Search found 499 matches

by kyranzor
Wed Aug 22, 2018 3:33 pm
Forum: Already exists
Topic: Beam prototype with definable lifespan
Replies: 2
Views: 1873

Beam prototype with definable lifespan

The beams used by destroyer bots are used as ammo, and has a nice action parameter for the duration of the beam in ticks and the max length etc. When creating a beam entity by script, using create_entity(), there is no way to set the duration/lifespan of the beam. The beam just sits there, forever, ...
by kyranzor
Wed Aug 22, 2018 1:39 pm
Forum: Implemented mod requests
Topic: Volatile selection tool (cursor-only).
Replies: 5
Views: 1781

Re: Volatile selection tool (cursor-only).

holy crap this is super useful for my RTS mod concept as well!
by kyranzor
Wed Aug 22, 2018 11:57 am
Forum: Modding discussion
Topic: Implementation of a "Construction Unit" for RTS mod
Replies: 3
Views: 1571

Re: Implementation of a "Construction Unit" for RTS mod

Nexela has recommended to me that it's possible to insert a blueprint book with a single entity in it, set by scripting, to the user's cursor. That's good enough for me, to be able to summon something to the user's hand to allow them to place a ghost down, for the constructor units to see and try to...
by kyranzor
Wed Aug 22, 2018 11:44 am
Forum: Ideas and Requests For Mods
Topic: What would you want to see in a Factorio RTS mod?
Replies: 8
Views: 3144

Re: What would you want to see in a Factorio RTS mod?

Thanks for your input, lots of great thoughts going on there. I agree that TA is not character-based, you simply have a unique and powerful builder unit who also happens to be a walking win/loss condition at the same time. With the "sandbox" scenario and the God Controller, Factorio become...
by kyranzor
Sun Aug 19, 2018 2:31 pm
Forum: Modding discussion
Topic: Implementation of a "Construction Unit" for RTS mod
Replies: 3
Views: 1571

Implementation of a "Construction Unit" for RTS mod

I am planning to implement a mobile construction unit (based off a simple Unit prototype) which has a script-controlled ability to place buildings, perhaps something similar to how the nanobots mod spawns temporary construction bots to place ghosts down. The general flow of the functionality i'm aim...
by kyranzor
Thu Aug 16, 2018 12:47 pm
Forum: Ideas and Requests For Mods
Topic: What would you want to see in a Factorio RTS mod?
Replies: 8
Views: 3144

What would you want to see in a Factorio RTS mod?

This is a crosspost from the reddit thread: https://www.reddit.com/r/factorio/comments/97dc59/what_would_you_want_to_see_in_a_factorio_rts_mod/ For those without Reddit, you can put your thoughts here. I appreciate any input! I'm keen to make this a reality. I'm also building a mod team to plan and ...
by kyranzor
Mon Jun 18, 2018 10:38 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 281029

Re: [MOD 0.16.36] Robot Army. v0.3.8

Great mod, should make the most (and only, really) tedious part of the game automatable, like the rest of it. However, we're currently playing with Bob's enemies, and are having troubles with explosive spitters and worms absolutely destroying the robot armies. Other types of enemies (anything but e...
by kyranzor
Thu Apr 19, 2018 7:02 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 281029

Re: [MOD 0.16.36] Robot Army. v0.3.8

Version 0.3.8 released!
This is a 'hot fix' version to fix the fact that the code running on a new game always fails because we are trying to check/make all the force tables, without first checking/making all relevant global tables.

This fixes that! Happy gaming!
by kyranzor
Wed Apr 18, 2018 5:13 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 281029

Re: [MOD 0.16.36] Robot Army. v0.3.7

Mod updated to 0.3.7, to address two bugs which have been reported over the last few months.

