Yes they will all be updated. I'm currently working on Alien Biomes. The AAI mods should be done a few days after that.HammerPiano wrote:Any plans to update this mods (and all of the other AAI mods) for 0.16?
[MOD 0.14] AAI Programmable Structures
Re: [MOD 0.14] AAI Programmable Structures
Re: [MOD 0.14] AAI Programmable Structures
Saw you updated most of the other mods, is this one along with the other main AAI mod also getting updated today?
Re: [MOD 0.14] AAI Programmable Structures
Not today. I was trying to get the others done first because they are relatively fast (except alien biomes).
The programmable ones are extremely complicated so they will probably take longer, plus I have less time during week days.
The programmable ones are extremely complicated so they will probably take longer, plus I have less time during week days.
Re: [MOD 0.14] AAI Programmable Structures
Are you making any changes or did 0.16 break it entirely?
Keep up the good work
Keep up the good work
Re: [MOD 0.14] AAI Programmable Structures
There are some gameplay changes planned but I've decided not to do those yet because it will delay a playable 0.16 version.
For the most part it will be the minimum number of changes to get it running in 0.16, but I will be trying to remove the dependencies like data-raw-prototypes, off-grid-effects, detached-sounds, etc, because 0.16 has some more API features that (hopefully) do most of these things.
For the most part it will be the minimum number of changes to get it running in 0.16, but I will be trying to remove the dependencies like data-raw-prototypes, off-grid-effects, detached-sounds, etc, because 0.16 has some more API features that (hopefully) do most of these things.
Re: [MOD 0.14] AAI Programmable Structures
Cool, looking forward to it
also props for quick response
also props for quick response
Re: [MOD 0.14] AAI Programmable Structures
Any news on when this and the other missing 0.16 AAI mods will be ready!? I would like to learn to play with these mods they are such a great addition and fit so well in the game! After 1400 hours of gameplay i feel ready for this
Re: [MOD 0.14] AAI Programmable Structures
I'm hoping to have a mostly working version this weekend. It won't be fully tested so there will be bugs, but I can put it on the forum for people that want to help with finding and reporting bugs and help speed the process along.
Re: [MOD 0.14] AAI Programmable Structures
Thank you! I am available for it!Earendel wrote:I'm hoping to have a mostly working version this weekend. It won't be fully tested so there will be bugs, but I can put it on the forum for people that want to help with finding and reporting bugs and help speed the process along.
Re: [MOD 0.14] AAI Programmable Structures
If there are no major issues with these I'll put them on the mod portal.
AAI Programmable Structures: https://drive.google.com/open?id=1fpoQE ... riCyxubU1e
AAI Programmable Vehicles: https://drive.google.com/open?id=1s5wxo ... tS_6LqpV3X
AAI Programmable Structures: https://drive.google.com/open?id=1fpoQE ... riCyxubU1e
AAI Programmable Vehicles: https://drive.google.com/open?id=1s5wxo ... tS_6LqpV3X
Re: [MOD 0.14] AAI Programmable Structures
yeahhh! Great job, gonna download them right now!
Re: [MOD 0.14] AAI Programmable Structures
I found 1 error when I try press button in marked red circle
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Re: [MOD 0.14] AAI Programmable Structures
That looks like a pavement drive assist problem.JerryCZZ1 wrote:I found 1 error when I try press button in marked red circle
Re: [MOD 0.14] AAI Programmable Structures
guess so, infact i found this out soon, but thought it was some incompatibility with the other mod. If u click there with remote control in your hand, error does not appear and things work fine.Earendel wrote:That looks like a pavement drive assist problem.JerryCZZ1 wrote:I found 1 error when I try press button in marked red circle
Re: [MOD 0.14] AAI Programmable Structures
Earendel,
Maybe I'm just missing something, but the structures technology only provides the three scanners, zone controller, vehicle deployer, and vehicle depot. There is no unit controller. I pulled up creative mode and unlocked all techs, confirmed I'm not just missing a technology here...I tried the demo map and confirmed that that exists, it just isn't bulidable. Ideas?
Thanks!
Maybe I'm just missing something, but the structures technology only provides the three scanners, zone controller, vehicle deployer, and vehicle depot. There is no unit controller. I pulled up creative mode and unlocked all techs, confirmed I'm not just missing a technology here...I tried the demo map and confirmed that that exists, it just isn't bulidable. Ideas?
Thanks!
Re: [MOD 0.14] AAI Programmable Structures
Nevermind, I fixed it. I added a few lines to technology.lua at line 9:
Code: Select all
{type = "unlock-recipe", recipe = "zone-scan"},
{type = "unlock-recipe", recipe = "zone-control"},
{type = "unlock-recipe", recipe = "tile-scan"},
{type = "unlock-recipe", recipe = "unit-scan"},
{type = "unlock-recipe", recipe = "unit-control"},
{type = "unlock-recipe", recipe = "unitdata-control"},
{type = "unlock-recipe", recipe = "unitdata-scan"},
Re: [MOD 0.14] AAI Programmable Structures
Glitch with 0.4.1: when blueprinting the design, the wires are attached to the inputs/outputs of the scanner, not the scanner itself. The *inputs/outputs* of the scanner blueprint too. This has two effects:
- First, when the new scanner is placed via blueprint, the wires are not attached to it, they're attached to the inputs/outputs of the old scanner, and brand new inputs/outputs are generated. This causes two inputs/outputs (even though the inputs are invisible) to be stacked on top of one another, resulting in unexpected behavior from combinators.
