Search found 499 matches
- Sat Sep 10, 2016 2:47 am
- Forum: Modding help
- Topic: Player/Unit animations issue
- Replies: 6
- Views: 1624
Re: Player/Unit animations issue
I edited the sprite sheets and added the new directions and in the correct order ( i had the west-facing order reversed) so now the animation is fine. still annoying though, i'd like to know what the correct lua code is to make it correctly replicate east-west animations.
- Fri Sep 09, 2016 10:46 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 291375
Re: [MOD 0.14.3] Robot Army. 0.2.3
Well perhaps I broke it? I'll put a git issue on it. I'm currently working on a zombie mod but I'll whip over and squiz at the code
- Fri Sep 09, 2016 5:10 pm
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1786
- Views: 609666
Re: [MOD 0.14.x] pY Coal Processing
I like the dark asphalt. "Noice!"
- Fri Sep 09, 2016 2:27 pm
- Forum: Modding help
- Topic: Player/Unit animations issue
- Replies: 6
- Views: 1624
Re: Player/Unit animations issue
I think I tried setting it to false, and just removing it totally... I don't think it helped. I did some image editing and just made my own west sprite. The sprites still don't look correct when the critter is walking around "idle" it is usually looking the wrong way when it's walking around
- Fri Sep 09, 2016 4:06 am
- Forum: Modding help
- Topic: Player/Unit animations issue
- Replies: 6
- Views: 1624
Player/Unit animations issue
I am having issues with animation sprite sheets which only have north-east-south sprites, and west is omitted. West is just a mirror of East, and i'm pretty sure there is a line of lua code i can put in the definition of the entity prototype in the run_animation table, to specify that east-west anim...
- Fri Sep 09, 2016 3:45 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 291375
Re: [MOD 0.14.3] Robot Army. 0.2.3
Having issues with the settings module and retreat size . The squads never return to get reinforced, but continue to fight and eventually die. I am playing with RSO and maxed aliens, both base size and frequency. Thanks, I think I have heard of this issue before, it might not be working properly. :...
- Thu Sep 08, 2016 5:02 pm
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1786
- Views: 609666
Re: [MOD 0.14.x] pY Coal Processing
Neat, more horror to add alongside angel's mods
- Wed Sep 07, 2016 2:01 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 291375
Re: [MOD 0.14.3] Robot Army. 0.2.3
The factorio devs have fixed heaps of strange behaviour and bugs on behalf of modders so I hope they will lend an ear to our issues
- Wed Sep 07, 2016 5:25 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 291375
Re: [MOD 0.14.3] Robot Army. 0.2.3
fantastic, thanks Nexela. This is a great addition, love it. I will add this to my 0.2.4 in-progress work. That's the point. Walls also block you. And strangely flying bots also are affected by belts. Yes i think as part of my bug report for pathfinding/movement request for entities with collision b...
- Wed Sep 07, 2016 12:15 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 291375
Re: [MOD 0.14.3] Robot Army. 0.2.3
Due to the large numbers required for them to be effective, this highlights another issue: how they position themselves to engage enemies. With squads of 100, I've noticed that about half of them sit back instead of spreading out to engage. That's not really the issue though, but the fact that afte...
- Tue Sep 06, 2016 9:10 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 291375
Re: [MOD 0.14.3] Robot Army. 0.2.3
After several games I started to hate the pathfinding. Every time I think I deployed bots far enough from may main base, they mock on me and choose to walk right through the belt-heavy core of my base and of course they stuck there forever. It became tedious to surround every major pack of belts wi...
- Tue Sep 06, 2016 12:11 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 291375
Re: [MOD 0.14.3] Robot Army. 0.2.3
Sounds good, thanks for doing more testing for me ![Smile :)](./images/smilies/icon_e_smile.gif)
Has anyone had a chance to try out the new combat robot units in squads yet? Might want to set squad sizes larger to get more use out of them in each attack. 50-100 is good.
![Smile :)](./images/smilies/icon_e_smile.gif)
Has anyone had a chance to try out the new combat robot units in squads yet? Might want to set squad sizes larger to get more use out of them in each attack. 50-100 is good.
- Mon Sep 05, 2016 7:27 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 291375
Re: [MOD 0.14.3] Robot Army. 0.2.3
I recall earlier discussions (perhaps on the mod portal) about ways to limit the bots by having them return when low on ammo (you said it is really hard to do because they don't have individual ammo count on the model). In a situation like this, they would run out of ammo very quickly and be nearly...
- Mon Sep 05, 2016 7:22 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 326598
Re: [MOD 0.13.17] Rampant - 0.0.8
Veden, Oxyd has said in this thread: https://forums.factorio.com/viewtopic.php?f=28&t=32171 that the members of the unit_group are bugged and are not updating their orders. This will be fixed in 0.14.4 so we shouldn't need to do as much black-magic to get them to do what we want. In theory if th...
- Mon Sep 05, 2016 5:20 pm
- Forum: Modding interface requests
- Topic: Unit groups cancel current action
- Replies: 3
- Views: 1591
Re: Unit groups cancel current action
Oh awesome thanks Oxyd.
Well I think with the bug fix I am happy. Don't worry about this request then.
Well I think with the bug fix I am happy. Don't worry about this request then.
- Mon Sep 05, 2016 6:42 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 291375
Re: [MOD 0.13.20] Robot Army. 0.2.2
Well.. that is very disturbing. I just updated the mod to 0.14.x and added flying robot units, maybe try updating and see what happens? Robot Army V0.2.3 Released: This update brings support for 0.14, change to rally beacon behaviour, and adds flying robots (defender, distractor, and destroyer types...
- Mon Sep 05, 2016 6:29 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 291375
Re: [MOD 0.13.20] Robot Army. 0.2.2
Haha wow.. well I don't know. Maybe that save is just being weird. You said you have a different game going with them as well and have not had the issue?
- Mon Sep 05, 2016 6:19 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 291375
Re: [MOD 0.13.20] Robot Army. 0.2.2
Not that I can think of. This behaviour sounds like a Factorio game bug and could be triggered by an internal game state. Next time it happens try to take note of where and how the droids were spawned, what they are doing at the time, if it's multiplayer or single player, if there are any mods that ...
- Mon Sep 05, 2016 6:09 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 291375
Re: [MOD 0.13.20] Robot Army. 0.2.2
I wonder if creative mode does something strange with player forces?impetus maximus wrote:it happend in my creative mode (mod) save. it hasn't happend in my campaign save yet.
- Mon Sep 05, 2016 5:18 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 291375
Re: [MOD 0.13.20] Robot Army. 0.2.2
I don't know why.. can they hurt you? Or is your armour too good?impetus maximus wrote:no i'm on the same force. not shooting at them. they are friendly then all of a sudden they shoot at me.
they shoot for a while then stop.