawner spitters take when shooting
- Increased resource persistance from 0.9 to 0.99
- Increased base and resource dispersal from 0.3 to 0.35
- Increased resource generation range from a min of 90 to a min of 900
- Adjusted unit spawner collision and selection box
- Reduced spawner biter size
Optimizations:
- Added property garbage collection for certain chunk properties
Framework:
- Fixed visualizer selection

Version: 0.16.17
Date: 2. 02. 2018
Features:
- Added the Wasp faction, an enemy that throws smaller flying enemies
- Added the Spawner faction, an enemy that throws egg sack that make biters
Improvements:
- Added setting to turn off most of the friendly fire for worm and spitter splash damage
- Changed electric biters to target multiple entities with their beams at a time
- Changed electric worms to shoot a projectile that explodes into an electrical cluster
- Added settings for controlling what tier enemies start and end at
- Changed laser spitters and worms to shoot a projectile that explodes into an laser cluster
Bugfixes:
- Added laser resistance to laser worms

Version: 0.16.15
Date: 1. 29. 2018
Bugfixes:
- Fixed NE and bobs integration
Tweaks:
- Increased base processing passes from every 5 to 2 seconds

Version: 0.16.9
Date: 1. 27. 2018
Bugfixes:
- Fixed uninitialized kamikazeThreshold
- Fixed that deadzones wouldn't expire allowing for resettling

Version: 0.16.7
Date: 1. 26. 2018
Improvements:
- Reduced the number of trivial smoke created to 4 from

20
Tweaks:
- Turned off new enemies by default
- Set default number of enemy variations per tier to 1

Version: 0.16.6
Date: 1. 23. 2018
Features:
- Generated enemies for a large varity of things to battle
- Evolving bases now get stronger over time and specialize their units
- Creates areas clear of biters
Bugfixes:
- Fixed a cause where squads could get stuck on hard to pass terrain
Tweaks:
- Increased squad movement penalty before removal from 8000 to 10000

Version: 0.16.5
Date: 1. 24. 2018
Bugfixes:
- Fix from Pxanych for calculatekamikazethreshold passing table instead of a number

Version: 0.16.4
Date: 1. 23. 2018
Bugfixes:
- Fix for invalid ai max squad variable reference

Version: 0.16.2
Date: 1. 2. 2018
Bugfixes:
- Fixed invalid function call due to a function renaming

Version: 0.16.1
Date: 1. 1. 2018
Features:
- Artillery shell impacts cause biter squads to form and prevents the single file line of retaliation
- Unit spawners now rally troops when they die
Improvements:
- Cliffs and impassable areas due to object density have been added to the pathfinder
- Terrain that is dynamically altered (landfilled, cleared of trees, cleared of cliffs) will be accounted for now
- Added artillery turret to buildings that emit pheromones
Optimizations:
- Switch scanning for cliffs, resources, and tiles to event based instead of polling
- Reduced number of table allocations when working with squads
Bugfixes:
- fixed changelog so it shows up in-game interface
- Added checks for correct surface before processing build events
Balance:
- Increased kamikaze frequency by increasing the chance to roll for Kamikaze from 70% to 100%
Framework:
- Created visualler for viewing internal Rampant ai game state

Version: 0.16.0
Changes:
- Updated info.json
Fixes:
- Fixed broken icon size prototypes
- Fixed create-smoke calls
- Fixed perimeter to radius
- Fixed smoke
- Fixed missing fire tile properties

0.15.23 -
- Fixed: Retreat radius being centered on chunk corner instead of on the unit dying
- Fixed: Spitter flamethrower sound fx
- Moved: Item Collector into separate mod
- Balance: Adjusted spitter and worms damages, ranges, and cooldowns to be more inline with vanilla
- Optimization: Reduced memory footprint for faster saving and loading
- Framework: Reorganization of files

0.15.22 -
- Contribution - Martok88, Improvement: Added optional attack wave message per player

0.15.19 -
- Fixed: Error when processing item collectors

Factorio [Первое русскоязычное сообщество]

Factorio [Первое русскоязычное сообщество]

Factorio [Первое русскоязычное сообщество] запись закреплена

Алексей Шляхтин


Алексей Шляхтин

Илона Торченко


Илона Торченко

Андрей Сулыма


Андрей Сулыма

Илона, в рампанте написано что при увеличении типов и уровней больше памяти

Иван Коркунов


Карл Штайн

Иван, иногда может отображаться выделенная память , а не используемая


Карл Штайн

Иван, у меня как-то отображалось то что эклипс ест 4 гб оперативки . из 2х имеющихся Х)

Карл, а спонсор сегодняшнего объяснения: Фаил подкачки.
Фаил подкачки - я тоже опертивка

Никита Корней

Анимешник Петров

Андрей Сулыма


Андрей Сулыма

Григорий Галич


Григорий Галич ответил Тимуру

Тимур, только написать хотел про файл подкачки) развернул комы

Денис Купцов


Денис Купцов ответил Анимешнику

Анимешник, кто-нибудь мне объяснит с чего бы там файл подкачки отображается? Сколько сидел за виндой, ни разу не жрало больше ОЗУ, чем есть. Странно

Анимешник Петров

странно щас только оперу показывает раньше показывал вместе с подкачкой

Денис Купцов


Денис Купцов ответил Анимешнику

Анимешник, в диспетчере он отображается, но вот сколько отдельное приложение именно подкачки жрет, насколько знаю - нет.

Павел Сидорин


Павел Сидорин ответил Денису

Fly Driver


Fly Driver

У меня без всякого Рэмпата обычная игра с космосом и ещё несколькими модами 21гб оперативки кушает. На компе всего 24 гб оперативки

Иван Коркунов

Fly Driver


Fly Driver ответил Ивану

Иван, ютубчик то запущен на втором мониторе естественно и Raid:SL конечно же в ещё одном окошке. Но даже без них 19 гб)))

Капитан Зануда


Капитан Зануда

У меня всего 8 гигабайт. Не знаю как там у компьютера получается вывозить факторио.

Станислав Чижиков

Капитан, у меня даже 8 летний ноут, с i3 4 гигами тянет ванилу,
С БА подлагивает

Влад Мишкин

Станислав, если фиксануиь графу . Полетит (проверено ) правда это боль для глаз

Капитан Зануда


Капитан Зануда ответил Станиславу

Станислав, дело в том, что у меня много больших модов. Не могу без них. И базы маленькими не получаются с ними.

Влад Мишкин

Артём Резник


Артём Резник ответил Станиславу

Станислав, у меня с ноутом 2012 где видеокарта в самом процессоре и 4 Гб оперы вполне тянет ванилу, главное не отдалять или не подходить к большому источнику дыма

Vlad Lukashov


Vlad Lukashov ответил Артёму

Артём, у меня ноут с видяхой, и то дым вырубил. Грузит больше любой другой графики.

0


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Rampant by Veden

Improves the enemies tactics by using potential fields/pheromones allowing probing of defenses, retreats, reinforcements, counterattacking, breaching, raids, rallying death cry, and player hunting. Uses non-homing blockable biter projectiles. Adds new Enemies (disabled by default). Can completely replace the vanilla AI. Difficulty setting in mod options menu

🔵 About Factorio from Steam 🔵

Factorio is a game about building and creating automated factories to produce items of increasing complexity, within an infinite 2D world. Use your imagination to design your factory, combine simple elements into ingenious structures, and finally protect it from the creatures who don't really like you.

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