pato wrote:there seems to be an issue with your lazer tank piercing batteries.
They always target the nearest enemy, which is making them a bit pointless, as they will never hit the targets behind.
Can you change the piercing as a fixed range, so that it doesn´t matter where the tank is firing to?
Maybe... Normally no, but I've just thought of a way around the main issues with that.
Philip017 wrote:hi thanks for this very interesting mod
hope to have a look at your tutorial video when it's ready to help me understand this intriguing mod
suggest rolling up all your AAI mods and dependencys into one mod instead of having to download 10+ different mods to get it all working together.
Thanks, I'm attaching a demo save to the first post, also there is a youtuber that might be doing a tutorial soon.
jackd23 wrote:When you try and use a repair pack on some of the buildings (e.g. zone scanner, tile scanner, zone controller, unit controller), it'll say "This cannot be mined.", and you cannot repair the structures *coughs*hidesshotgunbehindback*.
That should be fixed now, at least for the scanner, I haven't tried shooting all the buildings yet.
Philip017 wrote:ok i have played a little (20hrs) with this mod and still have yet to figure out how to get the vehicles to move themselves.
ex - miners to mine the entire field of coal instead of only sitting where i last drove it
- haulers to take from the miners to the silo requesting the ores
suggest:
simplify the process for drop down usage,
example
when you drop a miner down on a coal patch it will automatically begin mining that coal and will move when it's patch is empty to the next nearest patch, but will not leave the ore field.
if you place a hauler down next to the miner it will begin hauling that coal to the nearest silo (in range) that is requesting coal if you set the silo next to the coal field it could automatically begin requesting coal.
silos can be hooked to the circuit network OR has a icon that you can click that silo will simply hold only that ore like coal
with out further programming, haulers (in range) will take coal from the silo to fuel other miners and themselves.
you can limit the range of automatic movement so that with out using the circuit network your vehicles can be used with out needing to program other structures.
For the moment these mods are mainly focused on providing low level tools for people to be able set up this sort of behaviour using combinators. If that sort of functionality is added it will be much further down the line.
hebeldark wrote:Hi
i discover your mod and i tell you awesome !!
but i have a trouble to use your sample with miner and hauler loop
i create the structure with scanner/controller...
when i fill the hauler, this unit go to depot but i don t have automatic transfert into the depot
=> i put a black circle on the depot.the hauler move right on the depot
and when the hauler is empty, this unit go to the location of id miner but same trouble, no transfert automatic
Thanks. That sounds like a unit data problem. You could try picking up and putting down the vehicles again.
Eugenii10 wrote:Earendel wrote:
What I could do is make some alternate tank ammo that is single target instead of direction-based with collision, so the only risk of collateral damage would the explosion radius of the explosive variant.
Hello and thanks for another great mod!
Is there any chance that AI turret behaviour for vehicles could be disable through "Unit Data" in future versions? It is a real problem when you left your tank with custom ammo and it starts to destroy your buildings (at a line of fire).
Thanks!
Yes, that can be added in the future.
Knell wrote:Hello! love the mod,
need a quick helping hand,
Trying to setup a hauler to go from Depot to Depot transporting Iron plates, i have the correct setup for when it has iron plates but when it empties its inventory it just stays there and doesn't return to the pickup depot could you help me out?
I would also like it on a 1 minute timer to go back to the orignal pick up depot
I can't see anything obviously wrong, unless it's doing something like checking for less than 0 iron plates. As for a timer, the best way is to just use a combinator feeding itself with value + 1.
Eugenii10 wrote:Sorry, I didn't understand your question right first time.
If I wanted to deliver products by Hauler from one Vehicle depot to another, I would use something like this (Green Zone - it is Departure Depot, where Hauler is filled up; Red Zone - it is Arrival Depot, where Hauler is emptied):
It seems that "Time Since Moved Locked Signal" is not very reliable to contol unit waiting time in these conditions, so I used "Time Since Last Command Signal" instead.
As I understand it is also not very good to send some command constantly even under some condition. So you just need to send "Move command" just once, wait until Hauler is filled/emptied, and send another "Move command" just once (not constantly while some condition true, for example it is not very good to send "Move to Departure" command constantly until Hauler didn't came to Departure Depot). The simple way to interval command is using Decider Combinator, in my scheme it will send "Move command" every 61 tick (less than 1 time in a second). But the best way (in my opinion) is to use more complex scheme like this:
It will send "Move command" only once and idle until all conditions will met another time.
IMPORTANT NOTE: when control signal "0" dissapeared, this scheme will send signal "0" with a value "-1" once. So you need a one more Decider Combinator to check value of "0" signal and resend it further only if it is positive (if you use Arithmetic Combinator like EVERYTHING x "0" => SEND EVERYTHING), or use Decider Combinator like "0" > 0 => SEND EVERYTHING .
That's good advice for people. There is a safeguard against spamming identical move-to commands, only the first one is fed into the pathfinder otherwise it would kill performance and never resolve, however every signal put into a structure has a performance cost even if it is not fully processed so this is a good approach.
Zarnoo wrote:Zarnoo wrote:I love the look of this, and have tried a few of the original example (using the blueprirnt codes) to get a miner, and then a hauler to go pick up the ore.. my miner gathers coal, but the hauler just sits there. I'm gonna have a tinker, but is there a gamesave I can look at which has this configured as an example ?
Z
I think I definitely need a gamesave or vid or something. It's probably 1 little thing which is missing, but I cannot get the sample hauler and miner code to work. The miner goes to the patch, and fills up, but then the hauler doesn't go there to pick up. I've tried colour coding the zones, and all sorts.. must be missing something, which is a shame as I really like the look of this mod but am getting nowhere with it fast
Z
The default unit data settings have miners keep a fuel reserve of 200 coal in their cargo before releasing any to Haulers, that's probably the problem. If it's working then Hauler will be waiting a while but should start getting coal eventually. If it's not working at all for Iron Ore then there is a problem. Take a look at the new demo save on the first post and see if that helps.
undarl wrote:Heya, Earendel.
First off, huge kudos for this mod and the whole suite that supports it. I've been playing with it for a week or so, and have my current modest factory entirely supplied with ores by automated miners and haulers. I get a kick out of just watching them wander around and do their thing.
I've also been playing around with Sirenfal's Localized Charging mod, and I decided (as a challenge to myself, since I'm new to Factorio modding) to try to add that style of battery fueling to the unit.energy system of Programmable Vehicles and the miner.energy system in the Miner. After some trial and error and some kind help from Sirenfal, I succeeded! I now have test Haulers zipping around on pure battery power and test Miners ripping up ore using batteries charged by fusion reactors. (Miner Mk5s need four of them to keep up.)

In service of that I also added a battery percentage signal to Signals and to the player and unit sections of the Unit Data Scanner in Programmable Structures.
All of this is purely for my own amusement per your license, natch; I just wanted to share. Should you be interested in any of those bits of code, though, I'm happy to toss them your way. I look forward to seeing where the AAI stuff goes in the future!
Awesome!
Sure you can send it to me, it would be great if Sirenfal's Localized Charging mod was supported by default.