From a quick look around it might be Dectorio? (signal.lua)Earendel wrote:Do you have a mod installed that has removed the grey signal?
It modifies the color signals.
From a quick look around it might be Dectorio? (signal.lua)Earendel wrote:Do you have a mod installed that has removed the grey signal?
While Dectorio does clear out the signals, by default it recreates 'signal-grey' and the other base signal colours so it shouldn't be breaking this.Soul wrote:From a quick look around it might be Dectorio? (signal.lua)Earendel wrote:Do you have a mod installed that has removed the grey signal?
If it recreates the signal with a different name than vanilla ones, then yeah it'd break the AAI mod.PantherX wrote:While Dectorio does clear out the signals, by default it recreates 'signal-grey' and the other base signal colours so it shouldn't be breaking this.
Doing some more testing today, it does appear to be something else. I just ran a new game with only creative mode, all of AAI+dependencies, and dectorio, and I am able to use the Unit Remote Controller without the game crashing, and no errors are being sent to factorio-current.log.PantherX wrote:While Dectorio does clear out the signals, by default it recreates 'signal-grey' and the other base signal colours so it shouldn't be breaking this.Soul wrote:From a quick look around it might be Dectorio? (signal.lua)Earendel wrote:Do you have a mod installed that has removed the grey signal?
This is true and exactly what is happening, but the culprit is not Dectorio. Through further digging it's actually a mod called Expanded Color Lamps. Dectorio just recolors the originals but uses the same names. Expanded Color Lamps overwrites some of the same signals, and adds light and dark variants of grey, purple, and blue. However, when it does this to grey and purple, it renames them to signal-light-color and signal-dark-color and the original signal-color is no longer available. This is because the existing ones are erased first (in a similar manner to Dectorio) and overwritten with their own array. So because the names are changed, the original signal no longer exists.Mobius1 wrote:If it recreates the signal with a different name than vanilla ones, then yeah it'd break the AAI mod.PantherX wrote:While Dectorio does clear out the signals, by default it recreates 'signal-grey' and the other base signal colours so it shouldn't be breaking this.
The automated vehicles are, essentially, biters. They won't open gates so you need to mark a zone near the gate, send a signal to the gate that if there's a vehicle on that spot, open the gate, send the vehicle to the other side of the gate, send the vehicle to its regular destination. That's the way to make them cross gates.bror89dk wrote:Can not make a Crosswalks to AAI Factorio up to 5 or many more unit IDs.
Mining mk1 up to mk5 + hauling truck also hauler ..
BLUEPRINT STRING
If knows or can we play together ....?
https://www.youtube.com/watch?v=fOkoaWN ... freload=10
I've made miners and haulers optional now.Ranakastrasz wrote:Why does the mod require Miners to be installed to function? I kinda don't want to include them.
That's for AAI Industry, not AAI Vehicles. The problem is that the steam fluid is missing, you need to be running at least Factorio 0.15.10 but that latest version would be best.Alien_Squasher wrote:This error message is displayed, and frankly I've tried to update the info.json file to a 0.15.9 base. You must have forgotten to modify the burner strings to include steam as a fluid output from 0.15 boilers, this causes the error message to display. I uploaded instructions for a fix for programmable vehicles on the modpage (disabling this mod as a dependency in the info.json file of that mod) for it but this I cannot fix the strings because I cannot modify the lua script which you've included. modify the lua script and release it as a patch and it should work. Please, I don't want to give up my 0.15 reactors and I'm tired of updating 0.14 mods.
Yeah trying to replicate ammo does has been quite difficult. I'll put this near the top of the todo list so it should be done in a day or two.Skeleton Man wrote:Hello pal.
Drove some cars loaded with incendiary ammunition from a mod into some bugs to test how effective it would be if I put such ammo into say, 50 cars.
Unfortunately the game crashed about one or two bullets in. I'd imagine this just has to do with incompatability between the mods, but it sure would be nice if a vehicle could make use of modded ammo. I don't know if whoever coded incendiary ammunition just didn't do it well enough or if your remote firing doesn't take into account modded ammo very well, but it sure would be fantastic to burn and shoot things at the same time enmasse.