Search found 455 matches

by Neemys
Mon Oct 09, 2017 2:10 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 854
Views: 234046

Re: [MOD 0.14] AAI Programmable Vehicles

When you redo your setup connect every controller to a power pole. That way you can read the signals the controller gets by hovering over the power pole. I already do that if needed. As I already stated, the circuit setup don't have any problem. It was working fine before and is working fine in a n...
by Neemys
Mon Oct 09, 2017 9:50 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 854
Views: 234046

Re: [MOD 0.14] AAI Programmable Vehicles

I tried without success : Changing the circuit to issue order every 60 ticks (more often). Changing hauler for new one in case old one are bugged. Changing the order to use hauler id instead of unit id to assign order. Offset the target position by different value to avoid being blocked by getting ...
by Neemys
Sun Oct 08, 2017 7:57 pm
Forum: Mods
Topic: [0.14][0.15][0.16][0.17] Building Platform v1.1.12
Replies: 139
Views: 31357

Re: [0.14][0.15] Building Platform v1.1.10

Hey, it would be nice if you concentric-circle and grid generation could work on other surfaces than nauvis. Maybe make this check check if the surface name is in a global table instead of whether is just nauvis. Then allow mods to add/remove surface names from that table via a remote function. I'm...
by Neemys
Fri Oct 06, 2017 3:20 pm
Forum: Releases
Topic: Version 0.15.35
Replies: 6
Views: 12539

Re: Version 0.15.35

14954.242 Error MainLoop.cpp:940: Exception at tick 98589166: Error while running event AutomaticTrainDeployment::on_train_changed_state (ID 23) __AutomaticTrainDeployment__/control.lua:12: attempt to index field 'station' (a nil value) I changed the station name when a train pulled into it. Please...
by Neemys
Wed Oct 04, 2017 5:31 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 854
Views: 234046

Re: [MOD 0.14] AAI Programmable Vehicles

When you press F4 and activate all pathfinding options (or simply press F5) you'll see if the hauler is looking for a path. Sometimes they are not, they usually will start working again after some time. Near aliens haulers often behave weird. Driving in the opposite direction for no reason and gett...
by Neemys
Wed Oct 04, 2017 10:51 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 854
Views: 234046

Re: [MOD 0.14] AAI Programmable Vehicles

I ran into a problem lately. In my game (big railworld with angels/bobs) I use miners and hauler to get differents resources. The circuit that control them have no problem. It's a simple, if hauler resource go over a threshold it go unload, otherwise stay next to the miner. Using go to pos order, so...
by Neemys
Sun Oct 01, 2017 8:19 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 2984
Views: 381381

Re: Bugs & FAQ

Termak wrote:(...)

Also how i make crawler vehicle to not instakill my buildings when i touch them :D
you need to edit the mod. Lower the weight of the crawler in 'prototypes/entities/crawler.lua', it's near the end of the file 'weight = 20000,', change it for a much lower value.
by Neemys
Sat Sep 30, 2017 1:23 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 2984
Views: 381381

Re: Bugs & FAQ

(...) this seems to me like conflict with some other mod, i'm using crawler vehicle for quite long time already, and this never hapened to me. i'm using full angels, full bob, loader redux, rso and yarm, from time to time i experiment with other mods, but this is my most used set and never had this...
by Neemys
Sat Sep 30, 2017 11:00 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 2984
Views: 381381

Re: Bugs & FAQ

When using the "Crawler" construction vehicle, the option "enable logistic while moving" keep activating itself. I uncheck it because I don't want bot going outside when moving but when I enter or leave the vehicle, the option recheck itself making it tedious to uncheck the option everytime I enter ...
by Neemys
Fri Sep 29, 2017 12:12 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3521
Views: 603013

Re: Development and Discussion

Do we need chemical plants? Can't seem to remember the last time I used one (except for vanilla). I know that they are better, but I always use the advanced ones because their base speed syncs up better with petrochem. Plus, I don't need two buildings doing the same thing... Yes and no all recipe u...
by Neemys
Fri Sep 29, 2017 11:44 am
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 83032

Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker

@UberWaffe After Ackos asking for gold recipe I take time to look at the gold requirement for blue bottle in 0.15 and it seem out of place. Here things as they are now : In both bobs and angel+bob, for science, gold plate aren't use in blue bottle. In fact they seem to be needed for hightech science...
by Neemys
Thu Sep 28, 2017 10:38 am
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 176445

Re: [MOD 0.15] SmartTrains 2.0.5

Little text problem when displaying the rule fluid count. fluid train.jpg I enjoyed your mod so far, the only thing that is bothering me is the automatic refuelling not working when you set yourself where a train should go as it will never go to the end of the schedule. Maybe an option to change the...
by Neemys
Tue Sep 26, 2017 8:56 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 2984
Views: 381381

Re: Bugs & FAQ

Algae farm are ordered wrongly in crafting list of the inventory with the MK2 being before the MK1.
by Neemys
Mon Sep 25, 2017 11:31 am
Forum: News
Topic: Friday Facts #209 - Optimisation is a way of life
Replies: 95
Views: 26063

Re: Friday Facts #209 - Optimisation is a way of life

I am relative new to the game and probably an atypical player. Using peacefull mode and evem detroying all enemy structures with console when starting a game. I just don't want to fight, only logistics. you can stop them spawning altogether when creating a map. Specifically, setting the "enemy base...
by Neemys
Mon Sep 25, 2017 8:58 am
Forum: News
Topic: Friday Facts #209 - Optimisation is a way of life
Replies: 95
Views: 26063

Re: Friday Facts #209 - Optimisation is a way of life

If you read the forum and FFF you should know that they can't implement multi threading and the big problem they have is RAM related not CPU related. Is it really that they can't implement multithreading at all or is it that it's complicated due to structural design decisions made in the past? Do y...
by Neemys
Sun Sep 24, 2017 10:03 pm
Forum: News
Topic: Friday Facts #209 - Optimisation is a way of life
Replies: 95
Views: 26063

Re: Friday Facts #209 - Optimisation is a way of life

Every optimization I've seen talked about applies just as well for AMD as well. Do you really know your stuff about micro-optimization and have looked at the optimizations they used? As far as I know, in general, optimization of code helps on all architectures. Until you get down to data structures...
by Neemys
Sun Sep 24, 2017 9:58 pm
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 83032

Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker

Im stuck (missing something), how do i get gold ore (angels mods) for blue science packs? Science cost tweaker only change the cost of technology, not the requirement or what they unlocked. I will still answer you but please use the angel subforum for help with angels mod. Assuming you have angels ...
by Neemys
Sun Sep 24, 2017 12:25 pm
Forum: Mods
Topic: [0.14][0.15][0.16][0.17] Building Platform v1.1.12
Replies: 139
Views: 31357

Re: [0.14][0.15] Building Platform v1.1.10

New release ! Nothing great in the changelog as I'm still working on the website which is nearly done. 24-09-2017 - 1.1.10 (for 0.15) (commit a447432260) : All 1.0.10 changes ported to 0.15. Added expensive recipe awareness. This mod don't add expensive recipe, but they shouldn't create bug anymore....
by Neemys
Fri Sep 22, 2017 7:21 pm
Forum: News
Topic: Friday Facts #209 - Optimisation is a way of life
Replies: 95
Views: 26063

Re: Friday Facts #209 - Optimisation is a way of life

Nice FFF as always, love to know how things are going. For the logistic bots dillema. I don't think thats a good idea : If you just change logistic and not construction bot, it will be weird to have two bots acting so differently (not interactable and invulnerable for one). And having things that ca...
by Neemys
Tue Sep 12, 2017 8:06 am
Forum: Mods
Topic: [MOD 0.14] AAI Vehicles: Miner
Replies: 106
Views: 32101

Re: [MOD 0.14] AAI Vehicles: Miner

Earendel wrote:Bobs + angles changes sufuric acid barrels so that the fluid name does not match the barrel name. I figured out roundabout a way to bypass the problem but I need to do some testing to make sure it won't hinder the performance.
Nice thing if it works, thanks ;)

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