Search found 16 matches

by Derringer
Sat Jan 29, 2022 12:49 am
Forum: Mods
Topic: Mylon's Many Mods
Replies: 306
Views: 138354

Re: Mylon's Many Mods

Assembler Assay conflicts with AAI Industry (confirmed by loading only these 2 mods). The refurbisher recipe gets changed to a clone of the assembling machine 2 recipe. I suspect this is a matter of AAI Industry trying to be too clever in identifying recipes.
by Derringer
Mon Nov 25, 2019 3:01 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 409212

Re: [MOD 0.17] Industrial Revolution

- Rocket and tank cannon firing rate technologies were removed and not replaced. - The cost of rockets, tank cannon shells, artillery shells increased. Ouch! That's going to make uprooting nests at evolution 50-90 much more troublesome. My tactic has been to get close enough to knock over 2-4 spawn...
by Derringer
Mon Mar 26, 2018 8:54 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 586480

Re: [MOD 0.14] AAI Programmable Vehicles

This is strange. My miners do not have equipment grids. Am I missing something? Bob's Vehicle Equipment and my cross-compatibility patch , providing grid equipment and adding grids to AAI vehicles respectively. The patch has no runtime code and only fixes up prototypes during the data stage; the el...
by Derringer
Mon Mar 26, 2018 10:33 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 586480

Re: [MOD 0.14] AAI Programmable Vehicles

Wait, you can charge the vehicles with electricity? Yup. If a vehicle runs out of fuel and has charged batteries in its equipment grid, the AI will transfer up to 225 MJ of grid battery energy to the vehicle's energy bar. In 0.15 this function was always active, in 0.16 it's active only when the AI...
by Derringer
Sat Mar 24, 2018 11:06 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 586480

Re: [MOD 0.14] AAI Programmable Vehicles

I've been seeing a few more oddities: When a player character is in a flying vehicle with AI switched on and following a move order, the character is sometimes ejected over water. A character stranded on water cannot enter a vehicle at all. The only way to recover from being stranded like this is to...
by Derringer
Wed Feb 28, 2018 7:09 am
Forum: Bob's mods
Topic: Strange effects of extreme speed or productivity bonuses?
Replies: 4
Views: 2409

Re: Strange effects of extreme speed or productivity bonuses?

If i had to guess, that's just caused by something like that: That's exactly what's going on if you watch the bonus_progress property. The excess bonus_progress above 1 remains, and if the assembler's speed is dropped far enough then the accrued bonus_progress will continue to be dumped out at a ra...
by Derringer
Sat Feb 24, 2018 3:59 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 586480

Re: [MOD 0.14] AAI Programmable Vehicles

Did support for non-pathfinding move commands go away entirely? I took a stab at automating an Aircraft cargo plane on hauler duty and it insisted on dodging and weaving around every tree even though I sent a move command using sub-tile offsets. In any case, I thought vehicles that could move over w...
by Derringer
Mon Oct 02, 2017 12:48 am
Forum: Mods
Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
Replies: 151
Views: 73343

Re: [MOD 0.15] Wear and Tear (plus automated maintenance)

Another issue: when construction robots replace Bob's Greenhouses, the recipe setting is lost.
by Derringer
Wed Sep 27, 2017 9:55 am
Forum: Mods
Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
Replies: 151
Views: 73343

Re: [MOD 0.15] Wear and Tear (plus automated maintenance)

Another issue, this one exposed by 10x Harder: the recycler hangs if more than one stack of any given output item is generated (e.g.100 steel pipes, which only stack to 50). You'll need to break up output quantities that exceed one stack into multiple recipe outputs of the same item.
by Derringer
Fri Sep 22, 2017 8:20 pm
Forum: Mods
Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
Replies: 151
Views: 73343

Re: [MOD 0.15] Wear and Tear (plus automated maintenance)

The code iterates through the entire bonus table and keeps the last hit, which is the one with the biggest bonus. Although if someone adds to the table and doesn't leave it in order from least to greatest, that could cause issues so I'll add a math.max function to address that possibility. I guess ...
by Derringer
Fri Sep 22, 2017 6:37 am
Forum: Mods
Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
Replies: 151
Views: 73343

Re: [MOD 0.15] Wear and Tear (plus automated maintenance)

I can put a nil check on that line. Not sure what is causing it. Pinned it. local ingredients = entity.force.recipes[entity.name].ingredients If an entity has no identically-named recipe, this will blow up rather reliably. Also, you have two non-matching copies of the material bonus logic in contro...
by Derringer
Tue Sep 19, 2017 8:40 am
Forum: Mods
Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
Replies: 151
Views: 73343

Re: [MOD 0.15] Wear and Tear (plus automated maintenance)

I can put a nil check on that line. Not sure what is causing it. What mod is it that provides the modded steam engine? Not familiar with Yuoki's. There's a table in config.lua that lets you add durability buffs for when specific materials are used in it's recipe. (Ironically, the bug you found is p...
by Derringer
Tue Sep 19, 2017 12:51 am
Forum: Mods
Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
Replies: 151
Views: 73343

Re: [MOD 0.15] Wear and Tear (plus automated maintenance)

Just had a crash checking the wear state of a modded steam engine. Haven't had time to hunt around for the cause. Error MainLoop.cpp:940: Exception at tick 1673353: Error while running event WearAndTear::check_age (ID 86) __WearAndTear__/control-wt.lua:488: attempt to index field '?' (a nil value) I...
by Derringer
Tue Sep 19, 2017 12:42 am
Forum: Mods
Topic: [MOD 0.15]10x Harder
Replies: 11
Views: 5191

Re: [MOD 0.15]10x Harder

Yeah, poles are kind of an odd case. My first thought would be to leave the 1x1 poles alone and scale the larger ones, but the lines get really blurry with things like Bob's mk4 medium pole which is almost a compact substation.
by Derringer
Mon Sep 18, 2017 3:32 am
Forum: Mods
Topic: [MOD 0.15]10x Harder
Replies: 11
Views: 5191

Re: [MOD 0.15]10x Harder

I just started a game with a gigantic mod set (Bob's, Angel's, AAI and Yuoki's for starters, along with this, Wear and Tear, and Leveled Enemies) and noticed a couple of quirks. Power poles get their cost increased, but inserters and belts apparently don't. This creates some unusual early game incen...
by Derringer
Sun Sep 17, 2017 12:08 am
Forum: Mods
Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
Replies: 151
Views: 73343

Re: [MOD 0.15] Wear and Tear (plus automated maintenance)

I do hope that venting nitrogen or oxygen won't cause environmental havoc, especially since I've most likely just pulled them out of the atmosphere.

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