Search found 11 matches

by Sarxis
Mon Dec 13, 2021 1:17 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 585428

Re: [MOD 0.14] AAI Programmable Vehicles

Is there a way to command vehicles to switch their AI state (Auto: Blue; Always on: Green; Always Off: Red)? I want to send a signal through the Unit Controller to do this while cycling through vehicle IDs I want to have switch their AI state. This way, I don't have to manually do it using the remot...
by Sarxis
Tue May 05, 2020 6:59 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 585428

Re: [MOD 0.14] AAI Programmable Vehicles

How can I change the default resource settings for vehicles? I want to be able to change what their defaults are when they are initially placed by hand. I'm ok with editing mod files to do that, I just don't see where the information is stored. Maybe this question has been asked, but I've looked qui...
by Sarxis
Mon Aug 13, 2018 5:25 am
Forum: Modding help
Topic: Making a no impact damage mod for vanilla vehicles
Replies: 5
Views: 2477

Re: Making a no impact damage mod for vanilla vehicles

Thanks for the help you guys!
by Sarxis
Thu Aug 09, 2018 7:11 am
Forum: Modding help
Topic: Making a no impact damage mod for vanilla vehicles
Replies: 5
Views: 2477

Re: Making a no impact damage mod for vanilla vehicles

Like I said, I know how to implement the resistance changes directly to existing mods and to the base game entities.lua file, I just don't know how to make a mod or script that I could insert into an existing mod to do the same thing. I hate having to tinker with the base game files if I can avoid i...
by Sarxis
Wed Aug 08, 2018 5:26 am
Forum: Modding help
Topic: Making a no impact damage mod for vanilla vehicles
Replies: 5
Views: 2477

Making a no impact damage mod for vanilla vehicles

Greetings modders! I know how to add and change resistance types for existing mods, and I also know how to change the game's entities.lua to alter impact damage resistance. But would making a small mod to do give the vanilla vehicles 100% impact resistance be very involved? I'd rather use a mod than...
by Sarxis
Fri Jul 13, 2018 10:36 pm
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 240929

Re: [MOD 0.12.x] Autofill

Did anyone ever fill in the command line code for the Aircraft mod that is found here at Factorio mods?

Figured I'd ask before I tried tackling it myself. I'm not very good at this stuff! lol
by Sarxis
Sun Mar 04, 2018 8:36 pm
Forum: Bob's mods
Topic: Feedback
Replies: 361
Views: 136328

Re: Feedback

Hi Bob, I just started using the inserters mod. The thing I don't know is if there is now any advantage to using the vanilla long handed inserters at all since the yellow inserters seem to be faster and do the same thing. I haven't advanced past the first long inserter tech, so I don't know if ther...
by Sarxis
Sun Mar 04, 2018 7:37 am
Forum: Bob's mods
Topic: Feedback
Replies: 361
Views: 136328

Re: Feedback

Hi Bob, I just started using the inserters mod. The thing I don't know is if there is now any advantage to using the vanilla long handed inserters at all since the yellow inserters seem to be faster and do the same thing. I haven't advanced past the first long inserter tech, so I don't know if there...
by Sarxis
Sat Feb 24, 2018 5:10 pm
Forum: General discussion
Topic: Only using Speed modules, no pollution
Replies: 6
Views: 3438

Re: Only using Speed modules, no pollution

But my point being that if I'm willing to build 'wide' with extra mining and transport, why not just use speed 3 modules with speed beacons? That would speed everything up and I wouldn't be concerned about free production.

Again - energy and pollution aren't a concern.
by Sarxis
Sat Feb 24, 2018 2:27 pm
Forum: General discussion
Topic: Only using Speed modules, no pollution
Replies: 6
Views: 3438

Only using Speed modules, no pollution

I'm still trying to think through the advantage of using productivity modules at all. I suppose for late game, complex recipes where throughput is heavy? But I only use speed modules to tweak production/mining in places where things are lagging. I don't use pollution in my games though, and always h...
by Sarxis
Sat Feb 24, 2018 2:26 pm
Forum: Implemented Suggestions
Topic: Bot network automatically upgrade everything
Replies: 7
Views: 4011

Bot network automatically upgrade everything

I'd like to see an option to command construction bots to automatically upgrade your base to higher level components once they are available to your logistics network.

(Please tell me this is not the case already so I am not embarrassed!)

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