Search found 706 matches

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

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