Search found 17 matches

by Sperwer
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...
by Sperwer
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...
by Sperwer
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 ...
by Sperwer
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.
by Sperwer
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...
by Sperwer
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 ...
by Sperwer
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...
by Sperwer
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...
by Sperwer
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...
by Sperwer
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 ...
by Sperwer
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...
by Sperwer
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...
by Sperwer
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...
by Sperwer
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...
by Sperwer
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...
by Sperwer
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...
by Sperwer
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...

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