[MOD 0.14] AAI Programmable Vehicles

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Mattyrogue
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Re: [MOD 0.14] AAI Programmable Vehicles

Post by Mattyrogue »

Say, uh, I dunno if this is the place to ask, but it feels a little weird starting out being able to build Miners and Haulers from the get-go. Would it be possible to lock these behind Automobiles in the Tech Tree?

I guess the same could be said for the Chaingunners too. Then again, another mod that puts these behind some more believable research barriers (and adjusts their costs accordingly) could also be a thing.

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Re: [MOD 0.14] AAI Programmable Vehicles

Post by Earendel »

I have no problem with vehicles being unlocked from the start of the game, after all if you think about the technology required to make something like a burner inserter in real life, it's a lot more advanced than making very basic vehicle. In many ways even transport belt would be more difficult to construct than a tractor (especially if you have to make it so that the transport belt has no power requirement).

I'm planning on renaming 'Automobilism' to something like 'Performance Vehicles' to show that the tech is more about vehicles that move fast than just a basic thing with wheels.

If someone wants to make a mod that locks the vehicles behind other technology I have no problem with that.

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Re: [MOD 0.14] AAI Programmable Vehicles

Post by ggroulx »

hi:)

first of all, thanks a lot for this awesome mod! i have a lot of fun creating things with this! there are a few things i wanted to say about it (besides the fact its awesome. also, im french, so im doing my best in english)

1- is there a way to make a vehicle collect alien artifacts on the ground (other than the miner) ? the only vehicle capable of doing it is the miner and it is...painfully slow to watch it go around the map. takes forever. would be nice to be able to do it with the fire tumbler or any other vehicle. if it is possible, please guide me through the process as i cannot do it.

2- i tried every possible way to make the hauler to collect ressources from the miner. all it does is pushing the miner away or it stays next to the miner and does nothing.

3- here is a picture of something i made and explain the other problem i have related to this setup:

---picture removed -edit: looks like i cannot post a picture in my first post..i will add it in a reply..

this is a setup i made for a jet aircraft that is 100% autonomous. as soon as a spawner pops up, it will go out and attack it. if health or fuel are too low, it will come back and refueling station is also automated. it will also come back to the base if there are no more spawners to destroy within a 500 tiles radius. it works great except..

the problem i have is related to something...well...it's just that i would like the aircraft to position itself in a specific angle once it arrived back to the base. as you can see in the picture, i added some combinators to control the angle once it arrived back at the base. it actually works very well. the aircraft does all its things, comes back to the base and position itself facing north. the problem is that it will not accept any other command once it is done placing itself. i tried many different ways and the result is the same. of course, the aircraft will behave correctly as soon as i remove the green wire collecting the angle combinator to the unit controller. any help will be appreciated.

also, on a side note, i noticed that the aircraft will never use its weapons when controlled by the mod. it will only use the defense turrets i put in the grid.

thanks a lot if someone can help me with this!


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Re: [MOD 0.14] AAI Programmable Vehicles

Post by Earendel »

Hi ggroulx, Welcome to the forum.

I'm glad you like the mod.

1. Checking for floor items is not a cheap action so I've avoided doing it for all vehicles. I have plans to add a general purpose support vehicle with an equipment grid, a bit like a faster hauler, that will be used to resupply the front lines, deploy repair bots, and collect alien artifacts. Before that is done there will also be 4 new tiers of the miners, each one being a bit faster. The mk5 version is about 3 times faster than the current miner.

2. The miner should be set with a UnitData signal of -1 or lower on the resource for it to want to give all of it away. Also the Hauler should have Unit Data of some high number of that item to accept it. The easiest way to test is to use a Vehicle Deployer so you can deploy with some settings and put items in the inventory to see if it swaps with a hauler that you have also just deployed.

3. There's a priority on vehicle inputs. Angle and speed are highest priority, sub-xy-tile offsets are middle, and xy-tile is the lowest. This is because the xy-movement is the most expensive in terms of system resources so if there are conflicting signals the simplest ones are chosen.

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Re: [MOD 0.14] AAI Programmable Vehicles

Post by ggroulx »

awesome, thank you for your quick answer :) i will definitely try to move the miner to -1 or lower and see how it goes. i will also keep in mind what you wrote about priorities in the command sequence.

thank you again :)

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Re: [MOD 0.14] AAI Programmable Vehicles

Post by tommygunner70 »

This mod need a tut badly. I simply can't wrap my head around it going by reading.

having plenty of fun doing an RTS style tank creep with vanilla tanks and cars using the Satellite uplink mod.
sadly the Biter AI is so durpy that moving groups of units just makes them smash into each other near the set destination. each selected tank wanting to be on the actual indicated spot.
I've used more Repair packs for health lost due to collisions then incoming damage from the biters.

its still fun to see 10 tanks and 4 scout cars roll up on a base and just go to town. just a little bit of a pain giving them individual positions. (cars at the front to shoot any biter coming too close, tanks to mop up whats left and biter spawner busting.

