Hey White Tiger, wassup?
What about Rampant AI? Can you use his AI code to try to improve pathfinding on AAI?
Search found 191 matches
- Sat Feb 03, 2018 12:57 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 524709
- Tue Jan 30, 2018 12:39 am
- Forum: Mod and installation managers
- Topic: ModMyFactory - mod manager and more
- Replies: 466
- Views: 202093
Re: ModMyFactory - mod manager and more
I'm having an issue updating mods; it finds all the mods that have an update, then when I approve them, it fails and give a nondescript message about needing a stable connection. I know I have a good connection; the manager itself even downloads new Factorio instances fine. Is there a log I can loo...
- Tue Jan 23, 2018 11:31 pm
- Forum: Mod and installation managers
- Topic: ModMyFactory - mod manager and more
- Replies: 466
- Views: 202093
Re: ModMyFactory - mod manager and more
The attached modpack is outdated, trying to update it causes crash with any of the mods. Did the test in a clean installation as well, the crash still happens.
The crash report is also in the attachment, its the same as the other guys' crash logs.
The crash report is also in the attachment, its the same as the other guys' crash logs.
- Fri Jan 19, 2018 10:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila][0.16.16] Crash on loading the game
- Replies: 1
- Views: 1939
[posila][0.16.16] Crash on loading the game
Can't load my savedgame attached. Factorio just crashes.
Modpack will be automatically downloaded with the app: ModMyFactory, also the mod version that I'm using will also be downloaded instead of the latest, altho I updated all my mods and the latest version still doesn't work.
Modpack will be automatically downloaded with the app: ModMyFactory, also the mod version that I'm using will also be downloaded instead of the latest, altho I updated all my mods and the latest version still doesn't work.
- Sun Jan 14, 2018 1:50 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 365089
Re: Friday Facts #225 - Bots versus belts (part 2)
Sticking to the point: We all agree that in the long term, bots are superior to belts from the moment they're available to build, even nerfing them they'd still be superior. So, buffing belts, or increasing their speed would be just another blueprint copy-paste thing, nothing new and challenging wou...
- Sat Jan 06, 2018 8:57 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 338496
Re: Friday Facts #224 - Bots versus belts
To everyone that is saying if you find bots op then jut don't use them. This is one of the most stupid arguments I ever heard. By this logic devs should never bother balancing their games since if something is op just don't use it. (do the daggers deal more damage per hit, have better range, knockb...
- Sat Jan 06, 2018 3:20 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 338496
Re: Friday Facts #224 - Bots versus belts
To summaries the changes: Chests which can provide items (provider, active, buffer (and maybe storage) chest) can be assigned a "target" chest, which can request items (requester and buffer chests). Chests still can provider players unrestricted. Chests can assign to only one "target...
- Fri Jan 05, 2018 10:43 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 338496
Re: Friday Facts #224 - Bots versus belts
This is why I like mods that add loaders, express stack inserters, and higher tiers of belts. They all improve throughput and make belts great again. Item compression is probably required to get belts to be able to beat bots for raw throughput though. Bot research speed beats belts on the long term...
- Fri Jan 05, 2018 10:34 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 338496
Re: Friday Facts #224 - Bots versus belts
Cons: Belts: - Waste resources by buffering them on itself - Slow, very very slow to move items from point A to point B - Inserters takes longer time loading/unloading items from/into it than with chests - Any kind of belt setup takes (distinct number of recipes) times more space, which hurts FPS on...
- Mon Jan 01, 2018 2:33 am
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 226381
Re: [MOD 0.15] Warehousing v0.0.11
Crash on 0.16.9+ versions.
The mod is making the game crash on 0.16.9+ versions of the factorio. Due to how logistic chests were reworked to work with the buffer chests, the warehousing mod started to make the game crash upon loading. Loading any savegame or starting a new game crashes factorio.
The mod is making the game crash on 0.16.9+ versions of the factorio. Due to how logistic chests were reworked to work with the buffer chests, the warehousing mod started to make the game crash upon loading. Loading any savegame or starting a new game crashes factorio.
- Mon Jan 01, 2018 1:04 am
- Forum: Resolved Problems and Bugs
- Topic: [16.9] Crash when loading save on: "LogisticPointFilters::setLogisticFilter"
- Replies: 4
- Views: 1174
Re: [16.9] Crash when loading save on: "LogisticPointFilters::setLogisticFilter"
Found the issue, The mod Warehousing is causing the crashes due to how they implement logistic chests in the game, since the buffer chests were updated to actually work, the mod got broke in a way that it crashes the game.
