[MOD 0.18] Robot Army. v0.4.4

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

Post by NeilN »

How do I turn loot chests back on?
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Re: [MOD 0.15.5] Robot Army. v0.3.2

Post by kyranzor »

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

Post by NeilN »

Well, after a horde of Terminators decimates an area, it's rather a pain in the neck to collect the alien artifacts that Bob's mods spawns. :)
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Re: [MOD 0.15.5] Robot Army. v0.3.2

Post by kyranzor »

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 more people are interested in the adjustments, i can make it a config parameter to enable/disable artifact collection.
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Re: [MOD 0.15.5] Robot Army. v0.3.2

Post by NeilN »

Thanks, sent. Bob's needs a metric tonne of wood and the advanced fertilizer recipe (which requires artifacts) helps with that.
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Re: [MOD 0.15.32] Robot Army. v0.3.2

Post by kyranzor »

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 to 0.3.3:
- made hybrid targeting system default
- minor bug fix from dauphin for hybrid targeting
- bug fix for issue #102
- bug fix for when assemblers spawn too fast while squad moves away and stragglers wander instead of joining squad, casuing splintering and multiple failures
- fixed select/deselect visual bug with the green stickers
- added config param (default off) to re-enable the Artifact collection for those playing with Bobs/Natural Evolution which still have artifacts to collect!
- Fix for #114 regarding selection and giving attack orders in the same tick a squad unitgroup becomes invalid.
- Added 1 physical damage target effect to flamebots. can now kill rocks, and weaken small biters before the fire even hits them..


Please let me know if it's all working for you!
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robotarmy_0.3.3.zip
(1.53 MiB) Downloaded 212 times
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Re: [MOD 0.15.32] