Search found 10 matches

by Krivougolnik
Thu Feb 11, 2021 4:13 am
Forum: Bob's mods
Topic: Does Bob have a steam inserter?
Replies: 1
Views: 1438

Does Bob have a steam inserter?

Does Bob have a steam inserter?
by Krivougolnik
Wed Jul 03, 2019 5:22 pm
Forum: Mods
Topic: [0.16] Logistic Carts
Replies: 54
Views: 29835

Re: [0.16] Logistic Carts

The network has two types of signal: copper and iron. How to give a cart 1 filter only iron, and a cart 2 filter only copper? How to give a filter for multiple slots? Do you still support this mod? I'm trying to make a logistics network, where each machine will not be tied to only one route, but wil...
by Krivougolnik
Tue Aug 14, 2018 8:32 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 534899

Re: [MOD 0.14] AAI Programmable Vehicles

Using this mod consumes too much computer resources. Is it possible to somehow correct this?
by Krivougolnik
Wed Mar 07, 2018 9:47 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 534899

Re: [MOD 0.14] AAI Programmable Vehicles

If the laser tank is equipped with piercing projectiles and it shoots at the enemy, if there is an allied vehicles or building between the enemy and the laser tank, then it takes damage, which levels the use of these shells and makes their use meaningless.
by Krivougolnik
Sun Mar 04, 2018 9:11 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 534899

Re: [MOD 0.14] AAI Programmable Vehicles

And one more thing. Of course, I could have invented something myself, but sometimes it happens that tanks that patrol zones are recived damage, consuming all ammunition and fuel. It would be great to have a ready solution, but I probably ask too much.
by Krivougolnik
Sat Mar 03, 2018 12:17 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 534899

Re: [MOD 0.14] AAI Programmable Vehicles

Logistic bots are not capable of doing what you're asking for. Why if a vehicle with ID x is passed through combiners coordinates to a vehicle with ID y so that y follows x, then y hangs when x stops? I don't understand what you mean. If you use coordinates, the vehicle that follows the ID coordina...
by Krivougolnik
Fri Mar 02, 2018 5:14 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 534899

Re: [MOD 0.14] AAI Programmable Vehicles

Why if a vehicle with ID x is passed through combiners coordinates to a vehicle with ID y so that y follows x, then y hangs when x stops?
by Krivougolnik
Sat Feb 24, 2018 9:42 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 534899

Re: [MOD 0.14] AAI Programmable Vehicles

I understood the cause of the error problem Error while running event aai-programmable-vehicles :: on_tick (ID 0) __ aai-programmable-vehicles __ / control.lua: 1042: bad argument # -1 to 'remove' (string expected, got nil) If the tank is running out of ammunition, but there are ammo in its invento...
by Krivougolnik
Fri Feb 23, 2018 7:37 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 534899

Re: [MOD 0.14] AAI Programmable Vehicles

I understood the cause of the error problem Error while running event aai-programmable-vehicles :: on_tick (ID 0) __ aai-programmable-vehicles __ / control.lua: 1042: bad argument # -1 to 'remove' (string expected, got nil) If the tank is running out of ammunition, but there are ammo in its inventor...
by Krivougolnik
Fri Feb 23, 2018 7:01 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 534899

Re: [MOD 0.14] AAI Programmable Vehicles

Error while running event aai-programmable-vehicles::on_tick (ID 0)__aai-programmable-vehicles__/control.lua:1042: bad argument #-1 to 'remove' (string expected, got nil)

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