Search found 499 matches

by kyranzor
Thu Oct 05, 2017 8:14 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 286282

Re: [MOD 0.15.32] Robot Army. v0.3.2

impetus maximus wrote:yes it's definitely improved since i used the mod a while back.
good work. :)
Thanks :)

I will release 3.3 this weekend, i haven't heard any bug reports for a month so should be good to go!
by kyranzor
Tue Sep 12, 2017 8:08 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 286282

Re: [MOD 0.15.32] Robot Army. v0.3.2

yeah the new squad AI is a little more 'stop-start' in its behaviour, but they should be able to recover or otherwise deal with their own issues better now.
by kyranzor
Sat Aug 12, 2017 7:36 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 286282

Re: [MOD 0.15.32] Robot Army. v0.3.2

any feedback or issues with 0.3.3 test files??
by kyranzor
Sat Aug 05, 2017 3:58 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 286282

Re: [MOD 0.15.32] Robot Army. v0.3.2

Hello Everyone! I have a release candidate here with a bunch of bug fixes and usability improvements for the mod. Attached to this post is a .zip with the latest source files from the Unstable branch, ready for you guys to play-test for me before I put it live on the Mod Portal. Changes from 0.3.2 t...
by kyranzor
Sat Jul 15, 2017 10:43 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 286282

Re: [MOD 0.15.5] Robot Army. v0.3.2

Ah yes, I was going to ask if it was bob's mods artifacts.. Bob needs to get with the times! Alien artifacts are so 0.14! If you want, i can send you a version of my mod with the loot chest re-enabled and the script re-enabled? PM me your email address and i'll send a modified version of 0.3.2. If m...
by kyranzor
Sat Jul 15, 2017 9:47 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 286282

Re: [MOD 0.15.5] Robot Army. v0.3.2

NeilN wrote:How do I turn loot chests back on?
They have been disabled as items but also the script that checks around squads for them has been disabled too, to save CPU time.

Why?
by kyranzor
Tue Jul 11, 2017 3:44 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 286282

Re: [MOD 0.15.5] Robot Army. v0.3.2

Hi comwarrior, i'm sorry to hear that your game was interrupted like that. In May this year I fixed that issue, it's currently in the "Unstable" branch (which is what I use for testing and fixes etc before releasing to the public on the Mod Portal). https://github.com/kyranf/robotarmyfacto...
by kyranzor
Mon May 15, 2017 4:32 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 319940

Re: [MOD 0.13.17+] Rampant - 0.15.8

Yes I agree, the splash radius and damage is pretty crazy. I got trashed in a death world recently thanks to their crazy grenade-spit taking out 4-6 chunks of walls in one go (the medium/large spitters though, doing that). The small spitters were still breaking chunks of 2x2 walls easily if they stu...
by kyranzor
Sat May 13, 2017 12:55 pm
Forum: Implemented mod requests
Topic: Option in prototype for units to be immune to belt movement
Replies: 11
Views: 3523

Re: Option in prototype for units to be immune to belt movement

A major use case is my Robot Army units which are essentially reskinned spitters with custom projectiles.
by kyranzor
Fri May 12, 2017 5:02 pm
Forum: Implemented mod requests
Topic: Option in prototype for units to be immune to belt movement
Replies: 11
Views: 3523

Re: Option in prototype for units to be immune to belt movement

you could add an 1x1 equipment grid to your entities and insert this equipment into it. I wish! That's one of my other API requests, is being able to enable an inventory or equipment grid for any unit type entity. looks like a hack would be to use the equipment grid to put a custom belt immunity it...
by kyranzor
Fri May 12, 2017 2:31 pm
Forum: Implemented mod requests
Topic: Option in prototype for units to be immune to belt movement
Replies: 11
Views: 3523

Re: Option in prototype for units to be immune to belt movement

So perhaps all LuaEntities should be able to access this particular property then? Or at least the Vehicle and Unit LuaEntity subclasses..
by kyranzor
Fri May 12, 2017 1:13 pm
Forum: Implemented mod requests
Topic: [Bilka] Allow optional "night only" and darkness threshold for spawners and units
Replies: 5
Views: 1528

[Bilka] Allow optional "night only" and darkness threshold for spawners and units

A tag on spawner type entities that spawn a variety of units having a tag for enabling a simple 'night only' spawn behaviour, and associated parameter (double data type, or whatever makes most sense for referring to the surface's 'darkness' value) as a threshold. For example, a spitter spawner that ...
by kyranzor
Tue May 09, 2017 3:10 pm
Forum: Modding interface requests
Topic: Allow units to request non-colliding simple path
Replies: 5
Views: 1748

Re: Allow units to request non-colliding simple path

So basically, "biome" tags for units? Interesting thought! Adds a lot more logic to the pathfinder though, and the jumper one would be hard. I'd love to see that implemented eventually too :)
by kyranzor
Tue May 09, 2017 11:36 am
Forum: Won't implement
Topic: Unit entity have optional equipment grid or an inventory
Replies: 1
Views: 933

Unit entity have optional equipment grid or an inventory

The Unit type of entity having access to equipment slots like vehicles, or a small inventory (of defined size in prototype) accessible only to their own force would be handy. They don't need to/shouldn't support inserter interaction. In the prototype definition, they would just need the ability to h...
by kyranzor
Tue May 09, 2017 10:37 am
Forum: Resolved Problems and Bugs
Topic: [0.15.9] Crash on exiting game
Replies: 2
Views: 2207

[0.15.9] Crash on exiting game

I loaded a (modded) game, saved (after Rampant AI had finished loading up and running init), and then quit to desktop which caused an exception. Log posted below.
by kyranzor
Tue May 09, 2017 10:19 am
Forum: Implemented mod requests
Topic: Option in prototype for units to be immune to belt movement
Replies: 11
Views: 3523

Option in prototype for units to be immune to belt movement

Request a simple true/false flag for a unit prototype, to be able to ignore/resist being moved by belts. I have issues with my robot army units being shifted around by player's factory belts and this change would go a long way to enhancing user experience. Because right now it's just frustrating and...
by kyranzor
Tue May 09, 2017 10:03 am
Forum: Modding interface requests
Topic: Allow units to request non-colliding simple path
Replies: 5
Views: 1748

Allow units to request non-colliding simple path

I have flying units that when requesting a path (using move_to or other forms of unit commands) cannot path over walls or water, yet they can actually move over them due to no collision box (like all flying robots in the game). I request that a flag be available during the set_command either at a un...
by kyranzor
Thu May 04, 2017 6:17 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 319940

Re: [MOD 0.13.17+] Rampant - 0.15.4

If you were so kind as to add some remote call interfaces to read/write the max wave size and the attack wave generation threshold it would be handy. Is there not a minimum wave size?

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