I have been unable to respond for a while so I will try and go through all the new comments. Sorry if I miss someone.
Yosdu wrote:Ok, count me in for any help I can provide - can translate to Silesian and Polish.
Thanks, I will try to contact you when I get to that stage.
Yosdu wrote:I am thinking of such a scenario:
Start with a miner, hauler, a few chaingunners, depo. Hauler could actually hold in it's trunk some resources, maybe assemblers etc. No hand crafting could be nice.
Make each of these units more fragile and much more costly, meaning you basically cannot replace them for a long while if they get destroyed.
So lots of iron and gears needed to make an unit. Not 5 gears, more like 500 - miner is a big beast. And loads of engines, similar to what locomotive requires.
In case of hauler - well, its a huge truck, it should need big engine, too. And loads of iron, gears, steel.
Having a dedicated vehicles campaign with a tutorial and some missions would be a great way to tech new players.
Brathahn wrote:Hi,
But i have found a bug while playing around with the Unit Controller.
When you set a negative speed with a combinator the vehicle will go that fast.. so -1000 lets it fly away like a bullet
Watch the hauler in the bottom right:
https://youtu.be/kJFA4pGQF3o
Lol. Ok, I'll fix that.
NinjaDanny wrote:Also I noticed the guides do not explain what the resource counts are when using a decider combinator. The output "1" or "input count". It's very vague, and I noticed I need to enable it a bunch of time and turn some of to even get things going. Sometimes it works, sometimes it doesn't. It's hard to figure out what that's for and what it does.
Also it would be awesome to have a video showcase if you or someone else could make one to explain the basics of getting started. I absolutely love how this mod works and what it does. Just wish it was less difficult to get going.
I will update the images to specify the output count. A tutorial video is planned but I need to buy a microphone and figure out how to make that sort of video first. However if anyone
else wants to make a tutorial video I would be happy to use that instead and link to it in the mod description. It might be a good opportunity for a youtuber?
Northgate wrote:In the examples, why are you multiplied X and Y by 1? That seems like a pointless operation to me.
When a combinator does a calculation the result appears on the output 1 frame later. That means that if you use combinators to filter signals then the output of those will be one frame behind the source. If you mix the filtered signals with the source it might be mixing signals of 2 different vehicles. Multiplying X and Y by 1 means that they are also 1 frame behind so all the signals are kept to the same frame delay and don't mix different vehicles signals.
ggroulx wrote:hi earendel
quick question for you. is it possible for you to post an example (with a picture or a diagram) about how to use the vehicle deployer unit data and vehicle depot exchange data. this could be quite useful as i am still trying to understand how to program a hauler correctly. at the moment, the hauler behaves correctly and will collect ressources from the miner as long as it does not come out of the deployer.
Yes I will do that.
mlem wrote:My haulers only pull coal from the Miners, nothing else. Is there a way to give the miner a signal of -1 copper? I tried the unit controller, but that didn't work
You can use the Unit Data Controller, or the Vehicle Deployer.
GoliathMrk1 wrote:Also what do you think is the possibility of rewriting the bitter's path finding?
Thanks for an awesome mod
Someone recommended I use Rampant AI's biter pathfinding alterations. I was talking to Veden about it and Rampant basically steers biter groups based on large chunks with pheremones levels, there is no per-unit pathfinding change so that is not an option. Even if it did have a per-unit navigator, it would be following pheromone maps wich use useful for attacking a base and avoiding threats but not useful to get to a specific destination which is what I'd need.
I have considered writing an A* pathfinding mod that can support collision masks, bias based on tile friction modifiers and different sized vehicles (greater than 1 tile). There are a number of large hurdles in order to do something like this, the biggest one being performance, the 2nd being reliably and quickly detecting the viability of tiles. If I could make calls to Factorio's internal pathfinder then that would be a much better solution so I have made a mod interface request here:
viewtopic.php?f=28&t=39896
scatterlogical wrote:Having one problem tho - gates. Firstly they don't open for automated vehicles, which, while solvable with some convoluted circuitry, should be much simpler. Trains can do it. But it's useless anyway since when I finally got that figured out, the vehicles won't even navigate thru the gates! I'm wondering if this is just down to them using biter AI, and if it's possible to fix?
I think gates only react to trains and characters. I could try creating dummy characters to put in the vehicles but I think that would slow the game down a lot based on the Devs comments about some of the mass multiplayer sessions. Also, even IF I did that the vehicles would not try and path through a gate unless it is already open unless I built a custom pathfinder that ignores gates.
Afroman wrote:Just ome question, when I install it. The mod name is shown in red. Apparently(I guess) some of it's dependencies are not available?
what do I do?
You have to find and download the required dependencies. They are listed on the first post, not all have the AAI prefix. I wish the mod Factorio mod interface had an option to auto-downloaded dependencies.
Mobius1 wrote:Hello white tiger
First of all I'd like to say congratz on this amazing hard-to-make-it-work mod! Lol
I'm trying to make an automatic mining stuff like the Harvesters from C&C, but I stumbled on 2 main issues:
1- The miner doesn't drop its stuff in the vehicle depot even if the depot signal is super high.
2- The hauler doesn't pick up stuff from the miner / the miner is selfish and doesn't wanna give away his stuff.
These problems I encountered by trying to make the miner and hauler play along with Saphirite Ore from Angel's Ores (with bob's mods and angel's petrochem).
Vanilla resources works just fine I think, tested it with that bp you posted in the first topic and it worked for coal mining. But that same thing didn't work for Saphirite mining :'(
Is there a way to fix this issue? What should I do?
The mod 'should' work with other ore types but I will do a test with angels ores to make sure. Either way you can fix it by modifying the Unit Data on the Miner / Hauler / Depot. I will be adding more instructions for the depot shortly.
Rock999 wrote:Hello! First of all I gotta say, you did an awesome work with this mod! If I understand what this mod is really about, it has tremendous potential.
Second of all, it was pretty difficult to understand the setups and all that at first but later I got the hang of it and started building my own custom "command centers" controlling tons of vehicles around and inside my base. It definitely looks more "alive" now.
My question though is that whether it possible that the vehicles lose their "act as a turret" ability when this mod is used alongside Hardcorio: SC2, another cool mod? I see that the patrols I set around my base while playing with Hardcorio: SC2 seem to not act as a turret.
Or maybe I am doing something wrong.
This is also a question for other players here who use Hardcorio: SC2 along with AAI Programmable Vehicles.
Thank you for your help!
I have not used Hardcorio, it might cause problems if it changes the format of how vehicle guns work too much. I'm guessing you've checked that the vehicles have ammo? I'll try to take a look at this issue but it will be lower priority than the others.