Search found 10 matches
- Thu Feb 11, 2021 4:13 am
- Forum: Bob's mods
- Topic: Does Bob have a steam inserter?
- Replies: 1
- Views: 1555
Does Bob have a steam inserter?
Does Bob have a steam inserter?
- Wed Jul 03, 2019 5:22 pm
- Forum: Mods
- Topic: [0.16] Logistic Carts
- Replies: 54
- Views: 31903
Re: [0.16] Logistic Carts
The network has two types of signal: copper and iron. How to give a cart 1 filter only iron, and a cart 2 filter only copper? How to give a filter for multiple slots? Do you still support this mod? I'm trying to make a logistics network, where each machine will not be tied to only one route, but wil...
- Tue Aug 14, 2018 8:32 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 573281
Re: [MOD 0.14] AAI Programmable Vehicles
Using this mod consumes too much computer resources. Is it possible to somehow correct this?
- Wed Mar 07, 2018 9:47 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 573281
Re: [MOD 0.14] AAI Programmable Vehicles
If the laser tank is equipped with piercing projectiles and it shoots at the enemy, if there is an allied vehicles or building between the enemy and the laser tank, then it takes damage, which levels the use of these shells and makes their use meaningless.
- Sun Mar 04, 2018 9:11 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 573281
Re: [MOD 0.14] AAI Programmable Vehicles
And one more thing. Of course, I could have invented something myself, but sometimes it happens that tanks that patrol zones are recived damage, consuming all ammunition and fuel. It would be great to have a ready solution, but I probably ask too much.
- Sat Mar 03, 2018 12:17 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 573281
Re: [MOD 0.14] AAI Programmable Vehicles
Logistic bots are not capable of doing what you're asking for. Why if a vehicle with ID x is passed through combiners coordinates to a vehicle with ID y so that y follows x, then y hangs when x stops? I don't understand what you mean. If you use coordinates, the vehicle that follows the ID coordina...
- Fri Mar 02, 2018 5:14 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 573281
Re: [MOD 0.14] AAI Programmable Vehicles
Why if a vehicle with ID x is passed through combiners coordinates to a vehicle with ID y so that y follows x, then y hangs when x stops?
- Sat Feb 24, 2018 9:42 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 573281
Re: [MOD 0.14] AAI Programmable Vehicles
I understood the cause of the error problem Error while running event aai-programmable-vehicles :: on_tick (ID 0) __ aai-programmable-vehicles __ / control.lua: 1042: bad argument # -1 to 'remove' (string expected, got nil) If the tank is running out of ammunition, but there are ammo in its invento...
- Fri Feb 23, 2018 7:37 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 573281
Re: [MOD 0.14] AAI Programmable Vehicles
I understood the cause of the error problem Error while running event aai-programmable-vehicles :: on_tick (ID 0) __ aai-programmable-vehicles __ / control.lua: 1042: bad argument # -1 to 'remove' (string expected, got nil) If the tank is running out of ammunition, but there are ammo in its inventor...
- Fri Feb 23, 2018 7:01 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 573281
Re: [MOD 0.14] AAI Programmable Vehicles
Error while running event aai-programmable-vehicles::on_tick (ID 0)__aai-programmable-vehicles__/control.lua:1042: bad argument #-1 to 'remove' (string expected, got nil)