[MOD 0.17.04] Robot Army. v0.4.1

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Re: [MOD 0.15.5] Robot Army. v0.3.2

Post by NeilN » Sat Jul 15, 2017 9:44 pm

How do I turn loot chests back on?

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Re: [MOD 0.15.5] Robot Army. v0.3.2

Post by kyranzor » Sat Jul 15, 2017 9:47 pm

NeilN wrote:How do I turn loot chests back on?
They have been disabled as items but also the script that checks around squads for them has been disabled too, to save CPU time.

Why?

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Re: [MOD 0.15.5] Robot Army. v0.3.2

Post by NeilN » Sat Jul 15, 2017 10:26 pm

Well, after a horde of Terminators decimates an area, it's rather a pain in the neck to collect the alien artifacts that Bob's mods spawns. :)

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Re: [MOD 0.15.5] Robot Army. v0.3.2

Post by kyranzor » Sat Jul 15, 2017 10:43 pm

Ah yes, I was going to ask if it was bob's mods artifacts.. Bob needs to get with the times! Alien artifacts are so 0.14!

If you want, i can send you a version of my mod with the loot chest re-enabled and the script re-enabled? PM me your email address and i'll send a modified version of 0.3.2. If more people are interested in the adjustments, i can make it a config parameter to enable/disable artifact collection.

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Re: [MOD 0.15.5] Robot Army. v0.3.2

Post by NeilN » Sun Jul 16, 2017 2:36 am

Thanks, sent. Bob's needs a metric tonne of wood and the advanced fertilizer recipe (which requires artifacts) helps with that.

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Re: [MOD 0.15.32] Robot Army. v0.3.2

Post by kyranzor » Sat Aug 05, 2017 3:58 am

Hello Everyone!

I have a release candidate here with a bunch of bug fixes and usability improvements for the mod. Attached to this post is a .zip with the latest source files from the Unstable branch, ready for you guys to play-test for me before I put it live on the Mod Portal.

Changes from 0.3.2 to 0.3.3:
- made hybrid targeting system default
- minor bug fix from dauphin for hybrid targeting
- bug fix for issue #102
- bug fix for when assemblers spawn too fast while squad moves away and stragglers wander instead of joining squad, casuing splintering and multiple failures
- fixed select/deselect visual bug with the green stickers
- added config param (default off) to re-enable the Artifact collection for those playing with Bobs/Natural Evolution which still have artifacts to collect!
- Fix for #114 regarding selection and giving attack orders in the same tick a squad unitgroup becomes invalid.
- Added 1 physical damage target effect to flamebots. can now kill rocks, and weaken small biters before the fire even hits them..


Please let me know if it's all working for you!
Attachments
robotarmy_0.3.3.zip
(1.53 MiB) Downloaded 62 times

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Re: [MOD 0.15.32] Robot Army. v0.3.2

Post by kyranzor » Sat Aug 12, 2017 7:36 pm

any feedback or issues with 0.3.3 test files??

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Re: [MOD 0.15.32] Robot Army. v0.3.2

Post by impetus maximus » Thu Aug 24, 2017 2:11 am

kyranzor wrote:any feedback or issues with 0.3.3 test files??
starting testing on 0.3.3
been a long time since i used it so i got to get familiar with the mechanics again.
will report back.

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Re: [MOD 0.15.32] Robot Army. v0.3.2

Post by impetus maximus » Tue Sep 12, 2017 3:29 pm

sorry to take so long to report back. i've only used the Clockwork Rifle bot, and Battle Droid.
they seem to get stuck every now and then, but if i just let them go for a while they start hunting again.
i don't have any path/poles set up yet. i'll try and play around with it some more with other bots/poles.

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Re: [MOD 0.15.32] Robot Army. v0.3.2

Post by kyranzor » Tue Sep 12, 2017 8:08 pm

yeah the new squad AI is a little more 'stop-start' in its behaviour, but they should be able to recover or otherwise deal with their own issues better now.

