Search found 18 matches

by xlomkn
Tue Jan 30, 2024 10:48 am
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 140
Views: 29809

Re: Friday Facts #395 - Generic interrupts and Train stop priority

Regarding the generic interrupts, I'm not sure I love the showcased implementation, often my trains will be called "[iron-icon] iron drop-off" to have the fanciness of the icon, but the readability / searchability of text. Would it be possible to implement a basic wildcard, for example &q...
by xlomkn
Tue Jan 30, 2024 9:54 am
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 140
Views: 29809

Re: Friday Facts #395 - Generic interrupts and Train stop priority

Regarding the generic interrupts, I'm not sure I love the showcased implementation, often my trains will be called "[iron-icon] iron drop-off" to have the fanciness of the icon, but the readability / searchability of text. Would it be possible to implement a basic wildcard, for example &q...
by xlomkn
Tue May 19, 2020 9:04 am
Forum: Won't implement
Topic: Make "character_maximum_following_robot_count_bonus" works for standard entity and better documentation
Replies: 3
Views: 1404

Re: Make "character_maximum_following_robot_count_bonus" works for standard entity and better documentation

Thanks for your reply.
Ok, I understand that the limit applies only to character. But I don't understand, what this bonus field is used for ? I've never seen it different from 0. Would it be possible to add extra words in the API doc about it's usage ?
by xlomkn
Mon May 18, 2020 6:59 pm
Forum: Won't implement
Topic: Make "character_maximum_following_robot_count_bonus" works for standard entity and better documentation
Replies: 3
Views: 1404

Make "character_maximum_following_robot_count_bonus" works for standard entity and better documentation

TL;DR Better documentation of the LuaControl field "character_maximum_following_robot_count_bonus" in the LuaControl API page, and if it is relevant have a "maximum_following_robot_count_bonus" field that could be used on any kind of entity. What ? The LuaControl field "cha...
by xlomkn
Mon May 18, 2020 6:57 pm
Forum: Won't implement
Topic: Have "following_robots" field on standard entities
Replies: 1
Views: 1037

Have "following_robots" field on standard entities

TL;DR Make the field "following_robots" works for standard entities, not only for characters. What ? The LuaControl field "following_robots" needs to be called on an object that is a character, but from a script, I can create combat robots and by setting the source parameter, ma...
by xlomkn
Mon May 18, 2020 3:28 pm
Forum: Not a bug
Topic: [0.18.24] artillery-flare does not have shot_category set
Replies: 2
Views: 1247

[0.18.24] artillery-flare does not have shot_category set

When having a mod with distincts artillery ammo category, you can use the vanilla artillery remote to fire any of them. To reproduce: Install MIRV mod Do the research and launch a MIRV from a rocket silo You may use the MIRV remote to launch a nuclear projectile, but... You may also use the regular ...
by xlomkn
Sat May 09, 2020 6:14 pm
Forum: Implemented Suggestions
Topic: [0.18.22] Wrong battery indicator in a vehicle with equipment grid
Replies: 1
Views: 855

[0.18.22] Wrong battery indicator in a vehicle with equipment grid

Hi, When you have some batteries in the equipment grid of a vehicle (using Vehicle Grid mod or anything else that add equipment grid to vehicles) and you get in the vehicle, the battery indicator (bottom right, near weapons) is the one of your power armor. Seems to me that it should be the one of th...
by xlomkn
Sat May 09, 2020 5:00 pm
Forum: Not a bug
Topic: [0.18.22] Impact resistance not applied before energy shield in vehicle
Replies: 1
Views: 793

[0.18.22] Impact resistance not applied before energy shield in vehicle

Hi, Thanks for your great job ! As stated in the wiki , resistances are applied before depleting the energy shield. Seems to me it should be the same when using an energy shield in a vehicle. It does not works, at least with impact resistance. To reproduce, modify the tank prototype to add an equipm...
by xlomkn
Tue Jan 03, 2017 12:55 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 585287

Re: [MOD 0.14] AAI Programmable Vehicles

I am trying to get into circuit networks and i was wondering if someone knew of a good tutorial because i am not having an easy time with it.
I've learned basics here: https://www.factorio.com/blog/post/fff-88 and usefull stuff here: viewtopic.php?t=14556
by xlomkn
Mon Jan 02, 2017 9:40 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 585287

Re: [MOD 0.14] AAI Programmable Vehicles

All fixed now. If you're interested, the issues were nothing to do with the aircraft mod. The crash was caused by the vehicle being replaced with a composite version while it had a negative speed. You can now bail out of vehicles going backwards at high speeds without worry of a (game) crash. The i...
by xlomkn
Wed Dec 21, 2016 1:11 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 585287

Re: [MOD 0.14] AAI Programmable Vehicles

I had a crash. I was using the Miner To Resource Zone blueprint to send a Flying Fortress (Aircraft mod) to a parking zone. When getting in the aircraft, going few tiles away and getting out (to test if the aircraft get back to the parking zone), I got the crash. I also had issues with a Hauler park...
by xlomkn
Mon Dec 19, 2016 9:37 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 585287

Re: [MOD 0.14] AAI Programmable Vehicles

They are not bugs. Zone scanners are just to locate and count zone tiles, not scan the tile location. Tile scanners are designed just to find the physical contents of the tile, however, I can see that it would be useful to also get the unit type id and unit id so I will consider adding those as out...
by xlomkn
Mon Dec 19, 2016 9:30 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 585287

Re: [MOD 0.14] AAI Programmable Vehicles

I've asked an evolution to the maintainer of Satellite Uplink Station mod. He's been quite fast to do it!
Now, you have access to an Unit Remote Controller and a Zone Planner in the toolbar while uplinked.
Thanks to him ;)
by xlomkn
Mon Dec 19, 2016 9:24 am
Forum: Mods
Topic: [MOD 0.15] Satellite Uplink Station 1.1.1
Replies: 106
Views: 101698

Re: [MOD 0.14] Satellite Uplink Station 1.0.6

Sure thing! You can now use them while uplinked as of v1.0.6.
Thanks!
by xlomkn
Sun Dec 18, 2016 10:33 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 344110

Re: [MOD 0.14] Orbital Ion Cannon 1.4.5

Is it possible to make ion cannon count as satellite, to increase launched satellites counter and to avoid empty rocket message ?
(I didn't found it, but sorry if you already have answered this question)
by xlomkn
Sun Dec 18, 2016 10:24 pm
Forum: Mods
Topic: [MOD 0.15] Satellite Uplink Station 1.1.1
Replies: 106
Views: 101698

Re: [MOD 0.14] Satellite Uplink Station 1.0.5

Really nice mod. Thanks. Could you add support for mods "AAI Programmable Vehicles" and "AAI Zones" so that we have an "Unit Remote Controller" and a "Zone Planner" when uplinked? Unit Remote Controller (unit-remote-control) is given by AAI Programmable Vehicl...
by xlomkn
Sun Dec 18, 2016 10:13 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 585287

Re: [MOD 0.14] AAI Programmable Vehicles

Zone scanner does not output vehicle id signals when a vehicle stands on a zone (a tile scanner on that spot outputs the zone and vehicle).

Tile scanner outputs the vehicle item instead of the vehicle id signal.

Bugs or intended behavior ?
by xlomkn
Wed Dec 14, 2016 9:04 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 585287

Re: [MOD 0.14] AAI Programmable Vehicles

Really nice mod, thanks! I also have the "empty toolbar" issue. I have many mods installed. Let me know if you need something to help. I had some crash / freeze while loading saved games: let me know what you need (logs?) and I'll get it next time it happens (it does not happens frequently...

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