Search found 113 matches
- Sun Oct 22, 2023 9:19 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 504311
Re: [MOD 1.1] Natural Evolution - All things Alien!
In my modded game (AAI, SE, Krastorio and few others) I realized bugs are walking over cliffs freely. Was told that its feature. Later I realized they walk over water too. By fiddling with mods I realized, its your Natural Evolution Buildings and Natural Evolution Graphics which does so. Removed ...
- Wed Oct 03, 2018 7:55 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 632508
Re: [MOD 0.14] AAI Programmable Vehicles
How are you sure it werent biters? They are atracted to radars...
- Sat Sep 29, 2018 7:58 am
- Forum: Modding discussion
- Topic: 0.17 Unit & AI additions
- Replies: 36
- Views: 21002
Re: 0.17 Unit & AI additions
Its possible even now using AAI modBrambor wrote: Fri Sep 28, 2018 6:49 pm Is it possible to make an autonomous EV car mod?
An AEV that you will just request to drive you to desired destination and it will drive you there, either on concrete floor or possibly avoiding buildings and trees.

- Sat Sep 22, 2018 6:56 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 632508
Re: [MOD 0.14] AAI Programmable Vehicles
No they dont, they fall behind...
- Thu Sep 20, 2018 9:38 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 632508
Re: [MOD 0.14] AAI Programmable Vehicles
Thank you for your answers. Sadly there was no option to change Y key until I reinstalled your mod. I just wanted you to know ;)
Confused robots - I saw in some mod option to disable roboports when moving. Maybe that could help a little, so I can send vehicle somewhere, than wait until job is done ...
Confused robots - I saw in some mod option to disable roboports when moving. Maybe that could help a little, so I can send vehicle somewhere, than wait until job is done ...
- Wed Sep 19, 2018 2:43 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 632508
Re: [MOD 0.14] AAI Programmable Vehicles
And a issue - your mods are somehow confusing bots from vehicle. If I try to use vehicles with roboports in their grids (doesnt matter which combination, but for example Bobs Crawler), every now and then bots get confused and stay in place, not returning to vehicle or bot grid. If I remove your mods ...
- Wed Sep 19, 2018 8:15 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 632508
Re: [MOD 0.14] AAI Programmable Vehicles
Suggestions:
1) Button to cancel select single vehicle when selected multiple ones
2) Vehicle groups
3) Option to follow waypoints using pathfinding. Now it goes directly towards waypoint, regardless whats in between. Its useless in non-clear area, as any rock can stop vehicle following path
1) Button to cancel select single vehicle when selected multiple ones
2) Vehicle groups
3) Option to follow waypoints using pathfinding. Now it goes directly towards waypoint, regardless whats in between. Its useless in non-clear area, as any rock can stop vehicle following path
- Wed Sep 19, 2018 7:12 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 632508
Re: [MOD 0.14] AAI Programmable Vehicles
I couldnt get my PRC. I had binded Y to enter/leave vehicle before, so I changed it and reinstalled main AAI mods to get it work. Also could you add option to change that key in settings?
- Sun Sep 16, 2018 9:45 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 632508
Re: [MOD 0.14] AAI Programmable Vehicles
Wow, that sounds amazing!
- Wed Aug 01, 2018 6:50 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 632508
Re: [MOD 0.14] AAI Programmable Vehicles
This is scanning and marking resources and enemies. Yes, randomly, but its working quite good. If you want, you can dk differwnt pattern - you can even scan only chosen tiles. But which tiles you want to scan? You have to be specific. Yes, you can scann all known terrain, from west to east, line ...
- Mon Jul 30, 2018 5:37 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 632508
Re: [MOD 0.14] AAI Programmable Vehicles
While i appreciate the BP. As i said in my previous post I have already tried the BP strings that are on the first page for this mod. For some reason i cant get them to work. Every time i try and input a string i get an error code.
This BP I made when I told you Im going to make you one. I made ...
- Sun Jul 29, 2018 9:38 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 632508
Re: [MOD 0.14] AAI Programmable Vehicles
I suppose you know how to scan tiles. Output is X and Y coords plus what is on it. So you make IF function which when true will send wanted zone to that X Y coords. Im gonna do some BP for you ;)
EDIT: Here it is:
0eNq9mNuSojAQht8ll1tgEQ6CXOyLbFkUQnRSCwmVBJWd4t03wcOwSsQwsDdqhPzp9Nf9c ...
EDIT: Here it is:
0eNq9mNuSojAQht8ll1tgEQ6CXOyLbFkUQnRSCwmVBJWd4t03wcOwSsQwsDdqhPzp9Nf9c ...
- Sat Jul 28, 2018 8:31 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 632508
Re: [MOD 0.14] AAI Programmable Vehicles
You mean automatic zone placement via combinators when scanning?
- Mon Jul 16, 2018 3:48 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 632508
Re: [MOD 0.14] AAI Programmable Vehicles
Did you try to turn off AI of vehicle? Maybe its considered as player. And I have feeling that someone already had this trouble, try to look few pages back 

- Sat May 26, 2018 5:53 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 632508
Re: [MOD 0.14] AAI Programmable Vehicles
This is known issue. They dont pickup items on ground, they destroy it. Except warden, which really pickup them. Send one with your squad. It has quite great range, so if it wont be too far behind, it will pickup all items, and even repair other units, and supply them with fuel and ammo 

- Sat Apr 28, 2018 8:44 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 632508
Re: [MOD 0.14] AAI Programmable Vehicles
You are able to use any vehicle with roboport (even wagons) with mod. Im using Vehicle equipment grind and Bob vehicle equpments mods.
Altough I had some issues when using roboport there last time (like year ago) - when vehicle was moving, bots werent able to find its way back to vehicle, and moved ...
Altough I had some issues when using roboport there last time (like year ago) - when vehicle was moving, bots werent able to find its way back to vehicle, and moved ...
- Thu Apr 26, 2018 4:01 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 632508
Re: [MOD 0.14] AAI Programmable Vehicles
Sure, contact me on Discord, link is in my signature. We can than switch to steam or something 

- Sat Apr 21, 2018 4:16 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 632508
Re: [MOD 0.14] AAI Programmable Vehicles
You made mistake after Zone scanner of circle - there is x*1 and x*1 instead of x*1 and y*1, so there is no Y coordinate when there is enough copper plates.
- Fri Apr 20, 2018 6:23 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 632508
Re: [MOD 0.14] AAI Programmable Vehicles
Could you post BP of your setup? Hard to tell whats wrong when cant see whats inside combinators...
- Mon Mar 19, 2018 10:13 am
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 237603
Re: [MOD 0.16] Upgrade planner
Im able to upgrade stone brick paths to concrete in infinite amount - with 200 concrete in my inv I upgraded 500+ stone brick tiles