Sorry, I didn't understand your question right first time.
If I wanted to deliver products by Hauler from one Vehicle depot to another, I would use something like this (Green Zone - it is Departure Depot, where Hauler is filled up; Red Zone - it is Arrival Depot, where Hauler is emptied):
It seems ...
Search found 5 matches
- Tue Apr 04, 2017 6:51 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 634037
- Mon Apr 03, 2017 10:39 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 634037
Re: [MOD 0.14] AAI Programmable Vehicles
when it empties its inventory it just stays there and doesn't return to the pickup depot
In order to make a depot pick items from Hauler, you must set output signal at the "Vehicle Depot Exchange Data" (brown board at the top right corner with red & green wires) with the item signal of desired ...
In order to make a depot pick items from Hauler, you must set output signal at the "Vehicle Depot Exchange Data" (brown board at the top right corner with red & green wires) with the item signal of desired ...
- Sat Apr 01, 2017 4:29 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 634037
Re: [MOD 0.14] AAI Programmable Vehicles
What I could do is make some alternate tank ammo that is single target instead of direction-based with collision, so the only risk of collateral damage would the explosion radius of the explosive variant.
Hello and thanks for another great mod!
Is there any chance that AI turret behaviour for ...
- Sat Apr 01, 2017 2:27 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 362977
Re: [Mod 0.14] Logistic Train Network 0.9.12
Hello!
I have deleted a "RailTanker" mod. After that, every attempt to load game (where RailTanker mod was enabled) caused error in your mod control.lua line:74 However I have fixed that for myself, just wanted you to know about such possibility. Thanks.
I have deleted a "RailTanker" mod. After that, every attempt to load game (where RailTanker mod was enabled) caused error in your mod control.lua line:74 However I have fixed that for myself, just wanted you to know about such possibility. Thanks.
- Tue Mar 28, 2017 10:27 am
- Forum: Mods
- Topic: [MOD 0.13] EfficienSee : optimise your factory !
- Replies: 123
- Views: 65470
Re: [MOD 0.13] EfficienSee : optimise your factory !
Hello! First of all, Thanks for a great mod !
I have the same error as
The error code I'm getting is:
__EfficienSee__/control.lua:1352: attempt to compare number with nil
It is produced by opening EfficienSee screen ('N' hotkey) on the Angel's Refining building.
Here is screenshot
Also avaible ...
I have the same error as
The error code I'm getting is:
__EfficienSee__/control.lua:1352: attempt to compare number with nil
It is produced by opening EfficienSee screen ('N' hotkey) on the Angel's Refining building.
Here is screenshot
Also avaible ...