Hmm. From what I understand, the changes will allow you to make pathfinding requests, and the assign the calculated path to a unit. This should make it possible to drop the invisible biter approach.
On top of that, general improvements should make it less quirky in general.
Search found 122 matches
- Sat Sep 29, 2018 10:54 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 532645
- Fri Sep 28, 2018 2:23 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 532645
Re: [MOD 0.14] AAI Programmable Vehicles
Crushed when a vehicle that is driven by player is switched AI state to ON running with "Pavement Drive Assist" MOD. 346.863 Error MainLoop.cpp:1035: Exception at tick 3684152: Error while running event aai-programmable-vehicles::on_tick (ID 0) Error while running event PavementDriveAssis...
- Sat Sep 22, 2018 11:23 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 532645
Re: [MOD 0.14] AAI Programmable Vehicles
No they dont, they fall behind... Oh, this MIGHT be a problem then. My aim was to create blueprints that are UPS-friendly. My knowledge is quite marginal so all i did was reducing the ticks for the scanners and controllers. You could try to use one building to command multiple units. Use timing.
- Fri Sep 21, 2018 3:05 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 532645
Re: [MOD 0.14] AAI Programmable Vehicles
Thank you for your answers. Sadly there was no option to change Y key until I reinstalled your mod. I just wanted you to know ;) Confused robots - I saw in some mod option to disable roboports when moving. Maybe that could help a little, so I can send vehicle somewhere, than wait until job is done ...
- Wed Sep 19, 2018 4:09 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 532645
Re: [MOD 0.14] AAI Programmable Vehicles
Suggestions: 1) Button to cancel select single vehicle when selected multiple ones 2) Vehicle groups 3) Option to follow waypoints using pathfinding. Now it goes directly towards waypoint, regardless whats in between. Its useless in non-clear area, as any rock can stop vehicle following path AFAIK ...
- Tue Sep 18, 2018 11:01 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 532645
Re: [MOD 0.14] AAI Programmable Vehicles
It looks like my question may have went unseen. How exactly does the 'work every X tics' function work? Does it inudce a CD starting with the moment you press OK and every time the device works? Or does the CD start only when the device gets a viable signal packet? There is no "gets a viable s...
- Sat Sep 01, 2018 6:07 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 532645
Re: [MOD 0.14] AAI Programmable Vehicles
possible add operator for make tan(x/y) for calcul angle of move vector and escape stupid path finding betewn 2 point. Because make tangent with factorio operator is realy crazy I think that this is what the subtiles are for. If you imput them as a movement command, the vehicle will convert them to...
- Fri Aug 31, 2018 9:50 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 532645
Re: [MOD 0.14] AAI Programmable Vehicles
It looks like my question may have went unseen. How exactly does the 'work every X tics' function work? Does it inudce a CD starting with the moment you press OK and every time the device works? Or does the CD start only when the device gets a viable signal packet? There is no "gets a viable s...
- Tue Aug 21, 2018 11:39 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 532645
Re: [MOD 0.14] AAI Programmable Vehicles
It looks like my question may have went unseen.
How exactly does the 'work every X tics' function work? Does it inudce a CD starting with the moment you press OK and every time the device works? Or does the CD start only when the device gets a viable signal packet?
How exactly does the 'work every X tics' function work? Does it inudce a CD starting with the moment you press OK and every time the device works? Or does the CD start only when the device gets a viable signal packet?
- Wed Aug 15, 2018 9:21 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 532645
Re: [MOD 0.14] AAI Programmable Vehicles
Optimize your setup to use as few controll structures as possible, and don't zone mark the entire map.
- Tue Aug 14, 2018 5:42 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 532645
Re: Feature idea: Mining vehicle leaves cliffs behind
The mining vehicle looks like it is digging up earth and sorts out the usable ores. When you do that in real live you are left with a hole. See open-pit mine in google or wikipedia. So why not do this in factorio too? When you mine ore and exhaust the tiles under the miner the terrain should be low...
- Sat Aug 11, 2018 12:31 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 532645
Re: [MOD 0.14] AAI Programmable Vehicles
I had problems with the Warden too. I think I still have a save where it's easy to recreat the crash. I'm trying AAI again and having a lot of fun with it in my Angel+Bobs+Py run. One problem though is that every vehicle put down starts in Auto:Off (blue) AI mode when placed. If I try to mine it it ...
- Tue Aug 07, 2018 7:33 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 532645
Re: [MOD 0.14] AAI Programmable Vehicles
Not possible. But you can make a (bunch of) constant combinators that output all zones and then multiply that with the signals you have leaving only the zones. A * B = ((A + B)^2 - (A - B)^2) / 4. Not possible technically, or just not posible with the current version? And another thing, I have a qu...
- Fri Aug 03, 2018 6:14 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 532645
Re: [MOD 0.14] AAI Programmable Vehicles
Also sorry for double posting, but I have a question to the mod author. Do you ever plan to add an 'any zone' signal? Like the 'anything', except it only looks at zone signals. Is it even possible? I'm trying to build a simplified command unit that can order all of my miners and haulers, and I manag...
- Fri Aug 03, 2018 6:11 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 532645
Re: [MOD 0.14] AAI Programmable Vehicles
*Snip* If you just look at the video, recreating the scanner shouldn't be too hard. What it does it simple: it selects a center point, then selects a distance, then calculates the starting and ending X\Y coordinates. Then, it scans the first X and Y, following by increasing the X coordinates until ...
- Mon Jul 30, 2018 3:07 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 532645
Re: [MOD 0.14] AAI Programmable Vehicles
While i appreciate the BP. As i said in my previous post I have already tried the BP strings that are on the first page for this mod. For some reason i cant get them to work. Every time i try and input a string i get an error code. This BP I made when I told you Im going to make you one. I made it ...
- Sun Jul 29, 2018 5:30 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 532645
Re: [MOD 0.14] AAI Programmable Vehicles
I suppose you know how to scan tiles. Output is X and Y coords plus what is on it. So you make IF function which when true will send wanted zone to that X Y coords. Im gonna do some BP for you ;) EDIT: Here it is: 0eNq9mNuSojAQht8ll1tgEQ6CXOyLbFkUQnRSCwmVBJWd4t03wcOwSsQwsDdqhPzp9Nf9c/gEu6JGFcNEgPgT...
- Sat Jul 28, 2018 11:04 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 532645
Re: [MOD 0.14] AAI Programmable Vehicles
I was watching Stejoes videos on how to use this mod and he had an iterative scanner to place zones which looked better than the default zone place. But he wont explain it because he believes that you learn better by doing. Problem is even though i have tried to figure out combinators. I just dont ...
- Thu Jul 19, 2018 10:43 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 532645
Re: [MOD 0.14] AAI Programmable Vehicles
What I thought it was is that you can program the chip, and then it can be assigned to vehicles in the vehicle data, and the vehicle will perform the instructions the chip recives. Like a player selected ID.
- Wed Jul 18, 2018 8:04 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 532645
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.