I had to roll back some sprite changes i've been working on, they aren't ready yet. Some cool animated buildings YuokiTani ;)
by kyranzor
Thu Mar 01, 2018 2:45 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 281029

Re: [MOD 0.16.20] Robot Army. v0.3.5

unfortunately the underlying concept of flying robots doesn't work with the 'unit' type I need for the military units to function like they do. The game handles 'units' very differently to a the logistics/construction bots entities in the low level programming. The flying robot unit prototypes have ...
by kyranzor
Thu Mar 01, 2018 2:00 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 281029

Re: [MOD 0.16.20] Robot Army. v0.3.5

to answer the question first: No, they cannot generate chunks. There was some discussion a while ago on if they should be able to, for scouting/generating more biters to continue their rampage of killing when they reach the edges of the map. The conclusion was that it's not a good idea to have them ...
by kyranzor
Wed Feb 28, 2018 11:30 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 281029

Re: [MOD 0.16.20] Robot Army. v0.3.5

I found a bug - robots will not do anything if their chosen point is unreachable (nests on islands) instead of skipping it and attacking different enemy. how long did you wait? eventually they should attempt to find another target. If no other target exists closer than their target on the island, t...
by kyranzor
Tue Feb 27, 2018 11:18 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 281029

Re: [MOD 0.16.20] Robot Army. v0.3.5

My game keep crashing and this Error appear Error while running event robotarmy::on_tick (ID 0) __robotarmy__/robolib/Squad.lua:658: attempt to perform arithmetic on field '?' (a nil value) Is there a fix for this? help plx Hello, you appear to have the same error as this guy on Github issue tracke...
by kyranzor
Thu Feb 08, 2018 8:25 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 281029

Re: [MOD 0.16.20] Robot Army. v0.3.5

I'll see if YuokiTani will help us out. That is the artist who did all the awesome robot models and the author of the Yuoki Industries mod
by kyranzor
Wed Feb 07, 2018 7:01 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 281029

Re: [MOD 0.16.4] Robot Army. v0.3.4

Released version 0.3.5 which is basically just the migration fixes.

see here for more info and the zip, or get the updated mod from the mod portal.
https://github.com/kyranf/robotarmyfact ... tag/v0.3.5
by kyranzor
Wed Feb 07, 2018 6:28 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 281029

Re: [MOD 0.16.4] Robot Army. v0.3.4

I found another bug with your mod. I have a multiplayer server running and players are disconnecting immediately on join. In the desync report, only a single line is different: https://i.imgur.com/IdNleJu.png It's in the loot-chest recipe. I have no idea how this is happening but for now I'll deact...
by kyranzor
Wed Jan 31, 2018 7:45 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 281029

Re: [MOD 0.16.4] Robot Army. v0.3.4

I got a crash trying to load a v0.15 save: Error while applying migration: Robot Army: robotarmy_0.2.1.lua __robotarmy__/migrations/robotarmy_0.2.1.lua:21: attempt to index field 'rally-beacon' (a nil value) Hi Mylon, please see github issue thread for info https://github.com/kyranf/robotarmyfactor...
by kyranzor
Tue Dec 19, 2017 11:29 am
Forum: Not a bug
Topic: [0.16.5] Migrations triggered on mod despite being first time added to save
Replies: 3
Views: 1003

Re: [0.16.5] Migrations triggered on mod despite being first time added to save

Fair enough. my thoughts were that if the mod has yet to be added to a save, then there can't possibly be anything to migrate. Perhaps an event could fire like "first_add" or something if it's the first time the mod exists, both in a new game and when first added to a savegame that is alre...
by kyranzor
Mon Dec 18, 2017 1:20 pm
Forum: Not a bug
Topic: [0.16.5] Migrations triggered on mod despite being first time added to save
Replies: 3
Views: 1003

[0.16.5] Migrations triggered on mod despite being first time added to save

Hello, referencing this issue on my mod's github page: https://github.com/kyranf/robotarmyfactorio/issues/125 The game appears to be running very old, unnecessary migration scripts when my mod (v0.3.4 currently) is added to a save game in 0.16 which was started (and saved) without the mod in it. Whe...
by kyranzor
Sun Oct 22, 2017 9:06 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 281029

Re: [MOD 0.15.32] Robot Army. v0.3.2

Bit later than I expected, but the release is out!

0.3.3 brings some general bugfixes for a more stable and enjoyable experience :)

Download the .zip from the github release page:
https://github.com/kyranf/robotarmyfact ... tag/v0.3.3

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