[MOD 0.14] AAI Programmable Vehicles
- BlueTemplar
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Re: [MOD 0.14] AAI Programmable Vehicles
https://mods.factorio.com/mod/ZAdventure
(see "Expansions")
(see "Expansions")
BobDiggity (mod-scenario-pack)
Re: [MOD 0.14] AAI Programmable Vehicles
I'm not sure if you checked but game can do pathfinding for you now - it should be useful for your mod.
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Re: [MOD 0.14] AAI Programmable Vehicles
I assume you've seen this mod: https://mods.factorio.com/mod/Total_Automization ?
Looks like it's a showcase for how to do what you do in 0.17.
Eagerly awaiting your release
Looks like it's a showcase for how to do what you do in 0.17.
Eagerly awaiting your release
Re: [MOD 0.14] AAI Programmable Vehicles
somehow the inserter is not able to put vehicles from chest to vehicle deployer.
The inserter is active and there is no circuit condition. putting the vehicle by hand works. is this a bug?
The inserter is active and there is no circuit condition. putting the vehicle by hand works. is this a bug?
Re: [MOD 0.14] AAI Programmable Vehicles
Yes that's a bug.
Re: [MOD 0.14] AAI Programmable Vehicles
i found another bug.
the warden does not accept any items set in unit data.
other units work fine so far
the warden does not accept any items set in unit data.
other units work fine so far
Re: [MOD 0.14] AAI Programmable Vehicles
I was standing in my main base, and via the map view I selected an attack group and attacked.
12 chaingunners and 2 wardens.
All were selected and were biter-pathfinding their way to a nest, the wardens drove a little bit away of the gunners and were open to an attack from the side.
when that happend the wardens were not sure what to do I think, rerouting and beeing attacked, and beeing selected all at the same time.
the game crashed.
because all happened at the same time, I don't know the exact cause.
And I tried to recreate the crash, but I couldn't.
but still, here is the crash report and the current log.
The mod AAI Vehicles: Warden caused a non-recoverable error.
Please report this error to the mod author.
Error while running event aai-vehicles-warden::on_tick (ID 0)
LuaEntity API call when LuaEntity was invalid.
stack traceback:
__aai-vehicles-warden__/control.lua:238: in function <__aai-vehicles-warden__/control.lua:216>
stack traceback:
[C]: in function '__index'
__aai-vehicles-warden__/control.lua:238: in function <__aai-vehicles-warden__/control.lua:216>
12 chaingunners and 2 wardens.
All were selected and were biter-pathfinding their way to a nest, the wardens drove a little bit away of the gunners and were open to an attack from the side.
when that happend the wardens were not sure what to do I think, rerouting and beeing attacked, and beeing selected all at the same time.
the game crashed.
because all happened at the same time, I don't know the exact cause.
And I tried to recreate the crash, but I couldn't.
but still, here is the crash report and the current log.
The mod AAI Vehicles: Warden caused a non-recoverable error.
Please report this error to the mod author.
Error while running event aai-vehicles-warden::on_tick (ID 0)
LuaEntity API call when LuaEntity was invalid.
stack traceback:
__aai-vehicles-warden__/control.lua:238: in function <__aai-vehicles-warden__/control.lua:216>
stack traceback:
[C]: in function '__index'
__aai-vehicles-warden__/control.lua:238: in function <__aai-vehicles-warden__/control.lua:216>
Re: [MOD 0.14] AAI Programmable Vehicles
and when sending the vehicles somewhere, the dead insects disappear when hit by a destination mark.
Re: [MOD 0.14] AAI Programmable Vehicles
Thanks, I should be able to fix that even if I can't recreate it.
That's weird, I don't think that something that I can fix easily with the current system. At some point I plan to change the visualizations to use the new factorio rendering API. That should bypass the problem completely, but it's a big job and I haven't started that yet.
Re: [MOD 0.14] AAI Programmable Vehicles
Is there a way to keep vehicles with multiple weapons from being split? Or at least leaving a version with all weapons? Because I would like to at least have a private vehicle with all the weapons.
Re: [MOD 0.14] AAI Programmable Vehicles
There is a mod setting to stop it from being split but it is not programmable if you do that.
Re: [MOD 0.14] AAI Programmable Vehicles
Can you please tel me how to use path remote controler?
- BlueTemplar
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Re: [MOD 0.14] AAI Programmable Vehicles
IIRC you need to left-click ?
BobDiggity (mod-scenario-pack)
Re: [MOD 0.14] AAI Programmable Vehicles
how to make the car move on the way?
- BlueTemplar
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Re: [MOD 0.14] AAI Programmable Vehicles
IIRC you click on one of the waypoints ?
BobDiggity (mod-scenario-pack)
- regedit2000
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Re: [MOD 0.14] AAI Programmable Vehicles
2 moments:
1. cur version Base is 0.17.34, but your info:dependencies="base >= 0.17.35"
2. In I'm add support multicategoried burner and fuel better than "rocket-fuel"
1. cur version Base is 0.17.34, but your info:dependencies="base >= 0.17.35"
2. In I'm add support multicategoried burner and fuel better than "rocket-fuel"
Re: [MOD 0.14] AAI Programmable Vehicles
These changes are part of the mod now. There were a few issues but they have been resolved.regedit2000 wrote: ↑Thu May 02, 2019 5:58 pm 2 moments:
1. cur version Base is 0.17.34, but your info:dependencies="base >= 0.17.35"
2. In control.zip I'm add support multicategoried burner and fuel better than "rocket-fuel"
Re: [MOD 0.14] AAI Programmable Vehicles
I tried to add some more documentation to the first posts but I can't add many more images to them so it is not feasible. I need to find some other place to put the documentation. Maybe a document on google drive is the best place, it would be easier for me to keep up to date.