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Re: [MOD 0.14] AAI Programmable Vehicles

Post by ggroulx »

i must admit it took me a lot of time to understand how it works and it can be quite intimidating but its worth it. if it can help you, perhaps you should look for tutorials online regarding circuits if you arent familiar with them. there are good tutorials on youtube :)

here is, so far, my setup for the miners, aircrafts and patrolling tumbler

https://postimg.org/image/rv8ltqgr1/

it also helps a bit to use lights to show the status of your vehicles. for the miners, i can easily see if its moving, full of ore, needs fuel or if it is under attack, thanks to the 4 lights linked to each of them.

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Re: [MOD 0.14] AAI Programmable Vehicles

Post by Mattyrogue »

Say, is there anywhere I can view desync logs. AAI isn't playing nice with Multiplayer and I'm not sure if it's the multiplayer itself that's doing it, or there is a mod conflict. (It runs fine when there's only a single player on the server, but the moment another joins, desyncs follow and the game tries to redownload ~20mb for what was initially a 3.2mb map size)

We're currently using:
  • AAI and all it's dependencies
  • Reactors by GotLag
  • Bergius Process by Klonan
  • Warehousing Mod by Anoyomouse
  • And Natural Evolution Expansion by TheSAguy
It's a shame too, because we're trying to run a dedicated Linux server with it, and I really feel like AAI's programmable vehicles adds a lot of depth and life to these multiplayer bases.

Edit:
I've found the desync reports... In fact... One of them has a file size of over 300mb... Oh boy, this is going to be fun.
There's three in the same vein from the same day, I get the feeling they're all the same. I'm going to upload the smallest of the three to my Dropbox and post a Desync Report in the Bug Report Forums.

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Re: [MOD 0.14] AAI Programmable Vehicles

Post by Earendel »

Mattyrogue wrote:Say, is there anywhere I can view desync logs. AAI isn't playing nice with Multiplayer and I'm not sure if it's the multiplayer itself that's doing it, or there is a mod conflict. (It runs fine when there's only a single player on the server, but the moment another joins, desyncs follow and the game tries to redownload ~20mb for what was initially a 3.2mb map size)

We're currently using:
  • AAI and all it's dependencies
  • Reactors by GotLag
  • Bergius Process by Klonan
  • Warehousing Mod by Anoyomouse
  • And Natural Evolution Expansion by TheSAguy
It's a shame too, because we're trying to run a dedicated Linux server with it, and I really feel like AAI's programmable vehicles adds a lot of depth and life to these multiplayer bases.

Edit:
I've found the desync reports... In fact... One of them has a file size of over 300mb... Oh boy, this is going to be fun.
There's three in the same vein from the same day, I get the feeling they're all the same. I'm going to upload the smallest of the three to my Dropbox and post a Desync Report in the Bug Report Forums.
I'm doing some testing with your mod list now.

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Re: [MOD 0.14] AAI Programmable Vehicles

Post by Earendel »

I've done all sort of tests with the mod list from the desync report and have not been able to recreate the problem. I think maybe it's because I'm testing with 2 account over LAN and it does not cause the same issues as a public game maybe? Anyway I've been trying to host a public game but Factorio can't determine my public IP and after trying to solve that problem for a while I've run out of time for today. I'll try again tomorrow.

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Re: [MOD 0.14] AAI Programmable Vehicles

Post by Mattyrogue »

Earendel wrote:I've done all sort of tests with the mod list from the desync report and have not been able to recreate the problem. I think maybe it's because I'm testing with 2 account over LAN and it does not cause the same issues as a public game maybe? Anyway I've been trying to host a public game but Factorio can't determine my public IP and after trying to solve that problem for a while I've run out of time for today. I'll try again tomorrow.
It would appear whatever you did with your Programmable Structures and Miners may have fixed it. We'll keep you posted if we run into any more desyncs.

Edit:
It would appear the desyncs are back with a vengeance. After running the server with AAI on it for ~8 hours without any issues, desyncs are occurring simply by logging onto the server, and it's happening to single players now.

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Re: [MOD 0.14] AAI Programmable Vehicles

Post by MrQuiggles »

In the example for the tile scanner, how would I go about making it scan in a spiral? Have it scan for n tiles on the x-axis, then n tiles on the y axis, then -(n+1) on x, etc?

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Re: [MOD 0.14] AAI Programmable Vehicles

Post by Earendel »

MrQuiggles wrote:In the example for the tile scanner, how would I go about making it scan in a spiral? Have it scan for n tiles on the x-axis, then n tiles on the y axis, then -(n+1) on x, etc?
I'm sure it can be done. If you figure it out post it on the forum.
Mattyrogue wrote:It would appear the desyncs are back with a vengeance. After running the server with AAI on it for ~8 hours without any issues, desyncs are occurring simply by logging onto the server, and it's happening to single players now.
I'm still trying to resolve this.

