Re: [MOD 0.14] AAI Programmable Vehicles
Posted: Sun Mar 03, 2019 5:41 pm
https://mods.factorio.com/mod/ZAdventure
(see "Expansions")
(see "Expansions")
Yes that's a bug.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?
Thanks, I should be able to fix that even if I can't recreate it.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.
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.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.
There is a mod setting to stop it from being split but it is not programmable if you do that.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.
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"