Where would you like to see the documentation?
Until that happens, here's some tips on using the remote controllers.
You probably already know that with the unit remote click-drag selects units. Shift click gives a move order, but there is much more:
Shift click-drag distributes the selected vehicles over the selected area.
There are shortcuts for the Unit remote controller and the Path remote controller in the shortcut toolbar.
If you press Y you get a Unit remote controller, if you press Y again it toggles between a Unit remote controller and the Path remote controller.
If you order a vehicle to move to another vehicle or a player, it will follow that vehicle or player with a distance offset.
You can even make vehicles follow vehicles that are following other vehicles.
If you make lots of units follow the same target they will bunch up and collide, but if you select multiple and give them all the follow order at once they will be assigned specific offsets to maintain making a ring of followers.
A protective halo is an easy way to make a battle formation.
With the path controller selected, you can make a simple looping path with just 3 clicks. To assign a vehicle to a path, select the vehicle with the Unit remote controller and order it to move right on top of the path start marker, it will follow the path and by default keep looping.
If you put a waypoint in the wrong place shift-drag over an area clears any static waypoints in that area. (Does not clear waypoints attached to units or other things).
The interface on the left lets you select and edit individual waypoints. A click on terrain with a waypoint selected moves the selected waypoint instead of creating a new one. You can also insert new waypoints into the list at any position, clear waypoints, and edit exact details of existing waypoints.
Waypoints can be bound to specific vehicles, depots, position beacons, even players. To attach a waypoint to a vehicle just click on the vehicle. If the vehicle moves the waypoint moves with it. This is a great way to automate early resource collection and refuelling. Waypoints have 3 pathfinding modes. The default is currently to always pathfind but you can change it so the vehicle goes in a straight line by setting it to Never by editing the waypoint. The Auto pathfind setting tries to go directly but uses pathfinding if it crashes.
Where would you like to see the documentation?
Until that happens, here's some tips on using the remote controllers.
You probably already know that with the unit remote click-drag selects units. Shift click gives a move order, but there is much more:
Shift click-drag distributes the selected vehicles over the selected area.
There are shortcuts for the Unit remote controller and the Path remote controller in the shortcut toolbar.
If you press Y you get a Unit remote controller, if you press Y again it toggles between a Unit remote controller and the Path remote controller.
If you order a vehicle to move to another vehicle or a player, it will follow that vehicle or player with a distance offset.
You can even make vehicles follow vehicles that are following other vehicles.
If you make lots of units follow the same target they will bunch up and collide, but if you select multiple and give them all the follow order at once they will be assigned specific offsets to maintain making a ring of followers.
A protective halo is an easy way to make a battle formation.
With the path controller selected, you can make a simple looping path with just 3 clicks. To assign a vehicle to a path, select the vehicle with the Unit remote controller and order it to move right on top of the path start marker, it will follow the path and by default keep looping.
If you put a waypoint in the wrong place shift-drag over an area clears any static waypoints in that area. (Does not clear waypoints attached to units or other things).
The interface on the left lets you select and edit individual waypoints. A click on terrain with a waypoint selected moves the selected waypoint instead of creating a new one. You can also insert new waypoints into the list at any position, clear waypoints, and edit exact details of existing waypoints.
Waypoints can be bound to specific vehicles, depots, position beacons, even players. To attach a waypoint to a vehicle just click on the vehicle. If the vehicle moves the waypoint moves with it. This is a great way to automate early resource collection and refuelling. Waypoints have 3 pathfinding modes. The default is currently to always pathfind but you can change it so the vehicle goes in a straight line by setting it to Never by editing the waypoint. The Auto pathfind setting tries to go directly but uses pathfinding if it crashes.
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Re: [MOD 0.14] AAI Programmable Vehicles
This is very useful @Earendel. I hope you consider placing a lot of this in a document. I am kind of "stuck" in my old ways, with using a lot of automation by the programming structures and using zones for waypoints. This seems much simpler and I should really learn to use it more.
One thing I have been trying on my own is to have automated production of a vehicle should one be destroyed. So, if I lose a vehicle that is patrolling around an outpost, how do I replace that out of a vehicle depot at that outpost? Right now, I have a setup where a new vehicle is built at the main base, and all vehicles of that type "shift" up one and a vehicle from another outpost travels (or sometimes tries) over to the first outpost, and the new vehicle fills in behind. I have been doing a few trial and error attempts to streamline this better, but it might just be my understanding of ALL of the ID signals in the network and which ones I am using. Maybe a list of definitions and simple examples can help players with what they are trying to program.
Thanks for all your work, these mods really add something unique and fun to managing base defenses and resource logistics that other mods cannot compare.
One thing I have been trying on my own is to have automated production of a vehicle should one be destroyed. So, if I lose a vehicle that is patrolling around an outpost, how do I replace that out of a vehicle depot at that outpost? Right now, I have a setup where a new vehicle is built at the main base, and all vehicles of that type "shift" up one and a vehicle from another outpost travels (or sometimes tries) over to the first outpost, and the new vehicle fills in behind. I have been doing a few trial and error attempts to streamline this better, but it might just be my understanding of ALL of the ID signals in the network and which ones I am using. Maybe a list of definitions and simple examples can help players with what they are trying to program.
Thanks for all your work, these mods really add something unique and fun to managing base defenses and resource logistics that other mods cannot compare.
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Re: [MOD 0.14] AAI Programmable Vehicles
Is there an up to date demo file? or a blueprint book?
I found this one
viewtopic.php?f=190&t=38475&p=345665&hilit=demo#p345665
But it complain about raw-wood not being a valid entity so it must be pretty old.
I found this one
viewtopic.php?f=190&t=38475&p=345665&hilit=demo#p345665
But it complain about raw-wood not being a valid entity so it must be pretty old.