[MOD 0.14] AAI Vehicles: Miner

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Earendel
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[MOD 0.14] AAI Vehicles: Miner

Post by Earendel » Sat Dec 10, 2016 11:04 am

vehicle-miner.png
vehicle-miner.png (40.12 KiB) Viewed 12970 times
miner.gif
miner.gif (1.08 MiB) Viewed 12970 times
Title: AAI Vehicles: Miner
Short Description: An excavation and mining vehicle that can quickly mine solid resources such as coal, stone, ores, and quickly harvests any trees in it's path (and can consume the wood to fuel itself). The Miner was designed for use with AAI Programmable Vehicles mod and can act autonomously if programmed correctly.
Name: aai-vehicles-miner
Factorio Version: 0.14
Mod State: Beta
Dependencies: Base
Author: Earendel
Downloads: Mod Portal
Licence: See below

Long Description
The Miner is a mobile mining vehicle with a large inventory. It can mine any of the solid ground resources like Iron Ore, Stone, Coal, etc. It it gets close to trees they are town down and the wood is collected. It will also burn the collected wood to keep itself running. The miner will continue to mine even without a driver.

The miner is designed for AAI Programmable Vehicles which can allow a miner to dynamically move to now ore fields.

The miner is slow, so a Hauler is a good companion vehicle to collect the Miner’s resources and drop them off somewhere else.

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Last edited by Earendel on Sat Dec 17, 2016 11:40 am, edited 1 time in total.

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Re: [MOD 0.14] AAI Vehicles: Miner

Post by DegenerateGrndState » Sun Dec 11, 2016 1:18 pm

Your mods are very interesting, I'll have to try them out.
Idea for a miner upgrade: War miner, armored and lightly armed with an smg or gun turret.
like the Soviet miner from Command & Conquer: Red Alert 2

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Re: [MOD 0.14] AAI Vehicles: Miner

Post by Wildejackson » Tue Dec 13, 2016 11:27 pm

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?

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Re: [MOD 0.14] AAI Vehicles: Miner

Post by Earendel » Wed Dec 14, 2016 6:33 pm

Wildejackson wrote: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 all ores from various mods.

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Re: [MOD 0.14] AAI Vehicles: Miner

Post by Nexela » Thu Dec 15, 2016 12:11 am

Earendel wrote:
Wildejackson wrote: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 all ores from various mods.
You should be able to iterate through map_gen_settings.autoplace_controls to get a list of available ores on the current surface.

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Re: [MOD 0.14] AAI Vehicles: Miner

Post by Earendel » Thu Dec 15, 2016 10:09 am

Nexela wrote:
Earendel wrote:
Wildejackson wrote: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 all ores from various mods.
You should be able to iterate through map_gen_settings.autoplace_controls to get a list of available ores on the current surface.
I have data-raw-prototypes as a prerequisite so I can use remote.call("data-raw", "prototypes_list").resource to get a list of resource types (very useful). Then it's just a case of game.entity_prototypes[resource_name].mineable_properties.products to get the mining results.

The latest version of the AII Programmable Vehicles has this change, but you will need to re-deploy any existing haulers / miners in order for them to be deployed with the new data.

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Re: [MOD 0.14] AAI Vehicles: Miner

Post by dtoxic » Thu Dec 15, 2016 10:40 pm

is it possible to make it so that the game start's without miner in toolbelt? but rather you have to craft it first.

btw excellent mod thx! :)

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Re: [MOD 0.14] AAI Vehicles: Miner

Post by Earendel » Sat Dec 17, 2016 9:19 am

dtoxic wrote:is it possible to make it so that the game start's without miner in toolbelt? but rather you have to craft it first.

btw excellent mod thx! :)
Thanks, that is possible and if there is a lot of support for this idea then I will consider it.

I'd also like to hear from people on if they think that the mining speed is adequate. There is a discussion on the mod portal that it is too slow (mining speed). Right now it has a mining speed of about 4 burner miners. I'm considering a mk2 version that is more powerful so any mining speed suggestions for that would be useful.

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Re: [MOD 0.14] AAI Vehicles: Miner

Post by morcup » Mon Dec 19, 2016 3:31 am

What about adding vehicle equipment grids to the miners so that upgrades could be added in to the miners?

