There will be a 0.17 version soon. Hopefully some of the engine updates will solve the vram issue with decoratives.
FYI you can remove tile types from the mod settings to fit within the 255 limit.
Search found 706 matches
- Sun Mar 03, 2019 4:21 pm
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 113496
- Sun Mar 03, 2019 4:15 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470539
Re: [MOD 0.14] AAI Programmable Vehicles
There will be a 0.17 update soon.
- Sun Mar 03, 2019 12:58 pm
- Forum: Mods
- Topic: [MOD 0.14] Text Plates
- Replies: 95
- Views: 37882
Re: [MOD 0.14] Text Plates
There will be an update soon.
- Mon Oct 08, 2018 10:32 pm
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 101009
Re: [MOD 0.15] AAI Industry
I don't make the vehicle equipment mods. Incompatibility with vehicle roboports is a know issue. There is currently no solution to the problem.
- Mon Oct 08, 2018 10:27 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470539
Re: [MOD 0.14] AAI Programmable Vehicles
As far as I'm concerned the mod works really neat. Now I'm trying to combine hauling from miners to depot missions into as few buildings as possible, without the help of tutorials. I really love the puzzle, and the great feeling when things starting to work :D I saw a cosmetic bug though. Every tim...
- Thu Oct 04, 2018 9:52 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470539
Re: [MOD 0.14] AAI Programmable Vehicles
I will be adding a clear path button.westamastaflash wrote: ↑Wed Oct 03, 2018 4:55 pmHow do I delete a path? The current way I've been doing it is deleting every waypoint but this is a real pain in the butt. Is there any way to delete a complete path?
- Tue Oct 02, 2018 4:55 pm
- Forum: Modding discussion
- Topic: 0.17 Unit & AI additions
- Replies: 36
- Views: 15329
Re: 0.17 Unit & AI additions
...it is necessary to check that a unit's position is still valid... What do you use this for? It's not specific to units exactly, but comes out of using units for pathfinding. Example 1: A vehicle is following a found path, often the vehicle is moved by activating the real vehicle acceleration, bu...
- Mon Oct 01, 2018 12:11 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470539
Re: [MOD 0.14] AAI Programmable Vehicles
hope to see you weigh in on today's FFF specifically about AI movements https://forums.factorio.com/viewtopic.php?t=62717 https://factorio.com/blog/post/fff-262 Yes, very excited about this. I was driving in a hauler, it was on the AI is always on state ( green button ), And I let it find a path ar...
- Mon Oct 01, 2018 12:04 am
- Forum: Modding discussion
- Topic: 0.17 Unit & AI additions
- Replies: 36
- Views: 15329
Re: 0.17 Unit & AI additions
This is great news. I requested that pathfinding be accessible as an API a while ago here: https://forums.factorio.com/viewtopic.php?f=28&t=39896 If you're not already familiar with the AAI Programmable Vehicles mod, it enables you to select one or many vehicles and order them to locations, loop...
- Sat Sep 22, 2018 11:04 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470539
Re: [MOD 0.14] AAI Programmable Vehicles
The latest update allows you to: Allow pathfinding on position waypoints. They will start with direct move and pathfinding if they find an obstacle. The default is off because the most likely collision is with another vehicle and often you don't want the vehicle to run around with biter AI in your b...
- Wed Sep 19, 2018 4:20 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470539
Re: [MOD 0.14] AAI Programmable Vehicles
BTW, is it possible to code it so that the path reverses when you reach the end, and reverses again when you're back at the start? No, what I do is just have the path on loop and add points goin in reverse. It's good to offset the reverse path a bit so that if you have multiple units on it they don...
- Wed Sep 19, 2018 4:19 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470539
Re: [MOD 0.14] AAI Programmable Vehicles
Keep up good job. Reporting some type check errors - If Path scanner receives table type signal data (without going through arithmetic combinator +0 trick) the game crashes - If I click on Gui "Path 1 Waypoints 2"(After setting them with Path Controller using the following input : MinerID...
- Mon Sep 17, 2018 8:32 pm
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 101009
Re: [MOD 0.15] AAI Industry
Hi Earendel Can add auto-detect for bob's logistic when transport belt overhaul enabled - yellow belt must require grey belt when ur technology is researched Yes, I will do that. The latest update includes support for transport belt overhaul. It also makes the bobs steam tech require basic steam te...
- Sun Sep 16, 2018 10:32 pm
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 113496
Re: [MOD 0.14] Alien Biomes
The latest version has settings to control biomes, so you can remove unwanted tiles. There's a setting for the walking speed penalty multiplier. The version also has most decoratives using the 'tinting' system so there are hundreds less textures used. That might improve the FPS problems some people ...
- Sat Sep 15, 2018 11:00 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Vehicles: Miner
- Replies: 107
- Views: 61082
Re: [MOD 0.14] AAI Vehicles: Miner
Version 0.3.5 has a mod setting where you can change a mining speed multiplier.
The mining power for higher tiers has been increased so you can ming harder ores from other mods (angels / bobs).
The mining power for higher tiers has been increased so you can ming harder ores from other mods (angels / bobs).
- Sat Sep 15, 2018 4:32 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470539
Re: [MOD 0.14] AAI Programmable Vehicles
Paths Update: Press Y to get out your Unit Remote Controller. Press Y again to switch the controller mode to Path Remote Controller (PRC) Paths List View If the PRC is listing paths, you can click on a path to view and edit it, or create a new path. Path Detail View Paths can be set to loop. If you ...
- Sun Sep 09, 2018 10:35 am
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 113496
Re: [MOD 0.14] Alien Biomes
Yeah, I'll add an option for that. I'll make it a multiplier so you can reduce the penalties to 50%, 0% or whatever you want.Zyrconia wrote:Hi!
Great mod! Helps a lot after hundreds of hours of Factorio.
But could we have an option to disable terrain speed penalties in the mod options dialog?
- Sun Sep 09, 2018 10:33 am
- Forum: Mods
- Topic: [MOD 0.14] Text Plates
- Replies: 95
- Views: 37882
Re: [MOD 0.14] Text Plates
I am getting a crash when placing Textplates with Nanobots . It seems to be something in the interaction between the two mods. Reproduce: In a game that has only Textplates and Nanobots mods active, place a few text plates. Make a blueprint of them. With Nanobots in the active weapon slot, put down...
- Sun Sep 09, 2018 9:33 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470539
Re: [MOD 0.14] AAI Programmable Vehicles
possible add operator for make tan(x/y) for calcul angle of move vector and escape stupid path finding betewn 2 point. Because make tangent with factorio operator is realy crazy I think that this is what the subtiles are for. If you imput them as a movement command, the vehicle will convert them to...
- Thu Jul 19, 2018 12:33 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Vehicles: Miner
- Replies: 107
- Views: 61082
Re: [MOD 0.14] AAI Vehicles: Miner
A spectacular mod and impressive amount of work! Yet there is something that really bothers me. Miners are way too powerful. Is there any setting anywhere (other then hacking into the mod's source code) that will bring miners efficiency more in line with everything else? They are just too good to u...