[MOD 0.14] AAI Programmable Vehicles

Topics and discussion about specific mods
Fitwe
Burner Inserter
Burner Inserter
Posts: 16
Joined: Thu Jul 16, 2020 8:01 pm
Contact:

Re: [MOD 0.14] AAI Programmable Vehicles

Post by Fitwe »

I love the concept, was really excited to try it (and still plan to albeit on a copy and not my main save) but then was let down due to, in my opinion, over-modding. Could you please either separate the AI functionality from the "other" changes or make them configurable in the mod settings whether to use them or not? I don't want the tech tree or recipes altered. I'm happy with where I get vehicles in the game as is and making "specialized vehicle roles" should also be a choice. Don't assume I'm ok with you reducing my weapon count to 1 type or that I even want to do it to all vehicles. I'm really just looking to add some automation to them and your mod seemed to come highly recommended and kept popping up in searches. I wasn't expecting all the "extras" especially considering how many other mods you have for specialized purposes...what's a couple more? Thanks for reading.

Jacbo
Manual Inserter
Manual Inserter
Posts: 1
Joined: Tue Oct 06, 2020 7:43 pm
Contact:

Re: request_path error

Post by Jacbo »

I have 2 miners which rarely move, a hauler, 8 laser tanks, and a warden. I am trying to set up a thing so I can put a zone on a biter base and the tanks and warden will come destroy it but when I test it, the game crashes to the main menu every time. I did a couple tests on some biter bases when I was building it that were fairly close and had almost no obstacles on the way to them and that worked but after installing the warden mod, it crashes every time. I don't know if it is because the other bases have a lot of obstacles in the way, if the path is too long, or if it was the warden. I tried uninstalling the warden mod but it still crashes with just the tanks. They always start driving over to the correct spot but then it errors. There's also a chance that there is interference with the unit controller where the coordinates might not switch in time when the tank id changes, so it could be sending the tanks to new coordinates then correcting very quickly.

Error message:

The mod AAI Programmable Vehicles (0.6.14) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event aai-programmable-vehicles::on_tick (ID 0)
goal position {-292678.5000000000, -1960977.5000000000} for request_path is not reasonable.
stack traceback:
__aai-programmable-vehicles__/control.lua:2208: in function 'unit_update_state'
__aai-programmable-vehicles__/control.lua:3319: in function 'unit_tick'
__aai-programmable-vehicles__/control.lua:3356: in function 'callback'
__aai-programmable-vehicles__/scripts/event.lua:14: in function <__aai-programmable-vehicles__/scripts/event.lua:12>
stack traceback:
[C]: in function 'request_path'
__aai-programmable-vehicles__/control.lua:2208: in function 'unit_update_state'
__aai-programmable-vehicles__/control.lua:3319: in function 'unit_tick'
__aai-programmable-vehicles__/control.lua:3356: in function 'callback'
__aai-programmable-vehicles__/scripts/event.lua:14: in function <__aai-programmable-vehicles__/scripts/event.lua:12>

Edit: I was changing some stuff seeing if I could get it to not crash and I was watching the fleet move when it crashed and 2 tanks spammed "No path" really fast right when it errored.Image

Edit 2: I found the issue and I think I know what causes it. It seems like if you give it new coordinates a second time almost immediately after giving it coordinates and the new ones are somewhat far away, it errors. Might be if you give it new coordinates while it's still calculating a path for the first set?

Chicago Ted
Manual Inserter
Manual Inserter
Posts: 1
Joined: Thu Jan 28, 2021 11:04 am
Contact:

Re: [MOD 0.14] AAI Programmable Vehicles

Post by Chicago Ted »

honestly the only thing I use this mod for is the unit remote controller, I'm too small brain to automate any of the more complicated signals stuff, but I love being able to hop in a car and just click on my destination rather than have to actually focus on driving. I'd love to have a mod that just did that, honestly. I have to remember to edit out the retarded "can't build near enemies" thing every time I reinstall this though, can't believe that's still not an option controlled by a tickbox.
Last edited by Chicago Ted on Thu Jan 28, 2021 11:15 am, edited 1 time in total.