- Sun Dec 31, 2017 3:57 pm
- Forum: Duplicates
- Topic: [0.16.12] Crash on starting new game
- Replies: 1
- Views: 509
[0.16.12] Crash on starting new game
Game settings: Rail world + checkbox biter expansion nothing else changed. Click generate map, game window shows, then it crashes. Modlist on attachment, logs and dumps on attachment. I don't open anything, or use anything, just pressing Tab to leave the welcome message crashes the game. This isn't ...
- Sun Dec 31, 2017 3:53 pm
- Forum: Duplicates
- Topic: [0.16.12] Crash on starting new game
- Replies: 2
- Views: 1384
Re: [0.16.12] Crash on starting new game
Its not the same issue, I press tab and the game crashes, I don't even get to open my inventory or use anything on the game.
- Sun Dec 31, 2017 1:21 pm
- Forum: Duplicates
- Topic: [0.16.12] Crash on starting new game
- Replies: 2
- Views: 1384
[0.16.12] Crash on starting new game
Game settings: Rail world + checkbox biter expansion nothing else changed.
Click generate map, game window shows, then it crashes.
Modlist on attachment, logs and dumps on attachment.
Click generate map, game window shows, then it crashes.
Modlist on attachment, logs and dumps on attachment.
- Sun Dec 31, 2017 12:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [16.9] Crash when loading save on: "LogisticPointFilters::setLogisticFilter"
- Replies: 4
- Views: 1174
Re: [16.9] Crash when loading save on: "LogisticPointFilters::setLogisticFilter"
Updated to version 0.16.12 today and it still crashes when loading savegame.
Savegame is the same as first post, modlist has updated mods.
Savegame is the same as first post, modlist has updated mods.
- Fri Dec 29, 2017 11:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [16.9] Crash when loading save on: "LogisticPointFilters::setLogisticFilter"
- Replies: 4
- Views: 1174
[16.9] Crash when loading save on: "LogisticPointFilters::setLogisticFilter"
Upon Loading the savegame, it crashes. Using a lot of mods, modpack in attachment, open it with app ModMyFactory.
- Tue Dec 19, 2017 12:38 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [16.0] Unable to select entities after alt-tab (caused by overwolf)
- Replies: 16
- Views: 5588
Re: [Rseding91] [16.0] Unable to select entities after alt-tab (caused by overwolf)
v0.16.6 seems to have fixed the issue on my side. At least my testing can't be reproduced anymore.
The testing that I've did is on this post: 55053.
Both windowed and fullscreen mode I can't reproduce it anymore, thanks for the fixing.
The testing that I've did is on this post: 55053.
Both windowed and fullscreen mode I can't reproduce it anymore, thanks for the fixing.
- Sun Dec 17, 2017 4:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [16.0] Unable to select entities after alt-tab (caused by overwolf)
- Replies: 16
- Views: 5588
Re: [16.0] Unable to select entities after alt-tab (caused by overwolf)
Steam hooks the game process and has no such problems. It sounds like the overlay software is intercepting window events and not passing them along to the game to process. Specifically the game is using https://msdn.microsoft.com/en-us/library/ms646265 to track if the mouse is inside the window or ...
- Sun Dec 17, 2017 1:52 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [16.0] Unable to select entities after alt-tab (caused by overwolf)
- Replies: 16
- Views: 5588
Re: [16.0] Unable to select entities after alt-tab (caused by overwolf)
Those issues aren't 3rd party related, they're caused by the HWND of the mouse cursor, when it leaves the screen the selection box of all entities just vanish, you can't select any entity, altho if you play on windowed mode, if you resize the window keeping the mouse cursor inside the game window, a...
- Sat Dec 16, 2017 5:46 pm
- Forum: Duplicates
- Topic: [0.16.4] Mouse Leaving Screen removes selection box
- Replies: 1
- Views: 701
[0.16.4] Mouse Leaving Screen removes selection box
Bug Report: What's the issue? Mouse cursor leaving game screen removes selection box of entities when we move it back. How can we reproduce it? Tested it in 3 types of situations: - Factorio in fullscreen mode with dual monitors - Factorio in windowed mode - Factorio in windowed mode with dual monit...