When deploying the nucelar car from rampant arsenal I get this error IF i have a decidor combinator out hooked up to a unit scanner, with the decider combinator having the nuclear car id chosen as a signal.
Error while running event aai-programmable-structures::on_tick (ID 0)
Unknown virtual-signal name: nuclear-car-vehicle-rampant-arsenal-_-solid
stack traceback:
__aai-programmable-structures__/control.lua:425: in function 'struct_export_outputs_to_constants'
__aai-programmable-structures__/control.lua:1113: in function 'struct_process_input_output'
__aai-programmable-structures__/control.lua:1135: in function 'struct_update_state'
__aai-programmable-structures__/control.lua:1439: in function <__aai-programmable-structures__/control.lua:1361>
stack traceback:
[C]: in function '__newindex'
__aai-programmable-structures__/control.lua:425: in function 'struct_export_outputs_to_constants'
__aai-programmable-structures__/control.lua:1113: in function 'struct_process_input_output'
__aai-programmable-structures__/control.lua:1135: in function 'struct_update_state'
__aai-programmable-structures__/control.lua:1439: in function <__aai-programmable-structures__/control.lua:1361>
Re: [MOD 0.14] AAI Programmable Structures
Posted: Sat May 18, 2019 11:39 am
by Hellfiredragon
I have a problem with the decider combinator. It seems to be a bug, but I don't know if I have done something wrong. The Tile Scanner from AAI outputs Bobmonium Ore as seen on the right. The decider combinator should output an orange X. But it doesn't work.
Re: [MOD 0.14] AAI Programmable Structures
Posted: Sun May 19, 2019 4:52 am
by Hellfiredragon
It was YARM, the resource monitor. It creates fake ores which are compatible with the normal ores but not the same. So the combinators don't work then.
Re: [MOD 0.14] AAI Programmable Structures
Posted: Tue May 21, 2019 6:53 pm
by Qon
[0.5.11, 0.17.41]
Placed and mined some tanks, got this:
The mod AAI Programmable Structures caused a non-recoverable error.
Please report this error to the mod author.
Error while running event aai-programmable-structures::on_tick (ID 0)
__aai-programmable-structures__/control.lua:1089: attempt to index field 'aai-programmable-vehicles' (a nil value)
stack traceback:
__aai-programmable-structures__/control.lua:1089: in function 'struct_process_input_output'
__aai-programmable-structures__/control.lua:1167: in function 'struct_update_state'
__aai-programmable-structures__/control.lua:1473: in function <__aai-programmable-structures__/control.lua:1395>
Re: [MOD 0.14] AAI Programmable Structures
Posted: Fri May 24, 2019 9:03 pm
by romalabunsky
I have an issue with automatic zone controller marking tiles without the proper resource. It also marks correct tiles but not only.
I have an issue with automatic zone controller marking tiles without the proper resource. It also marks correct tiles but not only.
I haven't actually looked at it in detail yet, but I can say that timing is critical when marking zones. You have four signal paths with three different timings(2×+ >, > > >, > > + >); I recommend adding enough combinators to make them all the same length.
I have an issue with automatic zone controller marking tiles without the proper resource. It also marks correct tiles but not only.
I haven't actually looked at it in detail yet, but I can say that timing is critical when marking zones. You have four signal paths with three different timings(2×+ >, > > >, > > + >); I recommend adding enough combinators to make them all the same length.
Yep! That did the trick!! rewired the X and Y combinators' output to the middle level(anything->anything) instead of directly to the final combinator and it worked!!
The mod AAI Programmable Structures caused a non-recoverable error.
Please report this error to the mod author.
Error while running event aai-programmable-structures::on_tick (ID 0)
__aai-programmable-structures__/control.lua:1089: attempt to index field 'aai-programmable-vehicles' (a nil value)
stack traceback:
__aai-programmable-structures__/control.lua:1089: in function 'struct_process_input_output'
__aai-programmable-structures__/control.lua:1167: in function 'struct_update_state'
__aai-programmable-structures__/control.lua:1473: in function <__aai-programmable-structures__/control.lua:1395>
I think that's fixed now, but all my line numbers are different so it's difficult to tell. I'm guessing this was because AAI programmable structures was installed but not the vehicles mod? If you still get the problem after updating I just need the new line numbers.
I think that's fixed now, but all my line numbers are different so it's difficult to tell. I'm guessing this was because AAI programmable structures was installed but not the vehicles mod? If you still get the problem after updating I just need the new line numbers.
Ok, thanks!
Yeah, I don't have the vehicles. I've used the structures for finding trees and killing them with my Artillery Combinator mod and a Napalm Artillery mod q:
But those vehicles look really sweet so I might try them later. Not sure why line numbers would change depending on what mods are installed though.
all my line numbers are different [...] because AAI programmable structures was installed but not the vehicles mod
But your explanation makes more sense q:
Re: [MOD 0.14] AAI Programmable Structures
Posted: Tue Jun 04, 2019 2:01 am
by asaphx
If anyone has any idea how to read mineable resource signals, which are different from regular (mined) resource signal, but look the same - I will be grateful.