Likelihood
Burner Inserter
Burner Inserter
Posts: 10
Joined: Tue Feb 19, 2019 12:49 pm
Contact:

Re: [MOD 0.14] AAI Programmable Vehicles

Post by Likelihood »

Error while creating the game (version game 1.1.32):
Мод AAI Programmable Vehicles (0.7.9) вызвал неустранимую ошибку.
Пожалуйста, сообщите об этой ошибке автору мода.

Error while running event aai-programmable-vehicles::on_init()
__aai-programmable-vehicles__/control.lua:136: attempt to perform arithmetic on a string value "inf"
stack traceback:
__aai-programmable-vehicles__/control.lua:136: in function 'fuel_w'
__aai-programmable-vehicles__/control.lua:159: in function 'build'
__aai-programmable-vehicles__/control.lua:3713: in function 'callback'
__aai-programmable-vehicles__/scripts/event.lua:14: in function 'sequence'
__aai-programmable-vehicles__/scripts/event.lua:43: in function 'trigger'
__aai-programmable-vehicles__/scripts/event.lua:47: in function <__aai-programmable-vehicles__/scripts/event.lua:47>
Мод AAI Programmable Vehicles (0.7.9) вызвал неустранимую ошибку.
Пожалуйста, сообщите об этой ошибке автору мода.

Error while running event aai-programmable-vehicles::on_init()
__aai-programmable-vehicles__/control.lua:159: attempt to compare number with string
stack traceback:
__aai-programmable-vehicles__/control.lua:159: in function 'build'
__aai-programmable-vehicles__/control.lua:3713: in function 'callback'
__aai-programmable-vehicles__/scripts/event.lua:14: in function 'sequence'
__aai-programmable-vehicles__/scripts/event.lua:43: in function 'trigger'
__aai-programmable-vehicles__/scripts/event.lua:47: in function <__aai-programmable-vehicles__/scripts/event.lua:47>Мод AAI Programmable Vehicles (0.7.9) вызвал неустранимую ошибку.
Пожалуйста, сообщите об этой ошибке автору мода.

Error while running event aai-programmable-vehicles::on_init()
__aai-programmable-vehicles__/control.lua:159: attempt to compare number with string
stack traceback:
__aai-programmable-vehicles__/control.lua:159: in function 'build'
__aai-programmable-vehicles__/control.lua:3713: in function 'callback'
__aai-programmable-vehicles__/scripts/event.lua:14: in function 'sequence'
__aai-programmable-vehicles__/scripts/event.lua:43: in function 'trigger'
__aai-programmable-vehicles__/scripts/event.lua:47: in function <__aai-programmable-vehicles__/scripts/event.lua:47>
Мод AAI Programmable Vehicles (0.7.9) вызвал неустранимую ошибку.
Пожалуйста, сообщите об этой ошибке автору мода.

Error while running event aai-programmable-vehicles::on_init()
__aai-programmable-vehicles__/control.lua:159: attempt to compare number with nil
stack traceback:
__aai-programmable-vehicles__/control.lua:159: in function 'build'
__aai-programmable-vehicles__/control.lua:3713: in function 'callback'
__aai-programmable-vehicles__/scripts/event.lua:14: in function 'sequence'
__aai-programmable-vehicles__/scripts/event.lua:43: in function 'trigger'
__aai-programmable-vehicles__/scripts/event.lua:47: in function <__aai-programmable-vehicles__/scripts/event.lua:47>
Fixed old function text:

Code: Select all

function fuel_w (item)
  local kf = {}
  kf["J"]=""
  kf["K"]="000"
  kf["M"]="000000"
  kf["G"]="000000000"
  kf["T"]="000000000000"
  if item and item.valid and item.fuel_value then
    return string.gsub (item.fuel_value, "%a", kf ) +0
  else
    return nil
  end
end
... to new text:

Code: Select all

function fuel_w (item)
  local kf = {},z
  kf["J"]=""
  kf["K"]="000"
  kf["M"]="000000"
  kf["G"]="000000000"
  kf["T"]="000000000000"
  if item and item.valid and item.fuel_value then
    z = tonumber(string.gsub(item.fuel_value, "%a", kf), 10)
	if z == nil then
		return 0
	else
		return z
	end
  end
end

Likelihood
Burner Inserter
Burner Inserter
Posts: 10
Joined: Tue Feb 19, 2019 12:49 pm
Contact:

Re: [MOD 0.14] AAI Programmable Vehicles

Post by Likelihood »

Мод AAI Programmable Vehicles (0.7.10) вызвал неустранимую ошибку.
Пожалуйста, сообщите об этой ошибке автору мода.

