Search found 113 matches

by Berkys32
Sat Dec 17, 2016 6:13 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 529490

Re: [MOD 0.14] AAI Programmable Vehicles

Did you double check that you are using the vehicle type id signal and not the vehicle item signal? Ok, it works now... but im 100% i was using right "item" Laser tank ID. I didnt even know I can choose item itself... "Time since moved" should update when the vehicle actually ch...
by Berkys32
Sat Dec 17, 2016 4:05 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 529490

Re: [MOD 0.14] AAI Programmable Vehicles

Another ?bug? - signal "Time since moved" never resets if car is controlled by AI - even if it isnt movig (similiar to energy consumption bug)...

"Time since moved" seems to be reseted, but only when vehicle move at some faster speed. Speed, my miner isnt able to reach...
by Berkys32
Sat Dec 17, 2016 3:48 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 529490

Re: [MOD 0.14] AAI Programmable Vehicles

I can't recreate the Unit Scanner blueprint problem. I've tried all sorts of configurations. Is the blueprint you are using from the blueprint string I posted or is it one you made? Do you still get the problem if you fix the resulting setup and make a new blueprint? Now i have opposite problem - I...
by Berkys32
Sat Dec 17, 2016 8:31 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 529490

Re: [MOD 0.14] AAI Programmable Vehicles

Another bug - Unit scanner built via BP with constant combinator doesnt output anything. I have to replace constant combinator and link it again to get it work... EDIT: Unit scanner cant scan # of zone? It signals type of zone right, but everytime with strenght 1. It would be nice if it could get nu...
by Berkys32
Sat Dec 17, 2016 7:52 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 529490

Re: [MOD 0.14] AAI Programmable Vehicles

What I could do is make some alternate tank ammo that is single target instead of direction-based with collision, so the only risk of collateral damage would the explosion radius of the explosive variant. It sounds as best option - at least for me. But could you make new one, so we can still use ol...
by Berkys32
Fri Dec 16, 2016 3:20 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 529490

Re: [MOD 0.14] AAI Programmable Vehicles

I fixed the tank self harm bug, there's no way to cause a real vehicle to fire with LUA so I need to spawn the projectiles manually, but the projectiles don't know which vehicle is supposed to have shot the projectile so it just hits the fist thing it finds, i.e. the tank that it's already overlapp...
by Berkys32
Thu Dec 15, 2016 11:40 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 529490

Re: [MOD 0.14] AAI Programmable Vehicles

That seems to be completely off. Good job! I see it now, its visible when unit is selected via remote controller. Thats really needed feature. I was scared how can I recognize which ID has unit I just spawned, so I can programme correct unit, and that solved! Another bug - could you look at basic ta...
by Berkys32
Thu Dec 15, 2016 10:14 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 529490

Re: [MOD 0.14] AAI Programmable Vehicles

Version 0.1.8 has been released. The toolbar and logistics settings issue has been fixed. The problem was a recipe reset script that I was using, it ended up resetting some techs in a way that your extra toolbelt become un-researched then re-researched, but the game didn't remember the settings. Th...
by Berkys32
Thu Dec 15, 2016 9:13 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 529490

Re: [MOD 0.14] AAI Programmable Vehicles

About inventory bug - Im now trying to get which another mod could be doing it. Ill post it in few minutes. Do you know Natural Evolution mod? Its about enemies and their behaviour. And it makes them much stronger, which makes most of your whicles useless (at 60% evo just a group of laser tanks coul...
by Berkys32
Wed Dec 14, 2016 3:54 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 529490

Re: [MOD 0.14] AAI Programmable Vehicles

Not just second line of toolbar, but even second line of Logistic toolbar (where you set up what items bot should supply to you)
by Berkys32
Wed Dec 14, 2016 4:59 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 529490

Re: [MOD 0.14] AAI Programmable Vehicles

Hi! I like your mods. It gets me in combinators, which are fun. But it took me an hour to realize you just dont have output signal in your guide picures. It is clear now that it has to be something there, but it wasnt before I made some learning... (I mean especially your arithmetic combinators &quo...
by Berkys32
Mon Nov 28, 2016 11:49 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 424852

Re: [MOD 0.12.x | 0.13.x] Natural Evolution - All things Alien! - 6.2.1

I dont know why, but Artifact collector cant be picked using "Picker" mod or even build via blueprint or removed with deconstruction planner As to "picker" This is because the "placed" collector does not have an item-prototype associated with it. I will shoot the autho...
by Berkys32
Sat Sep 24, 2016 8:46 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1376429

Re: Development and Discussion

At first - all your mods are great! I love refining and petrochem, it adds many more chains...

But - can I use petrol somehow? Cant find any way how to converse it
by Berkys32
Mon Sep 05, 2016 7:26 am
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 180360

Re: [0.12.x] RSO Discussion thread

I dont care about achievements, so, your solution is all I need, thank you very much ;)
by Berkys32
Sun Sep 04, 2016 6:37 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 180360

Re: [0.12.x] RSO Discussion thread

. Going from 2.1.0 to 2.2.0 caused my start area to respawn all ore. Previous ore was still there, thankfully, but it added all new ore spawns, plus an additional oil. Running current bob's mods and Factorissimo. Same here. Before i noticed it ores are everywhere. Can I somehow reverse it? Edit: I ...
by Berkys32
Sun Sep 04, 2016 1:34 pm
Forum: Mods
Topic: [MOD 0.12.26] Picker: Easily select items from inventory
Replies: 125
Views: 64012

Re: [MOD 0.12.26] Picker: Easily select items from inventory

This mod is completely must-have for me. Could you please update to 0.14. Please?
PLEASE PLEASE PLEASE!!!

EDIT: Nevermind. I just changed 0.13 to 0.14 in info.json file and mod is working perect again :)
by Berkys32
Sun Sep 04, 2016 1:09 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1376429

Re: Development and Discussion

When will be Angels processing for 0.14 ready? Or Angels smelting?
by Berkys32
Fri Sep 02, 2016 10:00 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 424852

Re: [MOD 0.12.x | 0.14.x] Natural Evolution - All things Alien! - 6.3.1

Im not sure if I understand it right - before I was able to decreas evolution rate, now Im only able to slow its increase? I like that I can decrease evo. i love the way your mod increases AI and so, but I dont have to have hard fight at all cost, so sometimes I rather shutdown whole factory and wai...
by Berkys32
Wed Aug 24, 2016 6:32 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 314106

Re: [MOD 0.13.17] Rampant - 0.0.4

So after thinking about it, I'm going to make the Big Wooden Pole from Bio Industries act like the rail that regenerates. My logic, the biters thinks its a tree :) http://i.imgur.com/ZARrAS7.png So I can make wooden wall all around my base and Im safe... EDIT: Sorry, I just saw picture and thought ...
by Berkys32
Wed Aug 24, 2016 6:26 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 314106

Re: [MOD 0.13.17] Rampant - 0.0.4

I found another bug - it seems your mod is not compatible with mods that add another surface - like factorissimo Im using. It seems that I got crash everytime Im inside and biters try to attack me (and cant find me) Sadly Im not able to reproduce this bug anymore, those beast dont want to attack me ...

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