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Re: [MOD 0.14] AAI Programmable Vehicles

Post by Earendel »

Earendel wrote:
Mattyrogue wrote:It would appear the desyncs are back with a vengeance. After running the server with AAI on it for ~8 hours without any issues, desyncs are occurring simply by logging onto the server, and it's happening to single players now.
I'm still trying to resolve this.
Ok, so after connecting to your sever I experienced the desync and got my own desync report. Unfortunately the report was about as useful as the one you posted, there's a lot of data but very little useful information. All I can tell is that the problem happens very early in the new player setup phase, it doesn't look like it even gets to the standard tick function. I've gone through all of the code that my mods might execute for new player and there doesn't seem to be any of the usual desync issues (non global variables storing changeable information). I did clean up a few things, and now for the Chaingunner, Flame Tumbler and Laser Tank I managed to get rid of the control.lua completely. I have also released an update for the miner and AAI Programmable Structures mods. With these combined changes I can play your map over local LAN with no desyncs, so if you update the mods on the server then it might start working again, hopefully. The fact that it managed to run previously for 8 hours and then suddenly get descycs means that it's difficult to say that it's fixed when it's only be working for a couple of hours.

Can you let me know if updating does the trick?

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Re: [MOD 0.14] AAI Programmable Vehicles

Post by gamewarden7 »

Hey there Earendel!
Amazing mod! I just have to thank you for making this mod because it is exactly what I need in my factorio experience.
I do have a problem however, and I hope this is just my fault, but the haulers I place go to the correct miner using your hauler loop system, but the won't pick up any iron, copper, stone ore or wood from the miners. I did use the vehicle déployer with a constant combinator to set the filters for the haulers to only keep 100 coal and I left everything else blank. What can I do to fix this issue?

Thank You!

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Re: [MOD 0.14] AAI Programmable Vehicles

Post by ggroulx »

hi guys,

here is the blueprint for a fully automated aircraft vehicle i made this week. and for the cherry on top, i found how to make the vehicle always face north (or any other angle you want) once it is back to base. it is visually better.

Code: Select all

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8ZyRl/AbIsn/8OwMqXguAAA=

here is also a picture quickly explaining how it works:

https://postimg.org/image/uit3hpsbz/

you can change the attack zone (in this case the blue arrow) with any other zone you are using when your scanner is detecting enemies. also, there are x-y coordinates used by default (in this case -252/-562) as the base for the aircraft. simply change the values to fit your needs.

this setup works flawlessly so far and it can also be used for any other type of vehicle.

i made other setups that i will soon share as soon as i can.

have fun!

edit: i forgot to say i created a squadron of 4 vehicles using this setup and i must say it is just...awesome :P

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Re: [MOD 0.14] AAI Programmable Vehicles

Post by ggroulx »

im also working on a racetrack setup. i will post blueprint once i completed it. roughly 90% completed

https://postimg.org/image/wen3gmw7r/

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Re: [MOD 0.14] AAI Programmable Vehicles

Post by Earendel »

Awesome work ggroulx and thanks for sharing.
gamewarden7 wrote:Hey there Earendel!
Amazing mod! I just have to thank you for making this mod because it is exactly what I need in my factorio experience.
I do have a problem however, and I hope this is just my fault, but the haulers I place go to the correct miner using your hauler loop system, but the won't pick up any iron, copper, stone ore or wood from the miners. I did use the vehicle déployer with a constant combinator to set the filters for the haulers to only keep 100 coal and I left everything else blank. What can I do to fix this issue?

Thank You!
Ok, so for a hauler to take items from a miner:
  • The miner need to have more resources than it's unit data. If a miner has unit data of coal 200, it means "I want 200 coal but if I have more than that try to give it to a hauler". If a miner has unit data of -1 copper ore, it means "give all copper ore to a hauler". Miner's have default unit data to give away most resources except for coal and wood where it keeps a bit to fuel itself and try to give away the rest.
  • For a hauler to accept items it need to have a positive unit data signal for that item type. If the signal is 0 it means that the hauler will not accept that type (you can have specialised haulers). If you want a hauler to accept copper ore set it's unit data signal to something like 20000. This means "I will accept up to 20000 copper ore".
The hauler should somewhat useful defaults but the vehicle deployer will overwrite them so you can have more specialised haulers, like one that only accepts iron ore so it can go to a dedicated iron depot.

I hope that helps.

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Re: [MOD 0.14] AAI Programmable Vehicles

Post by gamewarden7 »

Ok, so for a hauler to take items from a miner:
  • The miner need to have more resources than it's unit data. If a miner has unit data of coal 200, it means "I want 200 coal but if I have more than that try to give it to a hauler". If a miner has unit data of -1 copper ore, it means "give all copper ore to a hauler". Miner's have default unit data to give away most resources except for coal and wood where it keeps a bit to fuel itself and try to give away the rest.
  • For a hauler to accept items it need to have a positive unit data signal for that item type. If the signal is 0 it means that the hauler will not accept that type (you can have specialised haulers). If you want a hauler to accept copper ore set it's unit data signal to something like 20000. This means "I will accept up to 20000 copper ore".
The hauler should somewhat useful defaults but the vehicle deployer will overwrite them so you can have more specialised haulers, like one that only accepts iron ore so it can go to a dedicated iron depot.

I hope that helps.

Thank you so much! Now the vehicles work as I want them to! Many thanks and keep up the good work! :D

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