Error while running event aai-programmable-vehicles::on_configuration_changed
__aai-programmable-vehicles__/control.lua:136: attempt to perform arithmetic on a string value "inf"
stack traceback:
__aai-programmable-vehicles__/control.lua:136: in function 'fuel_w'
__aai-programmable-vehicles__/control.lua:159: in function 'build'
__aai-programmable-vehicles__/control.lua:3643: in function 'callback'
__aai-programmable-vehicles__/scripts/event.lua:14: in function 'sequence'
__aai-programmable-vehicles__/scripts/event.lua:43: in function 'trigger'
__aai-programmable-vehicles__/scripts/event.lua:49: in function <__aai-programmable-vehicles__/scripts/event.lua:49>

Likelihood
Burner Inserter
Burner Inserter
Posts: 10
Joined: Tue Feb 19, 2019 12:49 pm
Contact:

Re: [MOD 0.14] AAI Programmable Vehicles

Post by Likelihood »

Мод AAI Programmable Vehicles (0.7.11) вызвал неустранимую ошибку.
Пожалуйста, сообщите об этой ошибке автору мода.

Error while running event aai-programmable-vehicles::on_configuration_changed
__aai-programmable-vehicles__/control.lua:136: attempt to perform arithmetic on a string value "inf"
stack traceback:
__aai-programmable-vehicles__/control.lua:136: in function 'fuel_w'
__aai-programmable-vehicles__/control.lua:159: in function 'build'
__aai-programmable-vehicles__/control.lua:3577: in function 'callback'
__aai-programmable-vehicles__/scripts/event.lua:14: in function 'sequence'
__aai-programmable-vehicles__/scripts/event.lua:43: in function 'trigger'
__aai-programmable-vehicles__/scripts/event.lua:49: in function <__aai-programmable-vehicles__/scripts/event.lua:49>

Likelihood
Burner Inserter
Burner Inserter
Posts: 10
Joined: Tue Feb 19, 2019 12:49 pm
Contact:

Re: [MOD 0.14] AAI Programmable Vehicles

Post by Likelihood »

Мод AAI Programmable Vehicles (0.7.12) вызвал неустранимую ошибку.
Пожалуйста, сообщите об этой ошибке автору мода.

Error while running event aai-programmable-vehicles::on_configuration_changed
__aai-programmable-vehicles__/control.lua:136: attempt to perform arithmetic on a string value "inf"
stack traceback:
__aai-programmable-vehicles__/control.lua:136: in function 'fuel_w'
__aai-programmable-vehicles__/control.lua:159: in function 'build'
__aai-programmable-vehicles__/control.lua:3577: in function 'callback'
__aai-programmable-vehicles__/scripts/event.lua:14: in function 'sequence'
__aai-programmable-vehicles__/scripts/event.lua:43: in function 'trigger'
__aai-programmable-vehicles__/scripts/event.lua:49: in function <__aai-programmable-vehicles__/scripts/event.lua:49>

SoundOfTheSky
Manual Inserter
Manual Inserter
Posts: 1
Joined: Sun Aug 01, 2021 1:12 am
Contact:

Re: [MOD 0.14] AAI Programmable Vehicles

Post by SoundOfTheSky »

How two haulers can have same number? Is this a bug or not?
Unit scanner can't find one of them. I'm able to turn on AI on both of them, but it's useless for one of them, because i can't program it.
Attachments
20210801040848_1.jpg
20210801040848_1.jpg (666.71 KiB) Viewed 6620 times
20210801040838_1.jpg
20210801040838_1.jpg (672.38 KiB) Viewed 6620 times

mrvn
Smart Inserter
Smart Inserter
Posts: 5682
Joined: Mon Sep 05, 2016 9:10 am
Contact:

Re: [MOD 0.14] AAI Programmable Vehicles

Post by mrvn »

