MudRaker wrote:I haven't tried an inserter along the path but in theory it should work fine ... briefly, while it is stationary ... I'll test it.
Sorry if it turns out a false bug report, i didn't thoroughly test "use the inserter along the path".
MudRaker wrote:I agree factorio is all about automating stuff ... but digging moats is a bit different. You only do them occasionally and the need for attention is part of the price. To my way of thinking, just increasing the unattended distance to 20 or 30 should be sufficient. .
Different play style i guess..you only use them occasionally/only on main base. I plan to use them in every single outpost. And like other players, i have many of those, and ever expanding, and they were huge.
No wonder i felt the mod is too restricting, right ?
MudRaker wrote:In terms of movement - the problem is that (I think) it has to either be a type of assembler with recipes etc or a type of vehicle ... not both. So I went for the assembler. I also didn't want it to be as easy as just driving it around. And I couldn't find a way to put an upper limit on the vehicle speed or stop it going in 8 directions instead of 4. I've come to like the jerky movement and with the right animation I think it can work.
Maybe you could trick it by mimicking train behavior ? If a single diesel train pull a lot of wagon, they move very slowly.
Tanks is also moves relatively slow, so something must controlling their speed.
I think moving based is better option than static assembler based, aesthetically and functionally (because they can carry a lot more ingredient).
It can do auto digging as long as the ingredient is available, the only caveat is they move very-very slow, i mean real slow. Slower than the tank, even slower than player walk.
About restricting vehicle direction, someone made a mod that can restrict vehicle direction, called Drive Assist. Maybe you can take a look at how he did it ?
https://forums.factorio.com/forum/vie ... =87&t=6232
MudRaker wrote:A track based version might be viable but it will be a quite different mod internally. I'll have a look at what that mod is doing when I get a chance, but I suspect it is based off the locomotive or cargo wagon. That loses the whole recipe idea and the impacts of that would need to be worked through.
FARL is better comparison,..i think...
Because FARL can lay track on top water.
https://forums.factorio.com/forum/vie ... 61&t=13553
I use that drill mod just as graphical example, because i don't want you to think i want this to be a train mod...sorry about that.
MudRaker wrote:I'm not sure how the "assemble on-site" bit would work - there is nothing I know of in vanilla that works that way. If it didn't have to move it wouldn't be so hard, but the movement is what complicates things.
Sorry,..I suggested that because as far as i know nobody has done it. All mod that provide new entity were instantly craft, no visual progress of that entity being build.
My suggestion is, it's just a visual trick.
Basically you have two entity, one is the "Under Construction" Moat digger, another is the "Finished" Moat Digger (a.k.a The Real Moat digger)
The "Under Construction" is static, and every time the player reach certain threshold, say every 10 %, like Missile silo, we replace the 10% construction sprite with the next incremental sprite (Since it was every 10%, there are 10 progress sprite.).
After 100 %, you replace that with the real Moat Digger sprite/entity.
If it's possible to do this in Factorio, i can do the graphic on that.
It's just a bonus/differentiation of this mod with the others, just for aesthetically purpose. Or like my previous suggestion, if the player cannot mine the Moat digger/can't store it in the inventory, this feature will be always be seen, since player will destroy it, and build the moat digger elsewhere (if they didn't want to move moat digger manually, that is).
MudRaker wrote:If you'd like to have go at some graphics feel free. I was thinking of a backhoe type graphic for the moat digger because it moves backwards and some type of ladder / plank placing machine for the bridge builder. I was thinking have including an animation to work with the movement - sort of like picking itself up and lurching forward. Depending on how long it takes you to progress, I may try to get some help from someone with animation experience ... but I'll let you know if that happens. I probably will seek some expert help for the drawbridge ... I can see the animation on that one being a bit complex (for me anyway).
Hmmm. i can see the current "jumping animation" could work, although more complex with animation. I'm not sure how neat can i make a moving hand/hoe.
In my head, it would be easier to make an animated bucket excavator kinda thing, since the animation is just a bunch of cylinder rotation (wheel, the bucket, etc).
This is why i suggest moving like train/car/tank in the first place, because the animation (i think) is easier.
Gonna report to you if i have something to show. Gotta learn 3D fast, after i finished my work.