There is conflict with angel's industry fully enabled (which mean check all the mod setting options)
Is it possible to fix it?
Search found 16 matches
- Sun Apr 19, 2020 1:31 pm
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 396
- Views: 310545
- Sat Apr 18, 2020 9:50 pm
- Forum: Angels Mods
- Topic: Conflict between angel's industry and space exploration
- Replies: 0
- Views: 1227
Conflict between angel's industry and space exploration
There are some conflict's between fully enabled Angel's Industry and Space Exploration.
1. with only angel's and SE enabled, there is a recipe conflict error
2. by adding Bob's electronic, the recipe error disappeared, and replaced by a tech loop
3. by adding AAI industry, finally I can enter the ...
1. with only angel's and SE enabled, there is a recipe conflict error
2. by adding Bob's electronic, the recipe error disappeared, and replaced by a tech loop
3. by adding AAI industry, finally I can enter the ...
- Sun Mar 04, 2018 6:58 pm
- Forum: Not a bug
- Topic: [0.16.16] Tile prototype limit (255) too low
- Replies: 30
- Views: 20037
Re: [0.16.16] Tile prototype limit (255) too low
It would be 1 extra byte for each tile on map ... one chunk is 32x32 tiles, medium sized map has ~25000 chunks (about 5000x5000 uncovered tiles). Yes, I suppose it would be possible to keep optimizations if we limited max tile ID to 1023 instead of allowing whole range of 2 bytes.
Anyway 255 is ...
Anyway 255 is ...
- Sat Mar 03, 2018 6:06 am
- Forum: Angels Mods
- Topic: [MOD 0.16] MadClown01's Processing
- Replies: 130
- Views: 101132
Re: [MOD 0.16] MadClown01's Processing
Seems the newest update is broken.
It said something of "refined concrete"
It said something of "refined concrete"
- Thu Mar 01, 2018 8:24 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 614343
Re: [MOD 0.14] AAI Programmable Vehicles
Robots getting shoot down is not a thing that need avoid. It also happens when you do the laser tower crawl
- Thu Mar 01, 2018 2:17 pm
- Forum: Mods
- Topic: [MOD 0.16] Bulk Rail Loaders
- Replies: 265
- Views: 123222
Re: [MOD 0.16] Bulk Rail Loaders
https://mods.factorio.com/mod/Clowns-Extended-Minerals
Hi, will you support this mod? It adds many new ores to a bob-angal game.
Hi, will you support this mod? It adds many new ores to a bob-angal game.
- Thu Mar 01, 2018 12:05 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 614343
Re: [MOD 0.14] AAI Programmable Vehicles
The inserter crash issue is mainly a pathfinding issue. You can always put way point right infront of the loading point to adjust the drive in angle. The only requirement is that the hauler will stay stright on a clear path.
For the transfer between Warden and chain gunner, I think a vehicle robot ...
For the transfer between Warden and chain gunner, I think a vehicle robot ...
- Thu Mar 01, 2018 2:00 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 614343
Re: [MOD 0.14] AAI Programmable Vehicles
For the interactor, It output signals as a unit scanner, and the input signals to it can turn on/off athe vehicle.
So how the signal inputs work is mainly depends on how your on/off signals work.
Since it will read out the vehicle id, you can always place a unit control tower or unit data control ...
So how the signal inputs work is mainly depends on how your on/off signals work.
Since it will read out the vehicle id, you can always place a unit control tower or unit data control ...
- Thu Mar 01, 2018 1:19 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 614343
Re: [MOD 0.14] AAI Programmable Vehicles
@Earendel
I'm very happy to hear that most of them are already in progress.
As long as the new design can let people build a hauler transport loop or a tank patrol loop without circuit programming, it is a good design.
Without the complexity of circuits, people can use it daily with belts, trains ...
I'm very happy to hear that most of them are already in progress.
