Search found 11 matches
- Mon Jun 24, 2019 9:57 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1400560
Re: Development and Discussion
Considering ingredient limits aren't really a thing anymore (and very few recipes are affected) I'd suggest removing that? Ingredient limits got removed in vanilla for assembly machines and can be modded back. That's the only change and does not imply, that every other mod should remove limits, too...
- Mon Jun 24, 2019 1:51 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 536469
Re: [MOD 0.14] AAI Programmable Vehicles
I've found a bug, if a dead player attempts to load a unit-group, the game will crash (something about checking their cursor-stack)
Debugging right now
Debugging right now
- Mon Jun 24, 2019 1:20 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1400560
Re: Development and Discussion
I'm playing bobs+angels (+clowns) and only just realized there are ingredient limits on a bunch of Smelting machines. Looking at the raw prototypes, a lot of the ingredient limits are useless, with no recipies actually being locked off. And even then only the tier 2 upgrade unlocks a few recipes. Co...
- Sat Jun 22, 2019 9:41 am
- Forum: Modding interface requests
- Topic: Follow vehicle/entity with zoom_to_world / open_map
- Replies: 1
- Views: 999
Follow vehicle/entity with zoom_to_world / open_map
Instead of passing in a position, I would like `zoom_to_world{entity, scale}` (or `zoom_to_entity{vehicle, scale}`), where the chart keeps the vehicle in the center until closed (or cancelled with another `zoom_to/open_map` command. (The train's "go-to-train" button could also use this in ...
- Wed Jun 19, 2019 12:21 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 536469
Re: [MOD 0.14] AAI Programmable Vehicles
Theres two TODOs in there I'm trying to figure out: 1) You cannot seem to deselct a vehicle you're in (I notice that normally as well, my unit controller keeps deselecting units other than the one I'm in) 2) Destroyed units can be selected, which causes the game to say "One or more units has no...
- Tue Jun 18, 2019 12:36 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 536469
Re: [MOD 0.14] AAI Programmable Vehicles
My friends kept trying to attack with vehicles, but were expecting full RTS style controls, aka saving+loading unit groups. I've modded that in, and would appreciate it if you could include that in your mod? I couldn't find a way to get access to "selected unit" data by writing my own mod ...
- Fri May 31, 2019 11:10 am
- Forum: Angels Mods
- Topic: Too much tech between starting ores and automated wood production
- Replies: 23
- Views: 7014
Re: Too much tech between starting ores and automated wood production
I started messing about with AAI vehicles before bob+angels, and dropping down a Mining Vehicle to chop down a forest comes naturally from that. (or using the Path controller to set "chop this entire forest down" waypoints) It results in a much more industrial feel, until i get arboretum 1...
- Wed May 29, 2019 10:58 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1231694
Re: Bugs & FAQ
Angel's Refining adds barrelling, yet "Bottle Gas Processing", and fill/empty for "Gas Bottles" of Deuterium and Hydrogen Sulfide still seems to exist? (and Since they need an "air-pump" I'm not sure they're usable at all From what I understand those should be auto fol...
- Sun May 26, 2019 4:39 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1231694
Re: Bugs & FAQ
Angel's Refining adds barrelling, yet "Bottle Gas Processing", and fill/empty for "Gas Bottles" of Deuterium and Hydrogen Sulfide still seems to exist? (and Since they need an "air-pump" I'm not sure they're usable at all From what I understand those should be auto fold...
- Sun Jan 27, 2019 10:56 am
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 76539
Re: Friday Facts #279 - Train GUI & Modern Spitter
The problem with "Temporary Trains" is that clicking on the map is hard... when you have a major hub (3+ unloading stations, and a few personal drop off stations) you don't want to accidentally send a random train into the unloading station. (Not all trains will have locked cargo inventory...
- Tue Jun 12, 2018 3:34 am
- Forum: News
- Topic: Friday Facts #246 - The GUI update (Part 3)
- Replies: 161
- Views: 62208
Re: Friday Facts #246 - The GUI update (Part 3)
Looking at the map generation I see a few things: 1) I still don't see any help text for "frequence" "size" and "richness", I know most of my friends get confused over the options, and even I do too after a while between starting new maps. A Hover text or a "?"...