Search found 706 matches
- Mon Dec 19, 2016 11:55 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470539
Re: [MOD 0.14] AAI Programmable Vehicles
I don't think there is a wrong way as long as it works. One slightly awkward thing for using a single zone for a continous trail is that if you need to modify a middle bit it messes up the trail order. Personally I've found it easier to scan the vehicles first to see if they are in a zone, mainly be...
- Mon Dec 19, 2016 11:44 pm
- Forum: Mods
- Topic: [MOD 0.14] Data Raw Prototypes
- Replies: 13
- Views: 9283
Re: [MOD 0.14] Data Raw Prototypes
sparr wrote:This is so much fancier than my https://github.com/sparr/factorio-mod-expose-data-raw
Thanks for this!
- Mon Dec 19, 2016 7:30 pm
- Forum: Mods
- Topic: [MOD 0.15] Satellite Uplink Station 1.1.1
- Replies: 106
- Views: 90580
Re: [MOD 0.14] Satellite Uplink Station 1.0.5
Really nice mod. Thanks. Could you add support for mods "AAI Programmable Vehicles" and "AAI Zones" so that we have an "Unit Remote Controller" and a "Zone Planner" when uplinked? Unit Remote Controller (unit-remote-control) is given by AAI Programmable Vehic...
- Mon Dec 19, 2016 9:49 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Vehicles: Miner
- Replies: 107
- Views: 61082
Re: [MOD 0.14] AAI Vehicles: Miner
Thanks, the mod has been updated based on your improvements.Nexela wrote:@Earendel, You have private message
- Mon Dec 19, 2016 8:42 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470539
Re: [MOD 0.14] AAI Programmable Vehicles
Boats? It works with the Ships mod. I'm thinking about making my own Hauler Ship, Chaingunner Ship, and Cannon Ship. Zone scanner does not output vehicle id signals when a vehicle stands on a zone (a tile scanner on that spot outputs the zone and vehicle). Tile scanner outputs the vehicle item inst...
- Sat Dec 17, 2016 5:46 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470539
Re: [MOD 0.14] AAI Programmable Vehicles
Now i have opposite problem - I cant get Unit scanner work, if I build it by hand. Look: http://steamcommunity.com/sharedfiles/filedetails/?id=820033209 And I DO have car with that ID. But building it via blueprint of already built scanners (which still work) is resulting into working setup... EDIT...
- Sat Dec 17, 2016 11:35 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470539
Re: [MOD 0.14] AAI Programmable Vehicles
I can't recreate the Unit Scanner blueprint problem. I've tried all sorts of configurations. Is the blueprint you are using from the blueprint string I posted or is it one you made? Do you still get the problem if you fix the resulting setup and make a new blueprint? Version 0.1.11 is out now. It fi...
- Sat Dec 17, 2016 9:23 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470539
Re: [MOD 0.14] AAI Programmable Vehicles
Another bug - Unit scanner built via BP with constant combinator doesnt output anything. I have to replace constant combinator and link it again to get it work... EDIT: Unit scanner cant scan # of zone? It signals type of zone right, but everytime with strenght 1. It would be nice if it could get n...
- Sat Dec 17, 2016 9:19 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Vehicles: Miner
- Replies: 107
- Views: 61082
Re: [MOD 0.14] AAI Vehicles: Miner
is it possible to make it so that the game start's without miner in toolbelt? but rather you have to craft it first. btw excellent mod thx! :) Thanks, that is possible and if there is a lot of support for this idea then I will consider it. I'd also like to hear from people on if they think that the...
- Fri Dec 16, 2016 11:51 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470539
Re: [MOD 0.14] AAI Programmable Vehicles
Version 0.1.10 has a fix for the multiplayer desync. It should be multiplayer compatible now, or at least I can't find any more desyncs so let me know if you find any, I tried it and instead of firing itself, its shooting first item in fire line :D Maybe it would be best to disable tank as AI-able. ...
