Search found 499 matches
- Mon Sep 05, 2016 4:44 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 291374
Re: [MOD 0.13.20] Robot Army. 0.2.2
just installed Robot Army 0.2.2 on 0.13.20 and it's really cool so far. 8-) one question. my bots sometime shoot at me (no damage). Robot.Army.Friendly.Fire.png just wondering if this is a know issue, or perhaps a conflict with my other mods? Base Mod Color Picker 0.1.0 Creative Mode 0.1.4 EvoGUI 0...
- Mon Sep 05, 2016 2:04 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 326598
Re: [MOD 0.13.17] Rampant - 0.0.8
Hey, just wanted to say great mod! great code too, I had a look at how you had such responsive movement in your unitgroups for the retreat mechanic (which looks great in-game btw, very responsive and realistic) It seems you tackled it by making a new unit group and adding all the members back into t...
- Mon Sep 05, 2016 1:49 am
- Forum: Modding interface requests
- Topic: Unit groups cancel current action
- Replies: 3
- Views: 1591
Unit groups cancel current action
Hey, In my Robot Army mod, i'm having a tough time making the units do things when requested. Example: Squad of units is moving north, but a new command is given to them to move-to a position ~100 tiles south of their current location - 2 things I notice go wrong - the calcuation of the unitgroup po...
- Fri Sep 02, 2016 4:40 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 291374
Re: [MOD 0.13.20] Robot Army. 0.2.2
Would be nice if you decreased the physical resistance of rocks so flamebots wouldn't get stuck. In vanilla the rocks have 100% fire resistance and can thus not be destroyed by flamebots. I might just add some small component of physical damage to their fire attack so a direct attack on a rock will...
- Thu Sep 01, 2016 7:42 pm
- Forum: Modding discussion
- Topic: Factorio libre: a Factorio mod standard library... maybe?
- Replies: 7
- Views: 2995
Re: Factorio libre: a Factorio mod standard library... maybe?
Yes please contribute to Afforess' "Factorio Standard Library" project on Github. We would all welcome your additions in that, to keep everything all together! Some double-up of functionality though, so some parts may need to be left out during integration. Best to get in touch with Affore...
- Thu Sep 01, 2016 6:46 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 291374
Re: [MOD 0.13.15] Robot Army. 0.2.2
My testing last night was pretty fun, but I found some depressing things. The "unit" pathfinding doesn't allow "flying" paths, where the unit's collision box is just zeroes. This means if a squad of flying combat robots is told to move outside of walls which are fully enclosed, t...
- Thu Sep 01, 2016 2:36 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 291374
Re: [MOD 0.13.15] Robot Army. 0.2.2
Well I just tested integration of Klonan's Combat Robots mod (flying style robot units, but they have no AI) with my mod and made them able to be hand-placed and they can join squads and it was really awesome to watch. I will add support for all of Klonan's mods units and I will integrate his mod in...
- Tue Aug 30, 2016 8:04 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 291374
Re: [MOD 0.13.15] Robot Army. 0.2.2
Flying robots would actually fix most problems people have actually.. trees, walls, belts etc would all be bypassed as sources of problems.
- Sun Aug 28, 2016 4:51 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 291374
Re: [MOD 0.13.15] Robot Army. 0.2.2
The rally point doesn't do that.. what exactly are you doing?Dramegno wrote:so I can just move my rally point farther and farther away to effectively increase my area?
- Sun Aug 28, 2016 5:25 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 291374
Re: [MOD 0.13.15] Robot Army. 0.2.2
sorry if this has been asked already but the search/hunt radius of the army where is it centered on? I am mostly sure that it is centered on player spawn, the spot that the droid spawned at, and/or rally post? The hunt radius is centered on the squad. Almost all aspects of the robot army mod is squ...
- Sat Aug 27, 2016 5:36 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 291374
Re: [MOD 0.13.15] Robot Army. 0.2.2
Yeah.. I think overall the complexity doesn't add enough to the experience to make it worth it, especially because it will be suboptimal and hack to implement.
If I had 100% control over the way it is added, like to the base game, it would be more feasible.
If I had 100% control over the way it is added, like to the base game, it would be more feasible.
- Fri Aug 26, 2016 4:24 pm
- Forum: Development Proposals
- Topic: RTS direction
- Replies: 183
- Views: 153416
Re: RTS direction
Very dated... Considering that it says they're still just talking about blueprints and construction bots. I don't know about the central control room idea but I really hope at least some sort of automated attack force is implemented into vanilla. My current game I've walled off a huge section of la...
- Fri Aug 26, 2016 4:11 pm
- Forum: Releases
- Topic: Version 0.14.0
- Replies: 58
- Views: 62065
Re: Version 0.14.0
So if i update my mod with factorio_version = 0.14 , all my users who are on .13 still (99.9%) will be unable to load the mod, and the few who have started using 0.14 already will not be able to use it. Where is the safe middleground? How can I update my mod so that both 0.13.18 and 0.14 users can u...
- Fri Aug 26, 2016 2:26 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 291374
Re: [MOD 0.13.15] Robot Army. 0.2.2
The only way I can think to do something like this reliably would be your first example. Each squad has an ammocount table making droids requires x ammo of whatever type in addition to current items. as droids squads are created squad-ammo-count is increased by X, as droids die squad-ammo-count is ...
- Thu Aug 25, 2016 2:54 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 291374
Re: [MOD 0.13.15] Robot Army. 0.2.2
How can we/I implement an inventory system efficiently? Like, I could spawn an invisible chest and teleport it around with the squad (or just have it hide somewhere inconspicuous) and maintain that.. but you can have many hundreds of squads potentially so it might be a lot of CPU drain
- Thu Aug 25, 2016 1:44 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 291374
Re: [MOD 0.13.15] Robot Army. 0.2.2
Sorry to be blunt, but I don't think you understand how units/entities in Factorio work, in a modding perspective.. The entity type of the droids is a "Unit" which in the minds of the Factorio devs is simple a Biter with AI. The biters were their main focus in mind while designing these en...
- Thu Aug 25, 2016 12:25 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 291374
Re: [MOD 0.13.15] Robot Army. 0.2.2
You go any ideas for implementation?kiba wrote:Any plan for droids that run out of bullets?
If not, I might consider forking it.
- Fri Aug 19, 2016 6:20 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 291374
Re: [MOD 0.13.15] Robot Army. 0.2.2
Update factorio to 0.13.x experimental builds.cj89898 wrote:Error I get: http://img.cjservers.net:3096/webserver ... -06-51.jpg
My mod only works on the new Factorio versions, 0.13.14+
- Sat Aug 13, 2016 4:51 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 291374
Re: [MOD 0.13.15] Robot Army. 0.2.2
Activity module makes output signals that count how many droids you have, and how many of each type. You can have as many activity modules as you want. You can use the signals like any other logic circuit condition signal. The settings module is a way to override the default settings of robot army. ...
- Fri Aug 12, 2016 2:20 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 291374
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 erro...