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Re: [MOD 0.14] AAI Vehicles: Miner

Post by Nexela » Mon Dec 19, 2016 4:24 am

@Earendel, You have private message

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Re: [MOD 0.14] AAI Vehicles: Miner

Post by Earendel » Mon Dec 19, 2016 9:49 am

Nexela wrote:@Earendel, You have private message
Thanks, the mod has been updated based on your improvements.

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Re: [MOD 0.14] AAI Vehicles: Miner

Post by Earendel » Tue Jan 17, 2017 9:39 pm

Version 0.1.6 has just been released. It contains 4 new tiers of miners up to MK5, which is far more powerful than the original. Also as requested the fuel consumption has been reduced.

Each tier increases the mining speed by around 2.5 times and also improves movement speed, inventory capacity, and fuel efficiency.

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Re: [MOD 0.14] AAI Vehicles: Miner

Post by Silent Darkness » Thu Jan 19, 2017 10:07 pm

There's something wrong with this thing.

1. The entity seems to constantly refresh itself every few seconds if it's standing still. If you don't have a tool, this can make it very difficult to pick up the vehicle and put it in your inventory. It's not impossible if you remove all the fuel, but it's VERY hard.

2. It leaves an entity that I can't get rid of when I pick it up. "Unknown Key: "Entity-Name.vehicle-miner-attatchment"

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Re: [MOD 0.14] AAI Vehicles: Miner

Post by Earendel » Thu Jan 19, 2017 11:43 pm

Silent Darkness wrote:There's something wrong with this thing.

1. The entity seems to constantly refresh itself every few seconds if it's standing still. If you don't have a tool, this can make it very difficult to pick up the vehicle and put it in your inventory. It's not impossible if you remove all the fuel, but it's VERY hard.

2. It leaves an entity that I can't get rid of when I pick it up. "Unknown Key: "Entity-Name.vehicle-miner-attatchment"
Thanks for reporting those issues. I have fixed point 2 becuase it was a quick fix and is a more serious issue imo.

Point 1 will take more time becuase there is not a simple solution. There are situations where repeatedly setting commands on a vehicle cause components to be replaced so it resets the mining timer. I might just have to make it faster to mine vehicles...?

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Re: [MOD 0.14] AAI Vehicles: Miner

Post by Silent Darkness » Fri Jan 20, 2017 1:00 am

Thanks for the quick fix.

Yeah, I guess that making it quicker to mine would be nice, as a simple workaround to the problem.

But the major problem is out of the way now. Thanks a bunch.

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Re: [MOD 0.14] AAI Vehicles: Miner

Post by Crommus » Fri Jan 20, 2017 1:58 pm

Hey!

That's some real nice thought through mod you got there. I like how the whole idea of independant vehicles fits real good into the game. While still having a hard time to get through the coding for combinators etc. I encountered the problem of the miners producing one hell of pollution.

You don't by any chance plan on adding vehicle slots for modules or special engines crafted through for example (electric) engines and modules to improve vehicle performance? A few pollution modules would do a great deal with that moving contamination and combines nicely with those already existing vanilla modules. :D

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Re: [MOD 0.14] AAI Vehicles: Miner

Post by Earendel » Fri Jan 20, 2017 9:51 pm

I don't think it's possible to put modules in vehicles in the standard sense. I guess I could do something where modules in the inventory are copied to the mining attachments... I'll have to think about that.

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Re: [MOD 0.14] AAI Vehicles: Miner

Post by Crommus » Sat Jan 21, 2017 1:12 pm

Sadly I'm kind of lacking any knowledge regarding scripts, codes or mods in form or content but I was thinking of something similiar to modular armors just for vehicles.

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Re: [MOD 0.14] AAI Vehicles: Miner

Post by Earendel » Sat Jan 21, 2017 10:52 pm

Crommus wrote:Sadly I'm kind of lacking any knowledge regarding scripts, codes or mods in form or content but I was thinking of something similiar to modular armors just for vehicles.
Oh right equipment grid slots. Yeah that could be a good approach.

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Re: [MOD 0.14] AAI Vehicles: Miner

Post by Silent Darkness » Mon Jan 23, 2017 2:38 am

I find it odd that the vehicles don't produce ANY pollution. With the exception of the miner, when it's mining. I would think that it'd produce at least a teeny, tiny amount of pollution, due to exhaust fumes.

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