[MOD 0.14] AAI Programmable Vehicles

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BlueTemplar
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Re: [MOD 0.14] AAI Programmable Vehicles

Post by BlueTemplar »

BobDiggity (mod-scenario-pack)
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Re: [MOD 0.14] AAI Programmable Vehicles

Post by orzelek »

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

Post by Illiander42 »

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 :)
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Re: [MOD 0.14] AAI Programmable Vehicles

Post by pato »

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?
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Earendel
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Re: [MOD 0.14] AAI Programmable Vehicles

Post by Earendel »

pato wrote: Tue Mar 19, 2019 1:40 am 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?
Yes that's a bug.
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Re: [MOD 0.14] AAI Programmable Vehicles

Post by pato »

i found another bug.

the warden does not accept any items set in unit data.
other units work fine so far
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Re: [MOD 0.14] AAI Programmable Vehicles

Post by Zanostra »

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>
factorio-current.log
(81.83 KiB) Downloaded 187 times
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Re: [MOD 0.14] AAI Programmable Vehicles

Post by Zanostra »

and when sending the vehicles somewhere, the dead insects disappear when hit by a destination mark.
destination1.png
destination1.png (966.87 KiB) Viewed 11171 times
destination2.png
destination2.png (879.25 KiB) Viewed 11171 times
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Earendel
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Re: [MOD 0.14] AAI Programmable Vehicles

Post by Earendel »

Zanostra wrote: Sat Mar 23, 2019 9:11 pm And I tried to recreate the crash, but I couldn't.

but still, here is the crash report and the current log.
Thanks, I should be able to fix that even if I can't recreate it.
Zanostra wrote: Sat Mar 23, 2019 9:21 pm and when sending the vehicles somewhere, the dead insects disappear when hit by a destination mark.
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.
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Re: [MOD 0.14] AAI Programmable Vehicles

Post by Nedreow »

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.
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Re: [MOD 0.14] AAI Programmable Vehicles

Post by Earendel »

Nedreow wrote: Wed Apr 10, 2019 12:45 pm 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.
There is a mod setting to stop it from being split but it is not programmable if you do that.
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Re: [MOD 0.14] AAI Programmable Vehicles

Post by Ivankon »

Can you please tel me how to use path remote controler?
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Re: [MOD 0.14] AAI Programmable Vehicles

Post by BlueTemplar »

IIRC you need to left-click ?
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Re: [MOD 0.14] AAI Programmable Vehicles

Post by Ivankon »

how to make the car move on the way?
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Re: [MOD 0.14] AAI Programmable Vehicles

Post by BlueTemplar »

IIRC you click on one of the waypoints ?
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Re: [MOD 0.14] AAI Programmable Vehicles

Post by regedit2000 »

2 moments:
1. cur version Base is 0.17.34, but your info:dependencies="base >= 0.17.35"
2. In
control.zip
updated control
(26.82 KiB) Downloaded 184 times
I'm add support multicategoried burner and fuel better than "rocket-fuel"
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Re: [MOD 0.14] AAI Programmable Vehicles

Post by Earendel »

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"
These changes are part of the mod now. There were a few issues but they have been resolved.
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Re: [MOD 0.14] AAI Programmable Vehicles

Post by Earendel »

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.
remote 1 follow.jpg
remote 1 follow.jpg (387.67 KiB) Viewed 10628 times

You can even make vehicles follow vehicles that are following other vehicles.
remote 2 conga.jpg
remote 2 conga.jpg (349.06 KiB) Viewed 10628 times

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.
remote 3 halo.jpg
remote 3 halo.jpg (383.44 KiB) Viewed 10628 times

A protective halo is an easy way to make a battle formation.
remote 4 halo 2.jpg
remote 4 halo 2.jpg (354.57 KiB) Viewed 10628 times

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.
remote 5 path.jpg
remote 5 path.jpg (233.17 KiB) Viewed 10628 times

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).
remote 6 path extra waypoint.jpg
remote 6 path extra waypoint.jpg (202.26 KiB) Viewed 10628 times

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.
remote 7 edit.jpg
remote 7 edit.jpg (314.51 KiB) Viewed 10628 times

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.
remote 9 path to vehicles.jpg
remote 9 path to vehicles.jpg (341.08 KiB) Viewed 10628 times
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

Post by RocketManChronicles »

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. :)
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Re: [MOD 0.14] AAI Programmable Vehicles

Post by devilwarriors »

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.
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