Is there a way to command vehicles to switch their AI state (Auto: Blue; Always on: Green; Always Off: Red)?
I want to send a signal through the Unit Controller to do this while cycling through vehicle IDs I want to have switch their AI state. This way, I don't have to manually do it using the ...
Search found 11 matches
- Mon Dec 13, 2021 1:17 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 614087
- Tue May 05, 2020 6:59 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 614087
Re: [MOD 0.14] AAI Programmable Vehicles
How can I change the default resource settings for vehicles? I want to be able to change what their defaults are when they are initially placed by hand. I'm ok with editing mod files to do that, I just don't see where the information is stored.
Maybe this question has been asked, but I've looked ...
Maybe this question has been asked, but I've looked ...
- Mon Aug 13, 2018 5:25 am
- Forum: Modding help
- Topic: Making a no impact damage mod for vanilla vehicles
- Replies: 5
- Views: 2595
Re: Making a no impact damage mod for vanilla vehicles
Thanks for the help you guys!
- Thu Aug 09, 2018 7:11 am
- Forum: Modding help
- Topic: Making a no impact damage mod for vanilla vehicles
- Replies: 5
- Views: 2595
Re: Making a no impact damage mod for vanilla vehicles
Like I said, I know how to implement the resistance changes directly to existing mods and to the base game entities.lua file, I just don't know how to make a mod or script that I could insert into an existing mod to do the same thing. I hate having to tinker with the base game files if I can avoid ...
- Wed Aug 08, 2018 5:26 am
- Forum: Modding help
- Topic: Making a no impact damage mod for vanilla vehicles
- Replies: 5
- Views: 2595
Making a no impact damage mod for vanilla vehicles
Greetings modders!
I know how to add and change resistance types for existing mods, and I also know how to change the game's entities.lua to alter impact damage resistance. But would making a small mod to do give the vanilla vehicles 100% impact resistance be very involved? I'd rather use a mod ...
I know how to add and change resistance types for existing mods, and I also know how to change the game's entities.lua to alter impact damage resistance. But would making a small mod to do give the vanilla vehicles 100% impact resistance be very involved? I'd rather use a mod ...
- Fri Jul 13, 2018 10:36 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 248830
Re: [MOD 0.12.x] Autofill
Did anyone ever fill in the command line code for the Aircraft mod that is found here at Factorio mods?
Figured I'd ask before I tried tackling it myself. I'm not very good at this stuff! lol
Figured I'd ask before I tried tackling it myself. I'm not very good at this stuff! lol
- Sun Mar 04, 2018 8:36 pm
- Forum: Bob's mods
- Topic: Feedback
- Replies: 361
- Views: 144432
Re: Feedback
Hi Bob,
I just started using the inserters mod. The thing I don't know is if there is now any advantage to using the vanilla long handed inserters at all since the yellow inserters seem to be faster and do the same thing. I haven't advanced past the first long inserter tech, so I don't know if ...
I just started using the inserters mod. The thing I don't know is if there is now any advantage to using the vanilla long handed inserters at all since the yellow inserters seem to be faster and do the same thing. I haven't advanced past the first long inserter tech, so I don't know if ...
- Sun Mar 04, 2018 7:37 am
- Forum: Bob's mods
- Topic: Feedback
- Replies: 361
- Views: 144432
Re: Feedback
Hi Bob,
I just started using the inserters mod. The thing I don't know is if there is now any advantage to using the vanilla long handed inserters at all since the yellow inserters seem to be faster and do the same thing. I haven't advanced past the first long inserter tech, so I don't know if ...
I just started using the inserters mod. The thing I don't know is if there is now any advantage to using the vanilla long handed inserters at all since the yellow inserters seem to be faster and do the same thing. I haven't advanced past the first long inserter tech, so I don't know if ...
- Sat Feb 24, 2018 5:10 pm
- Forum: General discussion
- Topic: Only using Speed modules, no pollution
- Replies: 6
- Views: 3630
Re: Only using Speed modules, no pollution
But my point being that if I'm willing to build 'wide' with extra mining and transport, why not just use speed 3 modules with speed beacons? That would speed everything up and I wouldn't be concerned about free production.
Again - energy and pollution aren't a concern.
Again - energy and pollution aren't a concern.
- Sat Feb 24, 2018 2:27 pm
- Forum: General discussion
- Topic: Only using Speed modules, no pollution
- Replies: 6
- Views: 3630
Only using Speed modules, no pollution
I'm still trying to think through the advantage of using productivity modules at all. I suppose for late game, complex recipes where throughput is heavy?
But I only use speed modules to tweak production/mining in places where things are lagging. I don't use pollution in my games though, and always ...
But I only use speed modules to tweak production/mining in places where things are lagging. I don't use pollution in my games though, and always ...
- Sat Feb 24, 2018 2:26 pm
- Forum: Implemented Suggestions
- Topic: Bot network automatically upgrade everything
- Replies: 7
- Views: 4236
Bot network automatically upgrade everything
I'd like to see an option to command construction bots to automatically upgrade your base to higher level components once they are available to your logistics network.
(Please tell me this is not the case already so I am not embarrassed!)
(Please tell me this is not the case already so I am not embarrassed!)