Search found 706 matches
- Wed Feb 28, 2018 6:52 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470829
Re: [MOD 0.14] AAI Programmable Vehicles
@jinsediaoying Thanks for the suggestions, you should be pleased to know that some of what you've asked for is planned. It's a little different in the details, so let me know what you think: There will be GPS beacons (structures you can drive over) that return their XY position, but you can also giv...
- Mon Feb 26, 2018 6:04 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Vehicles: Miner
- Replies: 107
- Views: 61135
Re: [MOD 0.14] AAI Vehicles: Miner
I can't re It's probably something I am doing wrong or the derpy biter pathfinding but when i try to manually shift miner using the remote controller the miner moves around 4-8 tiles then stops dead like its finished and that green path line vanishes No, I think that's a bug with aai-programmable-ve...
- Mon Feb 26, 2018 10:21 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470829
Re: [MOD 0.14] AAI Programmable Vehicles
A question regarding the save file, the Clear Empty Resource Zone has wood in all 5 designs. Is it meant to be that or does it need to be wood and 4 ores? (with the corresponding color X zone) They should not be wood. That demo map is really old. I was working on some files to replace it but more r...
- Mon Feb 26, 2018 10:13 am
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 113560
Re: [MOD 0.14] Alien Biomes
Loaded an old save with your new importer. A cleared biter nest respawned very close, overrunning my base. I am on a marathon trainworld (I think that changes biter spawns). Some bricks without any buildings nearby were overridden (one patch contained the nest). Otherwise, everything looks very goo...
- Fri Feb 23, 2018 10:30 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Vehicles: Miner
- Replies: 107
- Views: 61135
Re: [MOD 0.14] AAI Vehicles: Miner
It's probably something I am doing wrong or the derpy biter pathfinding but when i try to manually shift miner using the remote controller the miner moves around 4-8 tiles then stops dead like its finished and that green path line vanishes No, I think that's a bug with aai-programmable-vehicles. Th...
- Fri Feb 23, 2018 10:28 pm
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 113560
Re: [MOD 0.14] Alien Biomes
Hi, I'm reporting this here just for awareness. I'm fairly sure the issue isn't with your mod itself. I'm going to be posting the below at the other two mods as well: I'm not sure where the problems is, but there appears to be a conflict between FARL, Dectorio, and Alien Biomes. When FARL is used i...
- Fri Feb 23, 2018 10:22 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Vehicles: Hauler
- Replies: 32
- Views: 19258
Re: [MOD 0.14] AAI Vehicles: Hauler
Yeah, the technology it uses is really basic, in real world terms less complicated than an inserter or transport belt. I could be talked into making it heavier, less energy efficient and/or more expensive. One day I'll probably add another tier too, but right now I'm busy with a space mod.
- Fri Feb 23, 2018 10:20 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470829
Re: [MOD 0.14] AAI Programmable Vehicles
I understood the cause of the error problem Error while running event aai-programmable-vehicles :: on_tick (ID 0) __ aai-programmable-vehicles __ / control.lua: 1042: bad argument # -1 to 'remove' (string expected, got nil) If the tank is running out of ammunition, but there are ammo in its invento...
- Wed Feb 21, 2018 5:52 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470829
Re: [MOD 0.14] AAI Programmable Vehicles
Once the biters are already on an attack-move command it's not so bad, they'll attack most things that are marked as player creations. The biters you usually see are either already attacking due to pollution, or are responding to the player being close. (Turrets also seem to trigger them btw). The ...
- Tue Feb 20, 2018 5:33 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Vehicles: Hauler
- Replies: 32
- Views: 19258
Re: [MOD 0.14] AAI Vehicles: Hauler
Hi Earendel can i put on mods.factorio.com modified version of your Hauler to act standalone mod and be balanced for vanilla ? Possible changes: ◦ Removed tank driving ◦ Increased weight ◦ Increased fuel consumption ◦ Relocated in tech tree to be after automobilism ◦ Harder recipe (need engine and ...
- Tue Feb 20, 2018 5:31 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470829
Re: [MOD 0.14] AAI Programmable Vehicles
Once the biters are already on an attack-move command it's not so bad, they'll attack most things that are marked as player creations. The biters you usually see are either already attacking due to pollution, or are responding to the player being close. (Turrets also seem to trigger them btw). The p...