- Second, the inputs/outputs are created and exist in the world as entities and can't ever be deleted. You can still hook wires to them (even the invisible input).
See image below. To work around the issue, you can detach wires from the two blue-marked sections, then reattach after blueprinting. The readouts floating in midair are the artifacts left over when blueprinting an active scanner.
https://imgur.com/bt4jGMc.jpg
- First, when the new scanner is placed via blueprint, the wires are not attached to it, they're attached to the inputs/outputs of the old scanner, and brand new inputs/outputs are generated. This causes two inputs/outputs (even though the inputs are invisible) to be stacked on top of one another, resulting in unexpected behavior from combinators.
- Second, the inputs/outputs are created and exist in the world as entities and can't ever be deleted. You can still hook wires to them (even the invisible input).
See image below. To work around the issue, you can detach wires from the two blue-marked sections, then reattach after blueprinting. The readouts floating in midair are the artifacts left over when blueprinting an active scanner.
https://imgur.com/bt4jGMc.jpg
Re: [MOD 0.14] AAI Programmable Structures
https://imgur.com/bt4jGMc.jpg[/quote]
Those structures are being moved to a different tech for vehicle specific structures. It makes it less complicated if you add the vehicles mod at a later date.grays42 wrote:Earendel,
Maybe I'm just missing something, but the structures technology only provides the three scanners, zone controller, vehicle deployer, and vehicle depot. There is no unit controller. I pulled up creative mode and unlocked all techs, confirmed I'm not just missing a technology here...I tried the demo map and confirmed that that exists, it just isn't bulidable. Ideas?
Thanks!
I'm guessing that you're using a mod that automatically makes ghost entities real? If so that's what is breaking it.grays42 wrote:Glitch with 0.4.1: when blueprinting the design, the wires are attached to the inputs/outputs of the scanner, not the scanner itself. The *inputs/outputs* of the scanner blueprint too. This has two effects:
- First, when the new scanner is placed via blueprint, the wires are not attached to it, they're attached to the inputs/outputs of the old scanner, and brand new inputs/outputs are generated. This causes two inputs/outputs (even though the inputs are invisible) to be stacked on top of one another, resulting in unexpected behavior from combinators.
- Second, the inputs/outputs are created and exist in the world as entities and can't ever be deleted. You can still hook wires to them (even the invisible input).
See image below. To work around the issue, you can detach wires from the two blue-marked sections, then reattach after blueprinting. The readouts floating in midair are the artifacts left over when blueprinting an active scanner.
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Re: [MOD 0.14] AAI Programmable Structures
I've hit a problem in the 0.4.1 AAI Programmable Structures release on Factorio 0.16.21. Whenever I click on either the Input Terminal or Output Terminal of the Tile Scanner, I get this error:
Code: Select all
Error while running event aai-programmable-structures::on_tick (ID 0)
Can't add element with the name "entity" as LuaGuiElement contains a property or method with the same name.
stack traceback:
__aai-programmable-structures__/control.lua:1016: in function 'struct_gui_add_setting'
__aai-programmable-structures__/control.lua:1058: in function 'struct_gui_add_settings_recursive'
__aai-programmable-structures__/control.lua:1042: in function 'struct_gui_add_settings_recursive'
__aai-programmable-structures__/control.lua:1054: in function 'struct_gui_add_settings_recursive'
__aai-programmable-structures__/control.lua:1042: in function 'struct_gui_add_settings_recursive'
__aai-programmable-structures__/control.lua:1087: in function 'struct_add_settings_gui'
__aai-programmable-structures__/control.lua:1203: in function <__aai-programmable-structures__/control.lua:1186>
Re: [MOD 0.14] AAI Programmable Structures
Gotcha.Earendel wrote:Those structures are being moved to a different tech for vehicle specific structures. It makes it less complicated if you add the vehicles mod at a later date.
Ah! Yep, that would be it. Rather than try to learn the mod a live environment, I'm experimenting and putting together circuit monstrosities in my creative mode sandbox that I can later use in live. Didn't realize that would affect it. Thanks!Earendel wrote:I'm guessing that you're using a mod that automatically makes ghost entities real? If so that's what is breaking it.
As a side note, do you have any intention of making the coordinates of depots scannable by ID? That's the one thing that I really feel like is missing; I'm setting up what is essentially going to be a combinator-driven data network to make haulers into giant logistic bots, and the one thing that's proving super difficult to streamline is the process of defining the locations of depots. I'm having to manually enter X,Y values into constant combinators to say "this is where the depot lives", it's completely arbitrary. The only way to uniquely pull a depot location is to mark the depot with a zone, which isn't scalable; I'm basically just using a zone to tag the location, a scanner to determine the X,Y, and manually keying that into a combinator.
Also, a few questions about some of the signals that I can't find documentation for anywhere:
- What triggers, or how do I utilize, the "minimum fuel" signal? At the moment I have a manually built combinator array that basically adds up all fuel sources in inventory to determine how much fuel I have left. I can't figure out how the minimum fuel symbol shows up on my scanner in a usable way.
- What is a "surface signal"?
Thanks for this mod. I just discovered it a week ago and it's a whole new playground of programmable awesomeness.