Search found 706 matches

by Earendel
Sun Mar 03, 2019 4:21 pm
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 255
Views: 113496

Re: [MOD 0.14] Alien Biomes

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.
by Earendel
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.
by Earendel
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.
by Earendel
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.
by Earendel
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...
by Earendel
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

westamastaflash wrote:
Wed Oct 03, 2018 4:55 pm
How 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?
I will be adding a clear path button.
by Earendel
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...
by Earendel
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...
by Earendel
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...
by Earendel
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...
by Earendel
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...
by Earendel
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...
by Earendel
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...
by Earendel
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 ...
by Earendel
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).
by Earendel
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 ...
by Earendel
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

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?
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.
by Earendel
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...
by Earendel
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...
by Earendel
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...

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