- Fri Dec 16, 2016 7:13 pm
- Forum: Implemented mod requests
- Topic: Allow vehicle colour with vehicle.color
- Replies: 2
- Views: 1075
Re: Allow vehicle colour with vehicle.color
Ok, in that case are there any entity types that have more than 16 possible directions, are not locked to rails, and do support the color property?
- Fri Dec 16, 2016 10:23 am
- Forum: Implemented mod requests
- Topic: Allow vehicle colour with vehicle.color
- Replies: 2
- Views: 1075
Allow vehicle colour with vehicle.color
I would like to be able to set the color on a vehicle (car), so with "vehicle" as a LuaEntity: vehicle.color = {r=255, g=0, b=0, a=1} I would like this color to persist until something else changes it, such as a player entering or leaving a vehicle. If a player is in a vehicle and the colo...
- Fri Dec 16, 2016 8:46 am
- Forum: Implemented mod requests
- Topic: surface.create_entity{max_range=15}
- Replies: 2
- Views: 884
surface.create_entity{max_range=15}
When you use surface.create_entity{} to create a Projectile, please add an optional parameter to specify the projectile's max_range as would normally be specified on the ammo that creates the projectile. Currently I have a script that makes a vehicle fire at targets without player intervention. The ...
- Thu Dec 15, 2016 11:52 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470539
Re: [MOD 0.14] AAI Programmable Vehicles
I fixed the tank self harm bug, there's no way to cause a real vehicle to fire with LUA so I need to spawn the projectiles manually, but the projectiles don't know which vehicle is supposed to have shot the projectile so it just hits the fist thing it finds, i.e. the tank that it's already overlappi...
- Thu Dec 15, 2016 10:27 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470539
Re: [MOD 0.14] AAI Programmable Vehicles
Version 0.1.8 has been released. The new Unit ID signal never changes. It's not useful for loops because there are gaps in the array, but if you need a specific unit it is ideal. So this means that vehicle spawned 3rd will allwyas be 3rd? Thats great :) But what happens when it get destroyed? Next ...
- Thu Dec 15, 2016 10:16 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470539
Re: [MOD 0.14] AAI Programmable Vehicles
About inventory bug - Im now trying to get which another mod could be doing it. Ill post it in few minutes. Do you know Natural Evolution mod? Its about enemies and their behaviour. And it makes them much stronger, which makes most of your whicles useless (at 60% evo just a group of laser tanks cou...
- Thu Dec 15, 2016 10:09 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Vehicles: Miner
- Replies: 107
- Views: 61082
Re: [MOD 0.14] AAI Vehicles: Miner
Not sure, but is it possible to have the "default" data signals in the miner include ores from other common mods, like bob's or angels? Yes... I will try to find a way of automatically detecting raw resources programmatically, but ultimately this might come down to hard-coding a list of a...
- Thu Dec 15, 2016 10:05 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470539
Re: [MOD 0.14] AAI Programmable Vehicles
Version 0.1.8 has been released. The toolbar and logistics settings issue has been fixed. The problem was a recipe reset script that I was using, it ended up resetting some techs in a way that your extra toolbelt become un-researched then re-researched, but the game didn't remember the settings. The...
- Wed Dec 14, 2016 6:39 pm
- Forum: Mods
- Topic: [MOD 0.14] Data Raw Prototypes
- Replies: 13
- Views: 9283
Re: [MOD 0.14] Data Raw Prototypes
I'm getting an error from this mod. It's not a big deal since I only have it toggled on when I'm collecting dictionaries for another mod. This is after opening the game and running it immediately. It only happens if this mod is enabled, however I have a large number of mods installed so it could be...
- Wed Dec 14, 2016 6:35 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Vehicles: Hauler
- Replies: 32
- Views: 19249
Re: [MOD 0.14] AAI Vehicles: Hauler
Sure, care to suggest the car's new capacity?Wildejackson wrote:Hey, maybe you should consider nerfing the storage capacity / size of other vehicles. It seems kind of obsurd how much stuff a car can hold, now that there is a deticated cargo vehicle.