Search found 706 matches

by Earendel
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...
by Earendel
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

Sigma1 wrote:Just a quick question, how did you make the textures for your models?
Blender, Photoshop, Texture Packer, & textures.com.
by Earendel
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

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. :'(
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.
by Earendel
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...
by Earendel
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...
by Earendel
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...
by Earendel
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

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
Yes, I will do that.
by Earendel
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...
by Earendel
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...
by Earendel
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...
by Earendel
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...
by Earendel
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...
by Earendel
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.
by Earendel
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.
by Earendel
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

Toch wrote:Hello is there any plan to make tile scanner read cliffs ?
Yes
by Earendel
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?
by Earendel
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.
by Earendel
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...
by Earendel
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.
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?
I don't understand what you mean.
by Earendel
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

SereneRebel wrote: If you did want the save let me know and i can send it to you
Yes please.

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