As long as the new design can let people build a hauler transport loop or a tank patrol loop without circuit programming, it is a good design.
Without the complexity of circuits, people can use it daily with belts, trains ...
- Wed Feb 28, 2018 8:39 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 614343
Re: [MOD 0.14] AAI Programmable Vehicles
Finally, let's welcome the new era--Factorio On the Wheel
- Wed Feb 28, 2018 8:38 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 614343
Re: [MOD 0.14] AAI Programmable Vehicles
Step5: Disable the instant inventory transfer ability
It is overpowered, and the animation is weird.
Now let the inserters and robots do the job.
For the Warden, let it carry a robot port, and make all the vehicles part of the logistic net.
It is overpowered, and the animation is weird.
Now let the inserters and robots do the job.
For the Warden, let it carry a robot port, and make all the vehicles part of the logistic net.
- Wed Feb 28, 2018 8:24 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 614343
Re: [MOD 0.14] AAI Programmable Vehicles
Step4: Improve pathfinding
With proper use of waypoint system. Long distance pathfinding can be avoid.
With path plan system, circuit network's coplexity is greatly reduced.
Those should benefit ups alot.
And players also can manually clear the path for the vehicles to further reduce the pathfinding ...
With proper use of waypoint system. Long distance pathfinding can be avoid.
With path plan system, circuit network's coplexity is greatly reduced.
Those should benefit ups alot.
And players also can manually clear the path for the vehicles to further reduce the pathfinding ...
- Wed Feb 28, 2018 7:22 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 614343
Re: [MOD 0.14] AAI Programmable Vehicles
Step3: Path Plan System
3.1 Path Plan
Kind like a blueprint. It should have a unique path plan id.
It have an UI that you can design a path plan inside.
A path plan will contains a list of path nodes. Each node will contains a waypoint.
When vehicle achieved a waypoint, It will then go to the next ...
3.1 Path Plan
Kind like a blueprint. It should have a unique path plan id.
It have an UI that you can design a path plan inside.
A path plan will contains a list of path nodes. Each node will contains a waypoint.
When vehicle achieved a waypoint, It will then go to the next ...
- Wed Feb 28, 2018 5:43 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 614343
Re: [MOD 0.14] AAI Programmable Vehicles
Step2: Useful Vehicle Interactors
2.1 Ground Interactor
A 4x4 floor that acts like a unit scanner, it only scans the vehicle right upon it, if there is more then one, then choose the one closest to its center.
Also act as a unit data controller, any signal input will send into the vehicle.
2.2 ...
2.1 Ground Interactor
A 4x4 floor that acts like a unit scanner, it only scans the vehicle right upon it, if there is more then one, then choose the one closest to its center.
Also act as a unit data controller, any signal input will send into the vehicle.
2.2 ...
- Wed Feb 28, 2018 5:20 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 614343
Re: [MOD 0.14] AAI Programmable Vehicles
Some suggestions
Step1: waypoint system
A waypoint is a special type of item that you can place on map.
It should have a unique waypoint id, this id should consistant even inside the inventory.
Its id and position and editable note should be shown on the mouse over ui.
When a waypoint id is input to ...
Step1: waypoint system
A waypoint is a special type of item that you can place on map.
It should have a unique waypoint id, this id should consistant even inside the inventory.
Its id and position and editable note should be shown on the mouse over ui.
When a waypoint id is input to ...
- Wed Feb 28, 2018 4:54 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 614343
Re: [MOD 0.14] AAI Programmable Vehicles
I think this mod should add a waypoint system to make ai programing easier.
I think there is 2 scenario are most commonly used.
1.a tank group patrol on a assigned path
2.hauler transport items between positions
If you can make those two very easy to use.
Then vehical transportion and defence system ...
I think there is 2 scenario are most commonly used.
1.a tank group patrol on a assigned path
2.hauler transport items between positions
If you can make those two very easy to use.
Then vehical transportion and defence system ...