Search found 16 matches

by jinsediaoying
Sun Apr 19, 2020 1:31 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 269809

Re: [0.17+] Space Exploration WIP

There is conflict with angel's industry fully enabled (which mean check all the mod setting options)
Is it possible to fix it?
by jinsediaoying
Sat Apr 18, 2020 9:50 pm
Forum: Angels Mods
Topic: Conflict between angel's industry and space exploration
Replies: 0
Views: 1038

Conflict between angel's industry and space exploration

There are some conflict's between fully enabled Angel's Industry and Space Exploration. 1. with only angel's and SE enabled, there is a recipe conflict error 2. by adding Bob's electronic, the recipe error disappeared, and replaced by a tech loop 3. by adding AAI industry, finally I can enter the ga...
by jinsediaoying
Sun Mar 04, 2018 6:58 pm
Forum: Not a bug
Topic: [0.16.16] Tile prototype limit (255) too low
Replies: 30
Views: 17339

Re: [0.16.16] Tile prototype limit (255) too low

It would be 1 extra byte for each tile on map ... one chunk is 32x32 tiles, medium sized map has ~25000 chunks (about 5000x5000 uncovered tiles). Yes, I suppose it would be possible to keep optimizations if we limited max tile ID to 1023 instead of allowing whole range of 2 bytes. Anyway 255 is ver...
by jinsediaoying
Sat Mar 03, 2018 6:06 am
Forum: Angels Mods
Topic: [MOD 0.16] MadClown01's Processing
Replies: 130
Views: 88967

Re: [MOD 0.16] MadClown01's Processing

Seems the newest update is broken.
It said something of "refined concrete"
by jinsediaoying
Thu Mar 01, 2018 8:24 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 535272

Re: [MOD 0.14] AAI Programmable Vehicles

Robots getting shoot down is not a thing that need avoid. It also happens when you do the laser tower crawl
by jinsediaoying
Thu Mar 01, 2018 2:17 pm
Forum: Mods
Topic: [MOD 0.16] Bulk Rail Loaders
Replies: 264
Views: 104442

Re: [MOD 0.16] Bulk Rail Loaders

https://mods.factorio.com/mod/Clowns-Extended-Minerals

Hi, will you support this mod? It adds many new ores to a bob-angal game.
by jinsediaoying
Thu Mar 01, 2018 12:05 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 535272

Re: [MOD 0.14] AAI Programmable Vehicles

The inserter crash issue is mainly a pathfinding issue. You can always put way point right infront of the loading point to adjust the drive in angle. The only requirement is that the hauler will stay stright on a clear path. For the transfer between Warden and chain gunner, I think a vehicle robot p...
by jinsediaoying
Thu Mar 01, 2018 2:00 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 535272

Re: [MOD 0.14] AAI Programmable Vehicles

For the interactor, It output signals as a unit scanner, and the input signals to it can turn on/off athe vehicle. So how the signal inputs work is mainly depends on how your on/off signals work. Since it will read out the vehicle id, you can always place a unit control tower or unit data control to...
by jinsediaoying
Thu Mar 01, 2018 1:19 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 535272

Re: [MOD 0.14] AAI Programmable Vehicles

@Earendel I'm very happy to hear that most of them are already in progress. As long as the new design can let people build a hauler transport loop or a tank patrol loop without circuit programming, it is a good design. Without the complexity of circuits, people can use it daily with belts, trains, a...
by jinsediaoying
Wed Feb 28, 2018 8:39 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 535272

Re: [MOD 0.14] AAI Programmable Vehicles

Finally, let's welcome the new era--Factorio On the Wheel
by jinsediaoying
Wed Feb 28, 2018 8:38 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 535272

Re: [MOD 0.14] AAI Programmable Vehicles

Step5: Disable the instant inventory transfer ability
It is overpowered, and the animation is weird.
Now let the inserters and robots do the job.
For the Warden, let it carry a robot port, and make all the vehicles part of the logistic net.
by jinsediaoying
Wed Feb 28, 2018 8:24 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 535272

Re: [MOD 0.14] AAI Programmable Vehicles

Step4: Improve pathfinding With proper use of waypoint system. Long distance pathfinding can be avoid. With path plan system, circuit network's coplexity is greatly reduced. Those should benefit ups alot. And players also can manually clear the path for the vehicles to further reduce the pathfinding...
by jinsediaoying
Wed Feb 28, 2018 7:22 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 535272

Re: [MOD 0.14] AAI Programmable Vehicles

Step3: Path Plan System 3.1 Path Plan Kind like a blueprint. It should have a unique path plan id. It have an UI that you can design a path plan inside. A path plan will contains a list of path nodes. Each node will contains a waypoint. When vehicle achieved a waypoint, It will then go to the next. ...
by jinsediaoying
Wed Feb 28, 2018 5:43 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 535272

Re: [MOD 0.14] AAI Programmable Vehicles

Step2: Useful Vehicle Interactors 2.1 Ground Interactor A 4x4 floor that acts like a unit scanner, it only scans the vehicle right upon it, if there is more then one, then choose the one closest to its center. Also act as a unit data controller, any signal input will send into the vehicle. 2.2 Waypo...
by jinsediaoying
Wed Feb 28, 2018 5:20 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 535272

Re: [MOD 0.14] AAI Programmable Vehicles

Some suggestions Step1: waypoint system A waypoint is a special type of item that you can place on map. It should have a unique waypoint id, this id should consistant even inside the inventory. Its id and position and editable note should be shown on the mouse over ui. When a waypoint id is input to...
by jinsediaoying
Wed Feb 28, 2018 4:54 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 535272

Re: [MOD 0.14] AAI Programmable Vehicles

I think this mod should add a waypoint system to make ai programing easier. I think there is 2 scenario are most commonly used. 1.a tank group patrol on a assigned path 2.hauler transport items between positions If you can make those two very easy to use. Then vehical transportion and defence system...

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