Search found 11 matches

by Saevon
Mon Jun 24, 2019 9:57 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1379235

Re: Development and Discussion

Considering ingredient limits aren't really a thing anymore (and very few recipes are affected) I'd suggest removing that? Ingredient limits got removed in vanilla for assembly machines and can be modded back. That's the only change and does not imply, that every other mod should remove limits, too...
by Saevon
Mon Jun 24, 2019 1:51 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 530337

Re: [MOD 0.14] AAI Programmable Vehicles

I've found a bug, if a dead player attempts to load a unit-group, the game will crash (something about checking their cursor-stack)

Debugging right now
by Saevon
Mon Jun 24, 2019 1:20 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1379235

Re: Development and Discussion

I'm playing bobs+angels (+clowns) and only just realized there are ingredient limits on a bunch of Smelting machines. Looking at the raw prototypes, a lot of the ingredient limits are useless, with no recipies actually being locked off. And even then only the tier 2 upgrade unlocks a few recipes. Co...
by Saevon
Sat Jun 22, 2019 9:41 am
Forum: Modding interface requests
Topic: Follow vehicle/entity with zoom_to_world / open_map
Replies: 1
Views: 979

Follow vehicle/entity with zoom_to_world / open_map

Instead of passing in a position, I would like `zoom_to_world{entity, scale}` (or `zoom_to_entity{vehicle, scale}`), where the chart keeps the vehicle in the center until closed (or cancelled with another `zoom_to/open_map` command. (The train's "go-to-train" button could also use this in ...
by Saevon
Wed Jun 19, 2019 12:21 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 530337

Re: [MOD 0.14] AAI Programmable Vehicles

Theres two TODOs in there I'm trying to figure out: 1) You cannot seem to deselct a vehicle you're in (I notice that normally as well, my unit controller keeps deselecting units other than the one I'm in) 2) Destroyed units can be selected, which causes the game to say "One or more units has no...
by Saevon
Tue Jun 18, 2019 12:36 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 530337

Re: [MOD 0.14] AAI Programmable Vehicles

My friends kept trying to attack with vehicles, but were expecting full RTS style controls, aka saving+loading unit groups. I've modded that in, and would appreciate it if you could include that in your mod? I couldn't find a way to get access to "selected unit" data by writing my own mod ...
by Saevon
Fri May 31, 2019 11:10 am
Forum: Angels Mods
Topic: Too much tech between starting ores and automated wood production
Replies: 23
Views: 6882

Re: Too much tech between starting ores and automated wood production

I started messing about with AAI vehicles before bob+angels, and dropping down a Mining Vehicle to chop down a forest comes naturally from that. (or using the Path controller to set "chop this entire forest down" waypoints) It results in a much more industrial feel, until i get arboretum 1...
by Saevon
Wed May 29, 2019 10:58 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3871
Views: 1209129

Re: Bugs & FAQ

Angel's Refining adds barrelling, yet "Bottle Gas Processing", and fill/empty for "Gas Bottles" of Deuterium and Hydrogen Sulfide still seems to exist? (and Since they need an "air-pump" I'm not sure they're usable at all From what I understand those should be auto fol...
by Saevon
Sun May 26, 2019 4:39 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3871
Views: 1209129

Re: Bugs & FAQ

Angel's Refining adds barrelling, yet "Bottle Gas Processing", and fill/empty for "Gas Bottles" of Deuterium and Hydrogen Sulfide still seems to exist? (and Since they need an "air-pump" I'm not sure they're usable at all From what I understand those should be auto fold...
by Saevon
Sun Jan 27, 2019 10:56 am
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 75157

Re: Friday Facts #279 - Train GUI & Modern Spitter

The problem with "Temporary Trains" is that clicking on the map is hard... when you have a major hub (3+ unloading stations, and a few personal drop off stations) you don't want to accidentally send a random train into the unloading station. (Not all trains will have locked cargo inventory...
by Saevon
Tue Jun 12, 2018 3:34 am
Forum: News
Topic: Friday Facts #246 - The GUI update (Part 3)
Replies: 161
Views: 60719

Re: Friday Facts #246 - The GUI update (Part 3)

Looking at the map generation I see a few things: 1) I still don't see any help text for "frequence" "size" and "richness", I know most of my friends get confused over the options, and even I do too after a while between starting new maps. A Hover text or a "?"...

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