Search found 120 matches
- Sun Jun 18, 2017 12:12 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 531610
Re: [MOD 0.14] AAI Programmable Vehicles
I'm having a huge problem regarding friendly fire when attacking alien bases. Attacking with chaingunners and cars works fine. Attacking with flamethrower cars turned out to be a huge no-no, because they set the ground on fire and then I lose lots of vehicles because they drive into the flames. Seem...
- Sun Jun 18, 2017 12:02 am
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 110793
Re: [MOD 0.15] AAI Industry
Regarding green circuit board recipe, I'm actually not too happy about making it this complex to make. It works well early on in a no or low electric setup, but it's different in late game when you have 3 tiers of circuit board. Suddenly you need a lot of green boards and then the added steps in the...
- Sat Jun 17, 2017 2:11 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 531610
Re: [MOD 0.14] AAI Programmable Vehicles
:?: ....What triggers zone "scanning" in a zone scanner? AFAIK... negative #s should trigger reverse scanning? and a pos number should return the zone indicated.. You can do anything other than scanning specific zone IDs??? :shock: If I remember correctly scanning a zone with a non-existi...
- Wed Jun 14, 2017 11:22 am
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 72909
Re: [MOD 0.15] Crafting Combinator
I have a feature request. Currently when an assembler change recipe, everything in the assembler is placed in the crafting combinator for bots to pick up. The change: Once the current change recipe code finishes, loop through all input and output slots in the assembler and fill in as much as possibl...
- Tue Jun 13, 2017 7:26 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 531610
Re: [MOD 0.14] AAI Programmable Vehicles
QUESTION: How hard would it be to make the miner move/patrol between two points? I have infinite resources mod so patrol between depot and ore-field. Just two points. If you want something really basic and easy to build, do this: Set up two zones. I will call them A and B, but they can be whatever ...
- Sun Jun 11, 2017 3:55 pm
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 110793
Re: [MOD 0.15] AAI Industry
A few issues regarding circuit boards. Electronic Assembling machines (Bob's assembling machines) are able to produce circuits out of wood, but not stone When handcrafting something, which triggers crafting circuit boards, only wood boards apply. It stops assembling due to lack of wood even if you h...
- Sun Jun 11, 2017 3:36 pm
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 72909
Re: [MOD 0.15] Crafting Combinator
The signals are checked in the order they are in the network. To my knowledge, that seems to be a separate thing from the crafting menu and such things, but happens to be ordered basically the same. However, as this seems to be a fairly 'internal' thing to the engine, I can't guarantee that this wo...
- Sat Jun 10, 2017 3:33 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 531610
Re: [MOD 0.14] AAI Programmable Vehicles
A wild guess is that the warden scans the area every tick and scans each vehicle it finds for damage and low ammo/fuel. It should be enough to do so every 5 or 10 seconds when idle and by idle I mean a scan with no vehicles needing repairs, no combat etc. Providing 1-5 units of fuel should still be ...
- Thu Jun 08, 2017 12:13 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 531610
Re: [MOD 0.14] AAI Programmable Vehicles
Error while running event aai-programmable-vehicles::on_tick (ID 0) __aai-programmable-vehicles__/util.lua:182: attempt to perform arithmetic on field 'x' (a nil value) Sadly I still have this error with v0.3.20 when flame tumblers tries to attack. I tried mining a vehicle and place it again to get...
- Tue Jun 06, 2017 12:53 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 531610
Re: [MOD 0.14] AAI Programmable Vehicles
Error while running event aai-programmable-vehicles::on_tick (ID 0) __aai-programmable-vehicles__/control.lua:911 bad argument #-1 to 'get_ammo_damage_modifier' (string expected, got nil) Same savegame. This time I stopped the flame tumblers and tried to use chain gunners and cars. Both of those tr...
- Mon Jun 05, 2017 10:55 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 531610
Re: [MOD 0.14] AAI Programmable Vehicles
Error while running event aai-programmable-vehicles::on_tick (ID 0) __aai-programmable-vehicles__/util.lua:182: attempt to perform arithmetic on field 'x' (a nil value) I'm not really sure how this happened. I was driving in a car while controlling the rest of my vehicles, which consists of two mor...
- Mon Jun 05, 2017 5:58 pm
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 72909
Re: [MOD 0.15] Crafting Combinator
Based on that description I think I figured out what happened to my setup. Each crafting+recipe combinator pair receives a signal from a memory, which is just a decider combinator. The loopback on that one goes through a circuit network switch, meaning it can be turned on and off. Another switch sup...
- Mon Jun 05, 2017 4:13 pm
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 72909
Re: [MOD 0.15] Crafting Combinator
Error while running event crafting_combinator::on_tick(ID 0) Value outside of range in property tree at ROOT[0].count stack traceback: __crafting_combinator__/script/entities/RecipeCombinator.lua:80: in function 'update' __crafting_combinator__/script/events.lua:56: in function 'run_update' __craft...
- Mon Jun 05, 2017 11:39 am
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 72909
Re: [MOD 0.15] Crafting Combinator
When providing multiple signals to the crafting combinator, what is the formula to pick what to make? Based on experimentation, it seems to be the same order as in the crafting menu. That is categories from left to right, top to bottom and in each category, it's also left to right, top to bottom. If...
- Sun Jun 04, 2017 4:56 pm
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 110793
Re: [MOD 0.15] AAI Industry
Failed to load mods: Error while loading recipe prototype "rf-electric-engine-unit" (recipe):Key "icon" not found in property tree at ROOT.recipe.rf-electric-engine-unit Modifications: Reverse Factory Reverse Factory fails to load with 0.1.8. It worked with 0.1.7. v0.1.8: Change...
- Sun Jun 04, 2017 4:47 pm
- Forum: Mods
- Topic: [MOD 0.15] Bullet Trails
- Replies: 15
- Views: 13931
Re: [MOD 0.15] Bullet Trails
Something didn't go well with the newest update. I can't even start the game without disabling this modFailed to load mods: __bullet-trails__/data-updates.lua:3: attempt to index local 'ammo' (a nil value)
- Sun Jun 04, 2017 2:12 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 531610
Re: [MOD 0.14] AAI Programmable Vehicles
Speaking of (un)loading ammo, could the loading include the count in fuel and ammo slots? Right now if you set a vehicle to load 200 bullets, it loads 200, puts them into an ammo slot and then load another 200, meaning unitdata of 200 actually gives 400. Even worse if the ammo slot has one bullet le...
- Fri Jun 02, 2017 8:09 pm
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 110793
Re: [MOD 0.15] AAI Industry
It would be useful to know what version of Factorio you're running, because I think there was a change at some point in 0.15 regarding fluid box connections on reload. 0.15.18. However looking at the changelog I must have been using 0.15.13-0.15.16 when placing the pump, though I can't narrow it do...
- Fri Jun 02, 2017 6:46 pm
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 110793
Re: [MOD 0.15] AAI Industry
My list of mods is fairly long and as such isn't the best to use for pinpointing mod conflicts. I play for fun rather than bughunting. Is it possible to backup the list of mods to restore after finding the conflict? Looking at mods affecting pumps and pipes, I find that the conflict could be Bob's l...
- Fri Jun 02, 2017 2:46 pm
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 110793
Re: [MOD 0.15] AAI Industry
Bug Electric offshore pump not working after 0.1.5 update I can confirm this (though I haven't tested if this mod is the blame). The pump fails to work after loading a game. It appears to be fixable by removing the pipe right next to the pump and then placing it again. I could accept this as a migr...