Oh no, my terraforming stations!
Im joking. Its small price for having mod still in development. You are doing great work, keep going!
Search found 113 matches
- Sat Sep 02, 2017 5:18 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 429975
- Mon Aug 28, 2017 11:08 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 429975
Re: [MOD 0.15.x] Natural Evolution - All things Alien!
I suggest AAI programmable vehicles, bobs vehicles and bobs vehicle equipment grid. Nothing is better than buch of tanks full of lasers roaming through spawners like knife through butter!
- Sun Aug 27, 2017 6:31 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 429975
Re: [MOD 0.15.x] Natural Evolution - All things Alien!
Artifact collector still not patched.
When I try to pick up Long range turret, it dissapear instead of apperaing in my inventory.
When I try to pick up Long range turret, it dissapear instead of apperaing in my inventory.
- Sat Aug 26, 2017 12:05 pm
- Forum: Modding help
- Topic: Help for noob with .print (or get_tiles?)
- Replies: 4
- Views: 1515
Re: Help for noob with .print (or get_tiles?)
Thank you Nexela. It was my first thought, but I didnt find anything about it... Shouldnt code look like this, if chunk.x and chunk.y gives top right corner? /c for chunk in game.surfaces[1].get_chunks() do for x = chunk.x * 32 - 32, chunk.x * 32 do for y = chunk.y * 32 - 32, chunk.y * 32 do local T...
- Fri Aug 25, 2017 8:09 pm
- Forum: Modding help
- Topic: Help for noob with .print (or get_tiles?)
- Replies: 4
- Views: 1515
Re: Help for noob with .print (or get_tiles?)
You solved my another trouble I was trying to get, but what I thought was different: When I use game.player.print(TilePos), I get much more positions than names when I use game.player.print(TileName). I consider that in both cases there are same amount of tiles, so it should give same amount of prin...
- Fri Aug 25, 2017 7:42 pm
- Forum: Modding help
- Topic: Help for noob with .print (or get_tiles?)
- Replies: 4
- Views: 1515
Help for noob with .print (or get_tiles?)
Hello! Im trying to learn LUA for 2 days, since I found project to work on and somebody told me some basics. I was able to write some really basic codes (about pollution vallues, coords, and so). Now I made /c for chunk in game.surfaces[1].get_chunks() do local x = chunk.x*32 local y = chunk.y*32 lo...
- Wed Aug 23, 2017 8:09 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 429975
Re: [MOD 0.12.x | 0.13.x] Natural Evolution - All things Alien! - 6.2.1
I dont know why, but Artifact collector cant be picked using "Picker" mod or even build via blueprint or removed with deconstruction planner As to "picker" This is because the "placed" collector does not have an item-prototype associated with it. I will shoot the autho...
- Wed Aug 23, 2017 4:48 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 536494
Re: [MOD 0.14] AAI Programmable Vehicles
Try this: 1) Constant combinator with ID of hauler and "follow" to ID of miner connected to vehicle controller. Whole setup connected to power grid ONLY through power switch, witch is connected to vehicle scanner with data from hauler and setup "ore you want < some amount you want&quo...
- Thu Aug 10, 2017 6:54 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 536494
Re: [MOD 0.14] AAI Programmable Vehicles
Of course you can programm Depot. There is no Unit data, but it accept signals from circuits. You just have to conect it to right spot. But than you can use any setup to get there signals you need.
I even didnt know you can set up depot directly, so I was using constant combinator for some time...
I even didnt know you can set up depot directly, so I was using constant combinator for some time...
- Wed Aug 09, 2017 12:09 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 536494
Re: [MOD 0.14] AAI Programmable Vehicles
3b) Pathfinding is ingame feature, meant for biters, and they dont need to find way around your base. So only option is have your base walled completely, or find any other way around (like zone-control movement highways) 4) You can try add "of X=0, add 1". Not perfect, but its all I can ge...
- Wed Aug 09, 2017 7:51 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 536494
Re: [MOD 0.14] AAI Programmable Vehicles
1) This feature was added over time. Maybe some players didnt notice it maybe some (as me) are just doing things as they are used to. But considered as tip is it really helpfull. Thanks! 2) Those examples were not meant to be best sollution ;) Again, thank you for your tip ;) 3a) Same as 1) 3b) I pe...
- Mon Jul 17, 2017 10:04 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 536494
Re: [MOD 0.14] AAI Programmable Vehicles
Vehicle equipment grids are not officially supported right now. I didn't make the mods that add equipment grids to my vehicles. Also the code that makes them use battery power was submitted to me and has the clear intention of making vehicles run on battery power for all things. At some point I wil...
- Mon Jul 17, 2017 9:57 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 536494
Re: [MOD 0.14] AAI Programmable Vehicles
You want your vehicles to use equipment energy to run? This mod do this for me, but i have opposite problem - I dont want it. I want my energy to be conserved for shield and laser modules, but instead of this, when my vehicles get to biters, their batteries are empty... are you using electric vehic...
- Sun Jul 16, 2017 5:42 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 536494
Re: [MOD 0.14] AAI Programmable Vehicles
You want your vehicles to use equipment energy to run?
This mod do this for me, but i have opposite problem - I dont want it. I want my energy to be conserved for shield and laser modules, but instead of this, when my vehicles get to biters, their batteries are empty...
This mod do this for me, but i have opposite problem - I dont want it. I want my energy to be conserved for shield and laser modules, but instead of this, when my vehicles get to biters, their batteries are empty...
- Mon Jul 10, 2017 6:17 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 536494
Re: [MOD 0.14] AAI Programmable Vehicles
Im not sure what do you mean.. my mods.settings.json? { "startup": { "NE_Battle_Marker": { "value": false }, "NE_Conversion_Search_Distance": { "value": 35 }, "NE_Conversion_Difficulty": { "value": 3 }, "NE_Alien_Artifacts&qu...
- Mon Jul 10, 2017 9:26 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 429975
Re: [MOD 0.15.x] Natural Evolution - All things Alien!
That it costs 30000 purple science, if even atomic bomb costs only 20000. This way i find it not worth it. If it is meant this way, could you please add option to set up somemultiplier? Im playing deathworld setting map in singleplayer annd Im counting every processor, so no way I can afford so many...
- Mon Jul 10, 2017 9:18 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 536494
Re: [MOD 0.14] AAI Programmable Vehicles
Im using bobs vehicles and its equipment. And just realized vehicles are using battery energy instead of solid fuels (which I have tons of). If it isnt bug, how to turn it off? EDIT: It does even without bobs mods, just with vehicle grid... EDIT 2: Its most probably caused by your mod - if i turn AA...
- Sun Jul 09, 2017 9:06 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 429975
Re: [MOD 0.15.x] Natural Evolution - All things Alien!
After last update, im still getting this:
- Sun Jul 09, 2017 9:01 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 536494
Re: [MOD 0.14] AAI Programmable Vehicles
My vehicles hit anything at it way to reach the target when following. Can you add a path-finding when following to avoid obstacles? I think its because its actually going to sub X/Y (its telling vehicle only direction and speed). Because of this im using following function only to hold formation. ...
- Sun Jul 09, 2017 8:51 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 536494
Re: [MOD 0.14] AAI Programmable Vehicles
I second this. And Im suggesting chabging weapons through vehicle data. Vehicles are able to use ammo from trunk, so...buggy123 wrote:
I really wish this was a configurable option.