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Re: [MOD 0.15.32] Robot Army. v0.3.2

Post by impetus maximus » Tue Sep 12, 2017 9:45 pm

yes it's definitely improved since i used the mod a while back.
good work. :)

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Re: [MOD 0.15.32] Robot Army. v0.3.2

Post by kyranzor » Thu Oct 05, 2017 8:14 pm

impetus maximus wrote:yes it's definitely improved since i used the mod a while back.
good work. :)
Thanks :)

I will release 3.3 this weekend, i haven't heard any bug reports for a month so should be good to go!

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Re: [MOD 0.15.32] Robot Army. v0.3.2

Post by kyranzor » Sun Oct 22, 2017 9:06 pm

Bit later than I expected, but the release is out!

0.3.3 brings some general bugfixes for a more stable and enjoyable experience :)

Download the .zip from the github release page:
https://github.com/kyranf/robotarmyfact ... tag/v0.3.3

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Re: [MOD 0.16.4] Robot Army. v0.3.4

Post by Mylon » Wed Jan 31, 2018 7:27 pm

I got a crash trying to load a v0.15 save:

Code: Select all

Error while applying migration: Robot Army: robotarmy_0.2.1.lua

__robotarmy__/migrations/robotarmy_0.2.1.lua:21: attempt to index field 'rally-beacon' (a nil value)

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Re: [MOD 0.16.4] Robot Army. v0.3.4

Post by kyranzor » Wed Jan 31, 2018 7:45 pm

Mylon wrote:I got a crash trying to load a v0.15 save:

Code: Select all

Error while applying migration: Robot Army: robotarmy_0.2.1.lua

__robotarmy__/migrations/robotarmy_0.2.1.lua:21: attempt to index field 'rally-beacon' (a nil value)

Hi Mylon, please see github issue thread for info https://github.com/kyranf/robotarmyfactorio/issues/125

Basically the quick fix is just to delete the entire migrations folder, or at the least every migration file in that folder up to 0.3.0+ should do it too.

I have been slack, I have known about this issue for weeks and should have just uploaded a fixed version of the mod but I figured a bandaid and information would be enough until i get motivated. I feel bad, because it's probably also reflecting poorly on my mod

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Re: [MOD 0.16.4] Robot Army. v0.3.4

Post by Mylon » Mon Feb 05, 2018 10:43 pm

I found another bug with your mod. I have a multiplayer server running and players are disconnecting immediately on join.

In the desync report, only a single line is different:

https://i.imgur.com/IdNleJu.png

It's in the loot-chest recipe. I have no idea how this is happening but for now I'll deactivate the mod.

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Re: [MOD 0.16.4] Robot Army. v0.3.4

Post by amax3002 » Tue Feb 06, 2018 11:21 pm

How do I delete the migration folders that you are talking about? Any help on a noobs guide to do this would be great! excited to try this mod.

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Re: [MOD 0.16.4] Robot Army. v0.3.4

Post by kyranzor » Wed Feb 07, 2018 6:28 am

Mylon wrote:I found another bug with your mod. I have a multiplayer server running and players are disconnecting immediately on join.

In the desync report, only a single line is different:

https://i.imgur.com/IdNleJu.png

It's in the loot-chest recipe. I have no idea how this is happening but for now I'll deactivate the mod.
Sounds to me like your Config.ini on the server is different and the loot chest recipe/tech is enabled because "GRAB_ARTIFACTS" is == 1. People normally have GRAB_ARTIFACTS = 0 in their config.ini which doesn't make/add the loot chest recipe.

can you give me more context?

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Re: [MOD 0.16.4] Robot Army. v0.3.4

Post by kyranzor » Wed Feb 07, 2018 7:01 am

Released version 0.3.5 which is basically just the migration fixes.

see here for more info and the zip, or get the updated mod from the mod portal.
https://github.com/kyranf/robotarmyfact ... tag/v0.3.5

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Re: [MOD 0.16.20] Robot Army. v0.3.5

Post by Tomik » Wed Feb 07, 2018 9:51 am

The only reason why I am NOT using this mod right now is the less then stellar quality of the buildings in the mod. I am asking if it wouldn't be possible to offshore the graphics for the buildings to someone on the site.
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