Search found 17 matches
- Wed Mar 11, 2020 1:34 pm
- Forum: Ideas and Suggestions
- Topic: List all multiplayer games, not only current version
- Replies: 1
- Views: 808
List all multiplayer games, not only current version
After a few updates, I couldn't find the multiplayer server I was on before. So I had to manually keep installing older versions and try again to find it. Not very convenient. It would be nicer if all games were listed and it works as with different mods installed: the game restarts with the right s...
- Wed Mar 11, 2020 8:55 am
- Forum: Balancing
- Topic: Wave defense boring end game
- Replies: 0
- Views: 1631
Wave defense boring end game
I recently played a multiplayer wave defense game with the new rules. We had a great time at start, building up our factory while under attack. The new rules give you points for attacking nests and worms. Without these points we would lose. However, by getting these points, eventually biters would b...
- Sat Feb 22, 2020 10:30 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 585337
Re: [MOD 0.14] AAI Programmable Vehicles
Neetzow, AAI is currently using the biter pathfinder algorithms. They are not optimal for moving vehicles around. Hauler works best indeed, the other vehicles get stuck more often. Luckily your miners will not have to move that much. First it connects to the target destination with a straight green ...
- Fri Feb 21, 2020 9:38 pm
- Forum: Not a bug
- Topic: [Klonan] Biters spawn too close in wave defense
- Replies: 3
- Views: 1545
Re: [Klonan] Biters spawn too close in wave defense
Sorry on retry some mod seemed to cause it. It didn't happen anymore when I tried without mods.
- Tue Feb 18, 2020 8:15 pm
- Forum: Not a bug
- Topic: [Klonan] Biters spawn too close in wave defense
- Replies: 3
- Views: 1545
[Klonan] Biters spawn too close in wave defense
Trying wave defense in 18.6. Biters spawn very close, spawners and biters inside walls. Rocket silo was sometimes not build but on ground as item. Unable to build at start position because biters too close. Not every mapseed generated all resources. Most resources were generated outside the walls. T...
- Tue Oct 16, 2018 2:54 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 585337
Re: [MOD 0.14] AAI Programmable Vehicles
I ment the depot signal in the signals tab. It might be an artefact of the way things are coded, just like the chip icon. I wanted to automate things a bit more by using signals from the depots. What I actually wanted is to loop through the depots, see what they accept and send a full hauler to the ...
- Mon Oct 15, 2018 9:00 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 585337
Re: [MOD 0.14] AAI Programmable Vehicles
Playing around with AAI. My current base just started to produce robots after 18 hours. It was hard. I choose only to use aai miners, no walls, no turrets. Only defense was aai machines (on occasion parts of my base were destroyed) To me it seemed that aai miners where much more polluting then norma...
- Mon Oct 15, 2018 8:13 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 585337
Re: [MOD 0.14] AAI Programmable Vehicles
Are the signals for vehicle depots supposed to work? I noticed that in the signals screen the beacon and vehicle depot has been added. But they got those weird long technical names (virtual-signal-name.signal-vehicle-depot-id) instead of the regular short names. When I plug in a storage depot id int...
- Thu Nov 30, 2017 3:12 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1571162
Re: Development and Discussion
Angel Logistics Crawler Would it be possible to add logistic (trash) slots to a vehicle so it can request / dump items? Also the crawler stops working and sends all bots into the regular network when leaving the vehicle while the bots are on their way. Would it be possible to change that? I didn't t...
- Thu Jun 01, 2017 4:41 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1571162
Re: Development and Discussion
The other thing is that even if you don't go through processed or pellets, you can get a gain from the alloying step, because the molten metal is the same regardless if it comes from ore, processed or pellets, just the amount varies. Alloys are locked behind green science in angelssmelting 3.2. So ...
- Thu Jun 01, 2017 3:26 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1571162
Re: Development and Discussion
Both are issues that are connected to the vanilla entities. I can neither change the behavior of the bots, nor the behavior of the zone expander calling for electricity even if they don't need any. That's just how the base game logic works. I feared as much. I hope the base game logic gets improved...
- Thu Jun 01, 2017 3:14 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1571162
Re: Development and Discussion
Smelting mod science change. A lot of the smelting research has been moved to a higher tier. While this helps with not endlessly figuring out how to get hydrofluoric acid at game start it makes whatever you can get with red science totally worthless. At that stage you will not get any efficiency, no...
- Thu Jun 01, 2017 8:00 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1571162
Re: Development and Discussion
Trying the new logistics mod release for .15. Some vanilla behaviors messing up things: - construction robots from personal roboport will recharge and enter a cargo roboport. There they have no use. - logistic zone expanders ask for electricity. But they work just as well without. Roboports have sam...
- Wed May 10, 2017 10:47 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 585337
Re: [MOD 0.14] AAI Programmable Vehicles
Easy setup for AAI mining aka poor man's railroad While the example blueprints show how things work they don't work well without some adjustments. So I went down another road and made a blueprint to follow the arrow zones. The result is a very simple circuit that easy can be expanded to allow contro...
- Tue May 09, 2017 10:50 am
- Forum: Combinator Creations
- Topic: Loop through vehicles with aai
- Replies: 0
- Views: 1285
Loop through vehicles with aai
While playing with Arumba's Refactorissimo modpack I noticed some vehicles did not get a command. This happened because in older versions of aai the scanners don't output the result in 1 tick. So I created a loop through vehicles (haulers in this example) with a little wait time. By increasing the w...
- Tue May 09, 2017 10:02 am
- Forum: Combinator Creations
- Topic: Remote switch with aai mod
- Replies: 0
- Views: 1027
Remote switch with aai mod
By placing either a closed or open black circle the latch goes in other state. Now only lights are switched but you could use to control your factory. http://imgur.com/XdVLZbP H4sIAAAAAAAA/+VY226jMBD9lYjHFUTYNCFR5ZX6C/tarZALTmot2MiYqizi39dcsi0EU5OL0t3mCWI8njlz5gxDxBcxD3G8CFBJQ84yVJaUReQVATuje4Zj VMo...
- Tue May 09, 2017 9:45 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 585337
Re: [MOD 0.14] AAI Programmable Vehicles
Ever moved too far from your car and sick of walking back to it? This will send the car to you when you place yellow stripes. It also will remove the zone. http://imgur.com/19AlK5o H4sIAAAAAAAA/+VXXY+bMBD8KxGPlYkwIZecTu5Lf8apQg5scpaMjYy5hiL+ex2gzUGOz5CHU/OEwmZ2PTPe3YRyxWVA+conOQukSEieMxHCmWCUsJOgnOQ...