Search found 499 matches
- Tue Jun 07, 2022 6:05 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 317428
Re: [MOD 0.18] Robot Army. v0.4.4
Got an error: The mod Robot Army (0.4.16) caused a non-recoverable error. Please report this error to the mod author. Error while running event robotarmy::on_player_alt_selected_area (ID 52) LuaUnitGroup API call when LuaUnitGroup was invalid. stack traceback: [C]: in function '__index' __robotarmy...
- Tue Mar 02, 2021 7:32 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 317428
- Tue Mar 02, 2021 6:49 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 317428
Re: [MOD 0.18] Robot Army. v0.4.4
Have you tried out the Unit Control mod from Klonan? It has mostly working integration with the Robot Army units, you can do waypoints, patrol points, auto-scouting and more with that. Very RTS-like.
- Tue Mar 02, 2021 6:04 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 317428
Re: [MOD 0.18] Robot Army. v0.4.4
Sorry, but that's weird you are not going to maintain this thread, this should be the main rally points to people using your mod, given that's a Factorio mod and this is the Factorio modding forum. I can register to Github though, if you are adamant to only answers people there. But this seems a bi...
- Tue Feb 18, 2020 1:28 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 317428
Re: [MOD 0.18] Robot Army. v0.4.4
I am not going to maintain this forum thread or the first post very much, but if you ask questions here I will see them and respond. The mod portal has email notifications and Github is the main source of questions/bug reports, so please use those if you can.
- Mon Nov 11, 2019 8:00 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 317428
Re: [MOD 0.17.04] Robot Army. v0.4.1
With the guard station and with Unit Control mod, use the "select deployers" tool and select the guard station, and using the Patrol waypoint option hold shift and left click the patrol route you want. It will show up as dotted light blue lines between each point. Then any droid which spaw...
- Mon Nov 11, 2019 7:23 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 317428
Re: [MOD 0.17.04] Robot Army. v0.4.1
The Droid Settings Module doesn't seem to be working. I put it right next to my only Droid Guard Station, and pretty near my only Droid assembler. I set the Guard Squad Size to 20, set the recipe to Rocket Droids, set up a patrol path, and put 11 Rocket Droids I the upper left slot of the Droid Gua...
- Wed Jun 19, 2019 9:56 am
- Forum: Modding interface requests
- Topic: more intelligent target selection for units
- Replies: 3
- Views: 1704
Re: more intelligent target selection for units
Hey,
In recent versions of Robot Army, I actually have disabled the acid on the ground from the biters'/worm's attacks. The damage per tick is just too high, was wrecking all the robot units and it takes too much effort to properly balance it.
In recent versions of Robot Army, I actually have disabled the acid on the ground from the biters'/worm's attacks. The damage per tick is just too high, was wrecking all the robot units and it takes too much effort to properly balance it.
- Mon Jun 17, 2019 9:12 pm
- Forum: Modding interface requests
- Topic: more intelligent target selection for units
- Replies: 3
- Views: 1704
more intelligent target selection for units
currently in my Robot Army mod, if i send a group of units out to attack a nest, the path-finder gets them a path to go in the close proximity of the nest, and i'm using the area_attack command to send them there. When they get there, the friendly units might pull some initial biters and kill them w...
- Wed Apr 17, 2019 11:02 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 317428
Re: [MOD 0.17.04] Robot Army. v0.4.1
haha wow, thanks Klonan!Klonan wrote: ↑Wed Apr 17, 2019 1:19 pmI have added some documentation now:
https://mods.factorio.com/mod/Unit_Control/faq
- Wed Apr 17, 2019 12:11 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 317428
Re: [MOD 0.17.04] Robot Army. v0.4.1
Yes, you are right, the squad AI and automatic hunting is turned off when Unit Control mod is used. If you are okay with using the Robot Army selection tool for commanding squads and want the automatic hunting then you should disable the Unit Control mod. At least until I get a better way of integra...
- Tue Apr 16, 2019 9:30 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 317428
Re: [MOD 0.17.04] Robot Army. v0.4.0
Mod has been updated to 0.4.1: changes from 0.4.0 to 0.4.1: - Adding Unit Control as an optional dependency for the mod - if detected as active, it disables the automatic squad control so the player has full freedom to command the units with the Unit Control mod GUI and tool instead. - disabled the ...
- Sat Mar 02, 2019 9:39 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 317428
Re: [MOD 0.17.04] Robot Army. v0.4.0
Neat! I look forward to using this, but I would recommend you consider integration/compatibility with Advanced Autonomous Industries (If that guy ever comes back and updates his stuff) since it offers a way to control the robot-armies RTS style (Auto-hunt-kill is not really my style, I want to comm...
- Sat Mar 02, 2019 10:36 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 317428
Re: [MOD 0.16.36] Robot Army. v0.3.8
Alright everyone, I have just put a version 0.4.0 up on the mod portal for those of you who want the mod to work without any significant changes for 0.17. This will tide you over until I have some more time to make the improvements I want to for 0.17 now that I have lots of nice juicy new unit AI op...
- Sat Mar 02, 2019 1:42 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 317428
Re: [MOD 0.16.36] Robot Army. v0.3.8
I will be updating the mod to work with 0.17 as soon as I can, I'm on holiday and don't have very good internet connection in rural Australia right now but I should be able to make some progress (starting with actually getting 0.17 installed) on Sunday.
- Thu Aug 30, 2018 8:50 am
- Forum: Modding interface requests
- Topic: add a right-click event for selection-tool in cursor
- Replies: 6
- Views: 2106
add a right-click event for selection-tool in cursor
Right now we have a left click event, and shift+left click (alt selection) event.
I request to add to the mod API a right click event, so that mods may put more interesting functionality into the mouse-based controls and selection logic.
I request to add to the mod API a right click event, so that mods may put more interesting functionality into the mouse-based controls and selection logic.
- Tue Aug 28, 2018 9:37 pm
- Forum: Modding help
- Topic: Two Unit AI Issues
- Replies: 5
- Views: 1948
Re: Two Unit AI Issues
Very exciting, thanks for all your work on this stuff Klonan
- Fri Aug 24, 2018 2:43 pm
- Forum: Ideas and Requests For Mods
- Topic: What would you want to see in a Factorio RTS mod?
- Replies: 8
- Views: 3707
Re: What would you want to see in a Factorio RTS mod?
I definitely don't want too much baby-sitting and micro-management of units, I'd prefer users spent more time similar to a TA/Supcom game, in economy and larger-scale operations/strategy. I didn't know there was a category of games called Real Time Tactics (RTT) in addition to the classical RTS styl...
- Thu Aug 23, 2018 10:11 am
- Forum: Ideas and Requests For Mods
- Topic: What would you want to see in a Factorio RTS mod?
- Replies: 8
- Views: 3707
Re: What would you want to see in a Factorio RTS mod?
if the mobile construction vehicle has to be loaded up with items and it can only place them like with roboport, then if enemies find and destroy your vehicle then all the contents could either be destroyed, or spill out onto the ground. I think that's a cool mechanic that while punishing the first ...
- Thu Aug 23, 2018 10:07 am
- Forum: Already exists
- Topic: Beam prototype with definable lifespan
- Replies: 2
- Views: 2103
Re: Beam prototype with definable lifespan
Ah hah! Awesome news, thank you very much. I can remove some global tables and tick logic now