- Sun Feb 18, 2018 11:08 am
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 113560
Re: [MOD 0.14] Alien Biomes
v0.3.9 Preview Build: https://drive.google.com/open?id=1oTYmEWML_eJGpTGClanY3oVwVHEJa2PS I've made some big upgrades to the terrain regeneration. I did end up including a bit of wvlad's code for the entity copying. The main changes are: If a building would end up underwater then landfill gets place...
- Sun Feb 18, 2018 10:20 am
- Forum: Implemented mod requests
- Topic: Please add table_type to LuaEntity and LuaPlayer
- Replies: 21
- Views: 4528
Re: Please add table_type to LuaEntity and LuaPlayer
@OP: Btw, how do you even end up in a situation where you get arbitrary entity data :D? It's mainly that Car.get_driver() returns a LuaPlayer or a LuaEntity (or nil) depending on whether the driving character has an attached player. Also I have a function teleport_near(entity, position) that does a...
- Sat Feb 17, 2018 9:30 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Vehicles: Miner
- Replies: 107
- Views: 61135
Re: [MOD 0.14] AAI Vehicles: Miner
Version 0.3.2:
Now works with solid resources that have prototype properties from fluid resources (bobs ores).
Miners now only try to mine resources that they can fit in their inventory, so work well with inventory filters (but the script runs a bit slower).
The technology names have been fixed.
Now works with solid resources that have prototype properties from fluid resources (bobs ores).
Miners now only try to mine resources that they can fit in their inventory, so work well with inventory filters (but the script runs a bit slower).
The technology names have been fixed.
- Sat Feb 17, 2018 6:50 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470829
Re: [MOD 0.14] AAI Programmable Vehicles
Ideally I'd rebuild large sections of the mod from a performance standpoint. That will also require a lot of testing different ways of doing things to see which is actually faster. It's a big time sink for relatively small gains, so right now my priority is to finish the other features and mods I a...
- Sat Feb 17, 2018 6:42 pm
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 113560
Re: [MOD 0.14] Alien Biomes
My main suspicion is that the increased range of decoratives is causing the problem, so it would be really useful if someone could confirm that the do decoratives display option fixes things. (I can't test it myself because I'm not getting the stutter.) If it is that then the problem is either the d...
- Sat Feb 17, 2018 6:19 pm
- Forum: Implemented mod requests
- Topic: Please add table_type to LuaEntity and LuaPlayer
- Replies: 21
- Views: 4528
Re: Please add table_type to LuaEntity and LuaPlayer
Yeah to be clear, the potential input types are: A: Player: A LuaPlayer B: Player Character: A LuaEntity of the "player", but is the player.character. C: Non-player character: A LuaEntity of the type "player" but one spawned via script and has no associated player. D: Some other ...
- Fri Feb 16, 2018 5:23 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Vehicles: Miner
- Replies: 107
- Views: 61135
Re: [MOD 0.14] AAI Vehicles: Miner
I prefer using the mod portal for discussions because it lets me create separate threads and monitor those rather than scrolling through 60 pages of posts on a single mod forum post. :P Not the case with this specific mod because its so far only 4 pages, but you get my point. I made several posts o...
- Fri Feb 16, 2018 12:34 am
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 113560
Re: [MOD 0.14] Alien Biomes
I can positively report that alien biomes causes stuttering. After lots of exhaustive testing I nailed the cause of an annoying half-second stutter that occurred every few seconds when running to being caused by being present on any alien biomes region. Transitioning to an area with vanilla biomes ...
- Fri Feb 16, 2018 12:23 am
- Forum: Implemented mod requests
- Topic: Please add table_type to LuaEntity and LuaPlayer
- Replies: 21
- Views: 4528
Re: Please add table_type to LuaEntity and LuaPlayer
That's the problem, there's not a property (that I can find) that can be checked on both to return a definitive value without causing an error on the other.
entity.type on LuaPlayer throws an error, entity.gui on LuaEntity throws an error
entity.type on LuaPlayer throws an error, entity.gui on LuaEntity throws an error