Search found 18 matches

by Exavier724
Wed Mar 15, 2017 3:03 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 532089

Re: [MOD 0.14] AAI Programmable Vehicles

Haha ok. Here is what I have been working on for most of this afternoon.... http://i.imgur.com/HqIFkoE.png It automates X number of my haulers to run around between X number of my miners. Basically the 2 math Combinators in each control zone need to be set with the Vehicle & Zone ID (Only handle...
by Exavier724
Tue Mar 14, 2017 6:07 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 532089

Re: [MOD 0.14] AAI Programmable Vehicles

The depots give ammo to haulers fine, but they will not give ammo, like the laser battery, to a combat vehicle, in this example a laser tank. This is the same for all other combat vehicles, not just the laser tank. I am sorry if this sounds dumb, but I haven't been able to test this. I was wonderin...
by Exavier724
Mon Mar 13, 2017 2:37 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 532089

Re: [MOD 0.14] AAI Programmable Vehicles

I have one request to make, a small one. I have noticed that the depots are not giving ammo to the combat vehicles, so I have to manually fill the combat vehicles with ammo after each base raid. I was wondering if this was a glitch or if you could make the depots give ammo. The Depots give ammo jus...
by Exavier724
Sun Mar 12, 2017 8:38 pm
Forum: Mods
Topic: [MOD 0.14] AAI Vehicles: Hauler
Replies: 32
Views: 21531

Re: [MOD 0.14] AAI Vehicles: Hauler

Request: Would it be possible to get a Mk2 version of the hauler that can be configured as a Passive Logistics Provider? That way we can load them up at a depot and have them patrol near perimeter locations with replacement supplies without having to set up a full depot at each of them? The drones c...
by Exavier724
Fri Mar 10, 2017 7:04 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 532089

Re: [MOD 0.14] AAI Programmable Vehicles

@Earendel: Found a crash for you to look at. Situation: - Deployment Structure with a Chaingunner rolling off the line - Tile Scanner configured to continuously scan the the spot where the unit comes to rest - Long arm inserter placed to provide initial fuel to the new vehicle & linked to the sc...
by Exavier724
Thu Mar 09, 2017 10:27 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 532089

Re: [MOD 0.14] AAI Programmable Vehicles

EDIT: So this doesn't quite work properly. Has some timing issues that I'm try to work out. If anyone more magely than me wants to try and fix it, feel free. EDIT 2: OK fixed now! Updated image and blueprint Absolutely loving these AAI mods! Here's a little something I've spent the past few hours w...
by Exavier724
Sat Aug 27, 2016 5:30 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 282388

Re: [MOD 0.13.15] Robot Army. 0.2.2

I am of two minds on the ammo cost idea. Instead of pathing back to an ammo chest (which would cause alot of issues I agree) why not make the ammo chest a reverse version of the artifact chest? You put ammo into it and any squad can pull from it. I wouldn't make it a requester by itself personally s...
by Exavier724
Tue Aug 16, 2016 11:07 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Quarry Drill
Replies: 17
Views: 10053

Re: [Request] Quarry Drill

Who needs to fine tune ore?
A little creative planning & a handy Interface & Void Chests and a nice chunk and I officially have a nice backup minerals supply :P
http://imgur.com/a/fPMj7

Thanks. A worthy replacement for the Underground Mining mod that hasn't caught up to 0.13 yet.
by Exavier724
Fri Aug 12, 2016 6:11 pm
Forum: Development Proposals
Topic: Circuit network features for 0.15
Replies: 136
Views: 91005

Re: Circuit network features for 0.14

Nice, Glad I caught this poll. Though it looks like my choices are not getting that much popularity lol I will say that for those who want the option "Continuous wire building while running, somehow (?)" there is a mod that will trigger manual crafting automatically if you have the mats &a...
by Exavier724
Fri Aug 12, 2016 12:14 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 282388

Re: [MOD 0.13.15] Robot Army. 0.2.2

Really depends. You already set the precedent with your Army Chest of having one on the field per force. Since your giving the rally beacon a revision & what its doing it wouldn't be hard to justify the same thing for it. I only mention having it destroy the existing instead of throwing an error...
by Exavier724
Thu Aug 11, 2016 10:13 pm
Forum: 5dim's mod
Topic: Bugs and problems
Replies: 279
Views: 145533

Re: Bugs and problems

I too am having this "Can't connect inserters to circuit network" issue - I'm glad to hear I'm not alone. Using the entire suite of the latest 5dim's that's on the Mod Portal (mods.factorio.com). I've had the issue since I started .13.x, which was .13.8, continuously up to this point (.13...
by Exavier724
Thu Aug 11, 2016 8:58 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 282388

Re: [MOD 0.13.15] Robot Army. 0.2.2

Oh I understand that. Would get a little annoying if you had pulsing & the message :P One other thing is you might want to put an auto destroy on the rally if your going to go with the pulsing option. That way if another one is place it causes the first one to self destruct. Keeps there from bei...
by Exavier724
Thu Aug 11, 2016 6:17 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 282388

Re: [MOD 0.13.15] Robot Army. 0.2.2

Would it be possible to make either of the following changes to the rally flag? 1) Make it a pulse signal instead of a "when you place it" signal? Trying to redirect a massive army is a pain because the ones that are stuck idle in the center of the blob will often change targets before the...
by Exavier724
Wed Aug 10, 2016 10:58 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 282388

Re: [MOD 0.13.15] Robot Army. 0.2.2

I use RSO as well and haven't had any issue, though I also sue another mod that affects bases & spawners. Have you tried messing with the Droid Settings Module? Its found in the same menu area as combiners. Wiki says the default hunt range is 5k and you can adjust it with that module (though it ...
by Exavier724
Tue Aug 09, 2016 10:11 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 282388

Re: [MOD 0.13.15] Robot Army. 0.2.2

So finally got around to trying out the new version. Love the changes & the new bot. Your right their navigation got alot better for me and my high capacity barracks. Really helps even the field with the Natural Evolution Enemies mod... Well up till a Big Worm wiped out 200 terminators (Who in t...
by Exavier724
Sun Aug 07, 2016 7:20 am
Forum: Mods
Topic: [MOD 1.1] Warehousing v0.4.0
Replies: 251
Views: 228189

Re: [MOD 0.13] Warehousing v0.0.10

Love your Warehouses. Figured I would share what I did with them :P Using the "Smart Filter" train station setup from the Factorio Friday Blog here. https://www.factorio.com/blog/post/fff-140 My Smart Factory module :) http://imgur.com/a/hZ3Kk The Red Circuit handles what will be a Request...
by Exavier724
Wed Aug 03, 2016 3:00 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 282388

Re: [MOD 0.13.9] Robot Army. 0.2.0

Um wow. Can I have that shipped over to my base now? lol I haven't had a chance to use guard stations as I don't usually set up isolated fire points. Instead I use heavy firebases surrounded by flamethrowers and the one time i tried guard bots i found out very quickly that they are not immune to tha...
by Exavier724
Tue Aug 02, 2016 11:06 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 282388

Re: [MOD 0.13.9] Robot Army. 0.2.0

Really like the mod. Though after trying this with Natural Enemies, Natural Tree Expansion (to regrow forests i accidentally burn down), and your Robot Army 0.2.0 I can think of a few things 1) Spawn Area Overlaps. - I noticed you are planning a 20% size reduction on the bots which should help with ...

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