SoundOfTheSky wrote:
Sun Aug 01, 2021 1:18 am
How two haulers can have same number? Is this a bug or not?
Unit scanner can't find one of them. I'm able to turn on AI on both of them, but it's useless for one of them, because i can't program it.
ID 8 != 10. So what's the problem?

wwilcz
Manual Inserter
Manual Inserter
Posts: 2
Joined: Thu Sep 30, 2021 8:49 pm
Contact:

Re: [MOD 0.14] AAI Programmable Vehicles

Post by wwilcz »

Hi,

Is there some way to get pathfinding for spidertron? I tried adding pathfinding signals to the controller, but to no avail. It walks only in straight lines.

mrvn
Smart Inserter
Smart Inserter
Posts: 5682
Joined: Mon Sep 05, 2016 9:10 am
Contact:

Re: [MOD 0.14] AAI Programmable Vehicles

Post by mrvn »

You want it to walk around lakes?

wwilcz
Manual Inserter
Manual Inserter
Posts: 2
Joined: Thu Sep 30, 2021 8:49 pm
Contact:

Re: [MOD 0.14] AAI Programmable Vehicles

Post by wwilcz »

mrvn wrote:
Thu Sep 30, 2021 9:20 pm
You want it to walk around lakes?
Exactly, but with the use of unit controller. I want to automate it to seek out biters and destroy them.

oyunbagimlisi
Fast Inserter
Fast Inserter
Posts: 182
Joined: Mon Aug 31, 2020 10:09 pm
Contact:

Re: [MOD 0.14] AAI Programmable Vehicles

Post by oyunbagimlisi »

Image

Image

Image

How does aai player random color work? I have a problem, I think it's a bug. I saved a red color code (146-13-34), which I really liked. But when I write this color code manually in other records, I cannot have the same color. I wanted to test the aai mode with it turned on, any change in the color code settings I guess spoils the color completely. It's a different color. I couldn't get it out of the way, do you have any ideas?
viewtopic.php?f=33&t=105093
Beacon domain & Cable access area coloring (Color Tone variations)

Mefisto
Manual Inserter
Manual Inserter
Posts: 1
Joined: Wed Oct 20, 2021 2:23 pm
Contact:

Re: [MOD 0.14] AAI Programmable Vehicles

Post by Mefisto »

Hello everyone, I ran into such a problem as UPS drawdown, the PC is quite powerful, but after I use 7-8 escalators, UPS drops to 35-37, how to solve this problem? Here are the PC components
Processor: i5-9400F
Video card: ASUS RTX2060
RAM: 16GB
Factorio version 1.1
AAI mod version latest

Sarxis
Burner Inserter
Burner Inserter
Posts: 11
Joined: Sat Feb 24, 2018 2:21 pm
Contact:

Re: [MOD 0.14] AAI Programmable Vehicles

Post by Sarxis »

Is there a way to command vehicles to switch their AI state (Auto: Blue; Always on: Green; Always Off: Red)?
I want to send a signal through the Unit Controller to do this while cycling through vehicle IDs I want to have switch their AI state. This way, I don't have to manually do it using the remote controller.

Henry Loenwind
Long Handed Inserter
Long Handed Inserter
Posts: 52
Joined: Fri Mar 09, 2018 7:33 pm
Contact:

Re: [MOD 0.14] AAI Programmable Vehicles

Post by Henry Loenwind »

Something seems to be weird with path options. When I select anything but the default "Pathfinding: Always", it doesn't stick and reverts as soon as I exit the waypoint or path. However, the behaviour always is "Pathfinding: Drive into the nearest building and become stuck there while eating UPS like candy". Sure, if a vehicle manages to smash through a building (or doesn't have enough momentum yet and bounces off) the pathfinding is perfect and very elegant, but I'm a bit tired of having to free my haulers aver half hour or so...

ErubianWarlord
Manual Inserter
Manual Inserter
Posts: 1
Joined: Fri Jan 26, 2024 10:38 am
Contact:

Re: [MOD 0.14] AAI Programmable Vehicles

Post by ErubianWarlord »

new updated BP for the tile scanner setup since the old one is no longer recognized by the import system (to expand it to other resources add Decider combinators, mimic the settings of the iron with your choice of resource and zone and link the red input and green output to the matching ones on the iron)
(to increase range simply adjust the value in the constant combinator)


Post Reply

Return to “Mods”