Search found 5 matches
- 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?
- 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.
- 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.
- 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?
I have a problem. I have a full spaceship that says it has no problems, but won't fly. What's wrong?
- 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?