-- use mineable result(s) as signal(s)
if has_item == false and entity.prototype.mineable_properties and
entity.prototype.mineable_properties and entity.prototype.mineable_properties.products then
local amount = entity.type == "resource" and entity.amount or 1
for _, product in pairs(entity.prototype.mineable_properties.products) do
struct_add_to_signal_container(outputs, {type=product.type, name=product.name}, amount * (product.amount_max and product.amount_max or product.amount))
has_item = true
end
end
Re: [MOD 0.14] AAI Programmable Structures
Posted: Fri Apr 10, 2020 7:34 am
by Skyliteh
Hi, I was playing today in a save with Krastorio 2 on it ( I don't know if that disqualifies me from a possible fix) and whenever I try to put any of the Controllers (the tower structures) I get the following error:
EDIT: I was bored so I poked around the code and tried different things. What seemed to work was to change line 270 in control.lua where it says "roboport" to "kr-roboport", I don't know if that helps.
Re: [MOD 0.14] AAI Programmable Structures
Posted: Fri Apr 10, 2020 11:54 am
by Zarnoo
Just getting into AAI for the 1st time with 0.18, and I seem to have got most of it down, but can't get it to find enemy structures.
To test it, I've fed a tile scanner into a simple count, and it's just not finding anything. Anyone got any idea what I'm doing wrong ? Here's my simple blueprint:
Is there any way to scan a vehicle depot's inventory? Was trying to set it up when it got low on a resource that I could send a hauler to refill it by commanding it to go to the vehicle depot's ID but I can't seem to figure out how to get the relevant info remotely.
Re: [MOD 0.14] AAI Programmable Structures
Posted: Fri May 08, 2020 7:21 pm
by fgcapo
Hi, I've programmed a car to bring me drills if the amount in my inventory gets low. The problem I'm having is that items you've picked up in your cursor don't seem to count as being in your inventory, so the car drives to me any time I am placing drills. Am I doing something wrong?
Hi, I've programmed a car to bring me drills if the amount in my inventory gets low. The problem I'm having is that items you've picked up in your cursor don't seem to count as being in your inventory, so the car drives to me any time I am placing drills. Am I doing something wrong?
I've fixed the problem by adding this code to line 532 of control.lua in the AAI Programmable Structures mod.
local function struct_process_input_output(struct)
...
if struct.settings["inventory"] >= 0 then
...
+ if player.cursor_stack.valid_for_read then
+ util.signal_container_add(outputs, {type="item", name=player.cursor_stack.name}, player.cursor_stack.count)
+ end
TPRJones wrote:The tile scanner doesn't seem to be working properly with trees; scans of the tiles with trees aren't returning the raw wood resource. All the ores worked fine, but not the trees.
The results need to include 'entities'.
I think this is the solution to my problem but I don't understand your answer about 'entities".
I used Nilaus' AAI blueprints in Factorio v.16. I just tried to use them in v.17.
In .16 the cleaner setup searched for wood. In .17 I can tell it sees trees, not the wood they contain.
Could you expand your previous explanation, please?
EDIT1: I just discovered the 'entities'/ect options and tried various combinations with no luck. I also tried a different cleaner blueprint
It seems a better setup, but it also only outputs different types of trees, not wood.
EDIT2: Okay, I see what this new zone cleaner does. It cleans removes marks from tiles that contain any object. It's not the best solution but it will get the job done.
Re: [MOD 0.14] AAI Programmable Structures
Posted: Sun May 02, 2021 11:18 pm
by AntiBlueQuirk
This has been mentioned in a few places, but I wanted to document it more fully. There's a bug when this mod is combined with YARM. YARM creates "fake ores" to show the resources when you're using a resource scanner. Tile scanners return the fake ore from YARM instead of the normal resource ore. Because YARM's ores are impossible to select as signals, this means that you can't use the Tile scanner to detect resources. If you're a user you can fix this by:
Removing YARM.
Removing data-final-fixes.lua from YARM's zip in your mods folder. (Easy and fairly harmless. Disables the ore entity count when using resource scanner.)
Apply the patch below to control.lua in your aai-programmable-structures zip in your mods folder.
Bug details and patch
The issue is caused because the "fake ores" that YARM creates have a "place_result". This means that if you got ahold of one of these items, you could use it to place the ore it represents. (This was done so that the resource scanner can show an entity count while placing a scan region.) When the Tile Scanner is determining the signals for an entity on a tile (like a patch of ore), it considers a few things. Most importantly, if the entity has an item that can place it, it uses that item as the signal, and doesn't return any other signals including the ore's resource yields. In vanilla, there are no items that can place ores. But with YARM, this is no longer the case, even though they are hidden items.
The problem code is here, in control.lua at line 1150:
if(entity.prototype.items_to_place_this) then
for _, item in pairs(entity.prototype.items_to_place_this) do
has_item = true
struct_add_to_signal_container(outputs, {type = "item", name = item.name}, 1)
end
elseif entity.type == "cliff" then
(In vanilla, items_to_place_this would be empty for ores. has_item being set to true is what suppresses the normal resource signals.) There's multiple ways to fix this, but the most direct is just to ignore YARM's fake ores. A more gedneral solution might be to look up the item prototype and see if it's hidden.
if(entity.prototype.items_to_place_this) then
for _, item in pairs(entity.prototype.items_to_place_this) do
if item.name:find("YARM-fake", 1, true) == nil then
has_item = true
struct_add_to_signal_container(outputs, {type = "item", name = item.name}, 1)
end
end
elseif entity.type == "cliff" then
Re: [MOD 0.14] AAI Programmable Structures
Posted: Sat Jun 25, 2022 1:17 am
by UMD
Why i can't get position from "Position Beacon" at Path scanner? Is there any way to do this other than send a vehicle there?