Search found 706 matches
- Wed Dec 14, 2016 6:33 pm
- 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...
- Wed Dec 14, 2016 6:30 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470539
Re: [MOD 0.14] AAI Programmable Vehicles
Could you add compatibility of your system to trains, basicaly the possibility to call a specific unit (train) depending on order of placement to order it to go to a specific station (which could also be numbered in order of placement), to check it's content, check if player is inside a wagon (so n...
- Wed Dec 14, 2016 6:25 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470539
Re: [MOD 0.14] AAI Programmable Vehicles
Hi. I found a quite annoying bug with your mod(s). When I load a game, the bottom row of my items hotbar is emptied everytime and sent in the inventory (or on the ground if there isn't enought space in the inventory). When I removed your mod to check, this bug disappeared. For the context, I run no...
- Wed Dec 14, 2016 6:22 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470539
Re: [MOD 0.14] AAI Programmable Vehicles
Hi! I like your mods. It gets me in combinators, which are fun. But it took me an hour to realize you just dont have output signal in your guide picures. It is clear now that it has to be something there, but it wasnt before I made some learning... (I mean especially your arithmetic combinators &qu...
- Mon Dec 12, 2016 9:15 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470539
Re: [MOD 0.14] AAI Programmable Vehicles
Works perfectly with all of the above mods! Thank you, now I can make docks and shipping lanes. I have to ask though, what is the X/Y Subtile data? I don't understand why the value is multiplied by 100? I understand that it allows for more accurate math without floating points, but there seems to b...
- Mon Dec 12, 2016 8:27 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470539
Re: [MOD 0.14] AAI Programmable Vehicles
I have a consult/bug report Using the angel and Bob passive provider chests, It seems that any vehicule takes the info of the roboports. I was trying the "Hauler loop from Depot to Miner and back." example from https://forums.factorio.com/viewtopic.php?t=38475 , trying to check the result...
- Mon Dec 12, 2016 8:20 am
- Forum: Mods
- Topic: [MOD 0.15] Bullet Trails
- Replies: 15
- Views: 12907
Re: [MOD 0.14] Bullet Trails
Hi, I can't access to download from the portal, I dont know what is the problem :/ jaja I've already tried re downloading other mods, but this doesn't let me :cry: I've checked and the download is working right now. There are two versions on the mod portal (v0.1.1 and v0.1.2), can you download eith...
- Sun Dec 11, 2016 6:53 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470539
Re: [MOD 0.14] AAI Programmable Vehicles
Ships are now supported. Previously the units just couldn't handle being in water because biter pathfinding does not work in water so I had to switch pathfinding off for ships. Any vehicle with a weight of 0 or a max speed of 0 should now be excluded from the programmable prototypes. This should mea...
- Sun Dec 11, 2016 4:58 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470539
Re: [MOD 0.14] AAI Programmable Vehicles
Hey Earendel, amazing work so far! The mod seems super polished and the models are top notch, well done! I did have a few problems to report though: I was very impressed with the vehicle prototype conversion, I totally did not expect to be able to program other mod's vehicles! (I particularly love ...
- Sun Dec 11, 2016 12:21 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470539
Re: [MOD 0.14] AAI Programmable Vehicles
Hello, crash bug to report. Many of my attempts to put coal into a vehicle deployer cause the following error: Error while running event on_tick (ID 0) __aai-programmable- structures__/control.lua:387:attempt to index field 'place_result' (a nil value) Reproduction steps: Place a vehicle deployer, ...
- Sat Dec 10, 2016 9:29 pm
- Forum: Modding help
- Topic: What dummy entity type to use for looping sound?
- Replies: 1
- Views: 446
Re: What dummy entity type to use for looping sound?
I tried a lamp and a boiler but those both had serious issues. In the end I managed to get it working with "fire".
- Sat Dec 10, 2016 6:07 pm
- Forum: Modding help
- Topic: What dummy entity type to use for looping sound?
- Replies: 1
- Views: 446
What dummy entity type to use for looping sound?
As part of this mod: https://forums.factorio.com/viewtopic.php?f=93&t=38475 I am increasing a driverless vehicle's speed. I need the engine sound to continue while the vehicle is moving even though there is no driver. I think the best way to do this is to have a dummy entity that is playing a lo...
- Sat Dec 10, 2016 4:43 pm
- Forum: Mods
- Topic: [MOD 0.15] Bullet Trails
- Replies: 15
- Views: 12907
- Sat Dec 10, 2016 2:24 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470539
Re: [MOD 0.14] AAI Programmable Vehicles
Laser Tank Patrol Loop through all of the Laser Tanks on the map. If one is in a patrol zone send it to the next patrol zone. laser-tank-patrol.jpg laser-tank-patrol.png In this case there are 4 zones in the patrol loop. A laser tank needs to be in a zone already to start the patrol, so you could k...
- Sat Dec 10, 2016 1:38 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470539
Re: [MOD 0.14] AAI Programmable Vehicles
Can we have some exemple how tank work ? How to set a patrol aroud a base for exemple, or how to attack automaticity a zone ? it look nice, but difficult to understand without example. Send Chaingunners to Attack Zone Loop through all of the chaingunners on the map and send them to an Attack Zone. ...
- Sat Dec 10, 2016 11:45 am
- Forum: Mods
- Topic: [MOD 0.14] Programmable Warfare - command units via signals
- Replies: 13
- Views: 6556
Re: [MOD 0.14] Programmable Warfare - command units via signals
The replacement mods have been released now. https://forums.factorio.com/viewtopic.php?t=38475 Downloads will not be available from this thread, but it can still be used for discussion about new features that might be part of the other mods, such as new units (Shotgun Tank), new programmable structu...
- Sat Dec 10, 2016 11:35 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470539
Re: [MOD 0.14] AAI Programmable Vehicles
Getting Started Examples Resource Zone Assignment Scan nearby tiles and assign zones to those tiles. Resource Zoning.jpg Resource-Zoning.png H4sIAAAAAAAA/91YXY+iPBj9KxMuN2DaKn5k0vePTDaklqrNQmtKcWQJ/30L4iCMICDOxeuVhvb06TnnOS368i2QlARvHk6Z0FxzFuE0FSRk2Iq0iql29kww xanDxTHWln2UkRkmBU7P2HFncLNBcL1y7QQ7Y...
- Sat Dec 10, 2016 11:30 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 470539
[MOD 0.14] AAI Programmable Vehicles
programmable-vehicles.png Title: AAI Programmable Vehicles Short Description: Program and control autonomous vehicles using a remote control handset or circuit conditions and zones. Can be used for base enemy base assault, patrols, friendly base navigation, vehicle-based mining, vehicle-based resou...
- Sat Dec 10, 2016 11:21 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Structures
- Replies: 99
- Views: 98496
[MOD 0.14] AAI Programmable Structures
programmable-structures.png Title: AAI Programmable Structures Short Description: Adds scanning and control structures based on other mods installed. Includes a Tile Scanner by default that can the contents of tiles. Can scan and place Zones with AAI Zones mod. Can scan and control vehicles and the...
- Sat Dec 10, 2016 11:10 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Vehicles: Hauler
- Replies: 32
- Views: 19249
[MOD 0.14] AAI Vehicles: Hauler
vehicle-hauler.png Title: AAI Vehicles: Hauler Short Description: A high capacity general-purpose hauling vehicle for moving items around. The Hauler was designed for use with AAI Programmable Vehicles mod and can act autonomously if programmed correctly, for example: collecting resources from Mine...
