Search found 706 matches
- Thu Jul 19, 2018 12:28 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470829
Re: [MOD 0.14] AAI Programmable Vehicles
Gonna ask again, what doe the 'Chip' virtual signal does? I'm really curious about it, if it's what I think it is, it should open some excelent possibilities. It doesn't do anything, it was only included to provide an icon for the UI but I ended up using something else. Can you explain what you wer...
- Sat Jun 23, 2018 1:57 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470829
Re: [MOD 0.14] AAI Programmable Vehicles
Blender, Photoshop, Texture Packer, & textures.com.Sigma1 wrote:Just a quick question, how did you make the textures for your models?
- Sat Jun 16, 2018 5:34 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Vehicles: Miner
- Replies: 107
- Views: 61135
Re: [MOD 0.14] AAI Vehicles: Miner
You need to switch the AI off. Select it with a Unit Remote Controller and you should see a power button for the selected unit.armisius wrote:I have a question, How do you pick the trucks at the early stage? I need to get rid of some, but I don't want to shoot them to death. :'(
- Wed Jun 13, 2018 1:08 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Signals
- Replies: 11
- Views: 9634
Re: [MOD 0.14] AAI Signals
hey nice mod for factorio. i love it. one question: how can i use the minimum fuel signal to load up my miners? Not exactly. The minimum fuel means they won't give away items if it would put the fuel below the minimum value. They still need to request whatever fuel you want to use. The 'Vehicle Fue...
- Wed Jun 13, 2018 1:05 am
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 101048
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. Will it be [iron plate + motor] for basic belts, with it being [basic belt + tin plate] for yellow belts? I've made a la...
- Fri Jun 08, 2018 8:05 pm
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 101048
Re: [MOD 0.15] AAI Industry
Hello! I was curious as to if there were any plans to make this mod compatible with Py Mods? I really enjoy your mods and I do not wish to play without them, but currently I cannot. The issue is that Py changes how red science is produced and it now requires electricity for the materials. The burne...
- Sun Apr 29, 2018 10:59 am
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 101048
Re: [MOD 0.15] AAI Industry
Yes, I will do that.aklesey1 wrote: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
- Wed Apr 18, 2018 12:58 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470829
Re: System-wide freeze on startup + another bug
Hi, I use almost the entire AAI modpack (barring Flame Tumbler, Locales and Industry). Except for the other bug, it works fine. However, after one or two game sessions (and this carries across system restarts), booting Factorio up again causes the entire system to freeze and I have to resort to hol...
- Tue Apr 03, 2018 7:29 pm
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 101048
Re: [MOD 0.15] AAI Industry
I'm having a hard time determining if it's intended or not, but a lot of the early tech have a fairly insane cost compared to what is available at that point normally (100 red, 150 red and such). At the same time, others have more normal costs like fuel processing or basic automation. I am guessing...
- Thu Mar 22, 2018 1:16 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Vehicles: Miner
- Replies: 107
- Views: 61135
Re: [MOD 0.14] AAI Vehicles: Miner
I'm uploading version 0.3.3 now. The problem was difficult to track down, it turned out to be that in some situations when the miner gets nearly full, so it can insert some resources to the inventory but not all of them from a mining cycle, the excess were dropped to the ground. If this happened rep...
- Sun Mar 18, 2018 6:05 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470829
Re: [MOD 0.14] AAI Programmable Vehicles
I just recently picked up AAI Programmable Vehicles again, and I'm now getting huge FPS drops when placing any vehicles from the mod. Even when holding just one automatic miner in the hand, on a compeletely new save, my FPS drops to around 15~20, and my UPS is down to 60. As soon as it's back in my...
- Fri Mar 16, 2018 5:13 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470829
Re: [MOD 0.14] AAI Programmable Vehicles
I just recently picked up AAI Programmable Vehicles again, and I'm now getting huge FPS drops when placing any vehicles from the mod. Even when holding just one automatic miner in the hand, on a compeletely new save, my FPS drops to around 15~20, and my UPS is down to 60. As soon as it's back in my...
- Fri Mar 16, 2018 5:08 pm
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 101048
Re: [MOD 0.15] AAI Industry
I'll fix the productivity issue.
I can't recreate the generator freezing issue unless it's just that it switches off sometimes when not all the power is being used, in which case I don't think I can change that.
I can't recreate the generator freezing issue unless it's just that it switches off sometimes when not all the power is being used, in which case I don't think I can change that.
- Fri Mar 16, 2018 5:05 pm
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 113560
Re: [MOD 0.14] Alien Biomes
In that case I'm probably going to have to transition to using tinted decoratives instead of unique textures for each type. It won't look as good but hopefully that will solve the problem.
- Fri Mar 16, 2018 5:03 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Structures
- Replies: 99
- Views: 98522
Re: [MOD 0.14] AAI Programmable Structures
YesToch wrote:Hello is there any plan to make tile scanner read cliffs ?
- Sat Mar 03, 2018 4:54 pm
- Forum: Already exists
- Topic: on_player_selected_area + control shift
- Replies: 3
- Views: 1560
Re: on_player_selected_area + control shift
Blueprints have different functionality when shift is held. Can't the area select tool allow for the same?
- Sat Mar 03, 2018 12:13 pm
- Forum: Already exists
- Topic: fluid prototype min_temperature
- Replies: 2
- Views: 1271
fluid prototype min_temperature
It seems like 25 is the current minimum temperature for all fluids?
Please add:
LuaFluidPrototype.min_temperature :: double [R] Minimum temperature the fluid can reach.
Please add:
LuaFluidPrototype.min_temperature :: double [R] Minimum temperature the fluid can reach.
- Fri Mar 02, 2018 9:42 pm
- Forum: Already exists
- Topic: on_player_selected_area + control shift
- Replies: 3
- Views: 1560
on_player_selected_area + control shift
When an on_player_selected_area or on_player_alt_selected_area event is fired, please can the event return whether the control and/or shift held are being held (similar to the GUI interaction events) event.control :: boolean: If control was pressed. event.shift :: boolean: If shift was pressed. Also...
- Fri Mar 02, 2018 12:22 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470829
Re: [MOD 0.14] AAI Programmable Vehicles
Logistic bots are not capable of doing what you're asking for.
I don't understand what you mean.Krivougolnik wrote:Why if a vehicle with ID x is passed through combiners coordinates to a vehicle with ID y so that y follows x, then y hangs when x stops?
- Fri Mar 02, 2018 7:26 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Vehicles: Miner
- Replies: 107
- Views: 61135
Re: [MOD 0.14] AAI Vehicles: Miner
Yes please.SereneRebel wrote: If you did want the save let me know and i can send it to you