Search found 499 matches

by kyranzor
Tue Sep 20, 2016 3:54 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 287510

Re: [MOD 0.14.7] Robot Army. 0.2.3

Dev branch updated to contain two fixes to possible error situations introduced by fixing the bug before lol. The map colours are in now, for the 4 droids (not the flying robots yet). It's just the bright green as suggested in the code shown earlier. Should be stable enough for some good testing! I ...
by kyranzor
Tue Sep 20, 2016 5:44 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 287510

Re: [MOD 0.14.7] Robot Army. 0.2.3

I initially intended them to have tons of hp and no damage so that the behavior could be better observed, but I didn't take the save in the right place so I just reverted the damage. Could've done it via config, but I messed with some other things as well so I didn't bother. What machine are you us...
by kyranzor
Tue Sep 20, 2016 4:13 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 287510

Re: [MOD 0.14.3] Robot Army. 0.2.3

I can have upwards of 1200 droids actively slaughtering biters, before I see any performance impact.. maybe my computer is just a beast? I'm curious about this: do you mind trying the save I linked in this post and comparing your timings to mine? I checked out your save as you requested. LOL termin...
by kyranzor
Tue Sep 20, 2016 3:31 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 287510

Re: [MOD 0.14.7] Robot Army. 0.2.3

Hey thanks for more testing! I will debug that "position not specified" crash in the "checkMembersAreInGroup" function tonight while i'm testing the other person's game save they asked me to check. Lua Goto statement was a hack because "continue" doesn't exist and I did...
by kyranzor
Tue Sep 20, 2016 12:43 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 287510

Re: [MOD 0.14.7] Robot Army. 0.2.3

Hey, thanks for the feedback! The migration script may have failed to properly load the existing squads into the new tick table method of running AI updates, so it's possible that your (old) squads are actually not getting any more AI updates! AI updates are their hunting/guarding logic, scanning ar...
by kyranzor
Mon Sep 19, 2016 11:49 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 287510

Re: [MOD 0.14.7] Robot Army. 0.2.3

Sure, I will do this tonight.
by kyranzor
Mon Sep 19, 2016 4:22 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 287510

Re: [MOD 0.14.7] Robot Army. 0.2.3

Well actually, Lua uses logic blocks and "end" not indenting. Python is actually the horrible indenting maniac language, but I still prefer it for some reason. Doing lots of scripting in Factorio mods can be hard because you have no real feedback except for when things go wrong - if you ha...
by kyranzor
Mon Sep 19, 2016 5:24 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 287510

Re: [MOD 0.14.3] Robot Army. 0.2.3

The somewhat unrelated things I've noticed: 1) sometimes a squad gets down to one or two members, and they end up just kinda stranded in the middle of nowhere. I usually go around the map and pick these guys up after a while. 2) every once in a while a biter spawns on an island. (This is annoying o...
by kyranzor
Mon Sep 19, 2016 2:51 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 287510

Re: [MOD 0.14.7] Robot Army. 0.2.3

Could i get people to try the development branch and test for performance improvements with my first attempt at the squad AI tick schedule method? https://github.com/kyranf/robotarmyfactorio/archive/Development.zip You'll need to change the folder of the Robot Army mod to 0.2.4 A migration script wi...
by kyranzor
Sun Sep 18, 2016 8:49 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 287510

Re: [MOD 0.14.3] Robot Army. 0.2.3

Well, it's a problem with the base game's pathfinder - Oxyd supposedly fixed biters (and therefore, droids) pathfinding issues around lakes and other obstacles but perhaps there are still lingering issues with it. I can make sure that "start_moving()" command is always called after giving ...
by kyranzor
Sun Sep 18, 2016 6:21 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 287510

Re: [MOD 0.14.3] Robot Army. 0.2.3

Finally got a chance to try out this mod, and I don't think I can go back to the way things used to be. It's just so much more fun to automate war than it is to fight it in person. Question: are there any known issues that would cause large groups of terminator bots to basically just sit in one loc...
by kyranzor
Tue Sep 13, 2016 7:26 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 287510

Re: [MOD 0.14.3] Robot Army. 0.2.3

is there a game command would let me delete all rally posts across the map? am playing with your (awesome awesome) mod for the first time and didn't quite understand how rally posts worked initially and now my robots chill out at the posts instead of attacking biters Try this: /c for i,j in pairs(g...
by kyranzor
Tue Sep 13, 2016 4:12 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 287510

Re: [MOD 0.14.3] Robot Army. 0.2.3

Congrats on being post #500 Gazer! It looks like your game update is dominated by "entity update" and "factorissimo", taking ~7.5ms between them (5.5 from entity update, 2.5 from factorissimo), and during the "lagging" condition, robot army is adding an additional 2ms t...
by kyranzor
Mon Sep 12, 2016 8:07 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 322146

Re: [MOD 0.13.17] Rampant - 0.0.8

The de-spawning is a known technique used by the devs to remove (de-spawn) any unit that attempts to find a path (especially if in a unit_group) but cannot, within a very short period of time, in order to save frame-rate. I reported this issue (because it causes my Robot Army units to de-spawn) but ...
by kyranzor
Mon Sep 12, 2016 8:05 pm
Forum: Won't fix.
Topic: [0.13.9] [Pending] "Units" sometimes disappearing after being placed
Replies: 12
Views: 4094

Re: [0.13.9] [Pending] "Units" sometimes disappearing after being placed

I'm sorry PurpleYouko for your bad experience with this issue... I have had many people complaining about it on my mod's thread recently as well, it's a major frustration especially if the units are terminators (expensive). We have certainly narrowed it down to a pathing/performance technique the de...
by kyranzor
Sun Sep 11, 2016 3:04 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 287510

Re: [MOD 0.14.3] Robot Army. 0.2.3

I always liked the way droids were managed in the game "Warzone 2100"... Factories (WZ equivalent of assemblers) had rally points that could be placed on map. They also had options to apply to newly built droids, for example their battle stance (guard, patrol, etc), group and so on. So th...
by kyranzor
Sun Sep 11, 2016 3:56 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 287510

Re: [MOD 0.14.3] Robot Army. 0.2.3

The aggressive de-spawning the devs have in place that removes any unit that cannot find a path in only a few seconds. This happens all the time with any unit that tries to path around or near water, gets stuck running into other units, or generally has a bad time in non-open ground.. It's something...
by kyranzor
Sun Sep 11, 2016 3:23 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 287510

Re: [MOD 0.14.3] Robot Army. 0.2.3

However, since they're supposed to be hunting by default and not guarding, I think that having them go in a direction (maybe random if deployed by hand, and the direction the assembler output is facing otherwise) would make much more sense and it would give players the ability to keep them out of t...
by kyranzor
Sat Sep 10, 2016 3:08 am
Forum: Modding help
Topic: Player/Unit animations issue
Replies: 6
Views: 1578

Re: Player/Unit animations issue

maybe i need to set the direction number to 16 even though there are only 9 sprites, because the missing 7 are just the mirrored east/west animations?
by kyranzor
Sat Sep 10, 2016 3:03 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 287510

Re: [MOD 0.14.3] Robot Army. 0.2.3

Noticed at one point the game lagged a lot. Found that I had probably 100+ terminators that appeared confused about half way between the alien bases and the assembler. Had to pick them all up manually. Not even a rally flag would make them move. Could you tell if they were all in the same squad or ...

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