Search found 5 matches

by Meculus
Thu Oct 29, 2020 12:39 pm
Forum: Mods
Topic: [0.16] Logistic Carts
Replies: 54
Views: 32560

Re: [0.16] Logistic Carts

Is there a mod that adds logistic chests that work with this but don't try to pull from the logistic network? Or could something like that be added? Or, more simply, is there a way I can make specific chests not warn me if no logistic network is present?
by Meculus
Sat Jul 18, 2020 8:29 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 586685

Re: [MOD 0.14] AAI Programmable Vehicles

Could you make it so that you could set certain vehicles to ignore the "only one weapon" thing? It breaks at least Angel's C.A.B., because the deploy and undeploy actions are counted as weapons.
by Meculus
Wed Jun 03, 2020 4:00 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 586685

Re: [MOD 0.14] AAI Programmable Vehicles

Hey, has anyone found a simple way to make a vehicle follow zone arrows? Mine failed, after trying to use a large amount of Decider combinators to detect direction.
by Meculus
Tue Oct 29, 2019 4:09 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 396
Views: 295798

Re: [0.17+] Space Exploration WIP

https://drive.google.com/file/d/1Ph7Bqc ... sp=sharing

I have a problem. I have a full spaceship that says it has no problems, but won't fly. What's wrong?
by Meculus
Tue Oct 29, 2019 1:04 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 586685

Re: [MOD 0.14] AAI Programmable Vehicles

Could you please add a mod/update that allows you to disable weapon splitting without disabling AI or creates a separate vehicle with all the weapons on that doesn't need to have AI?

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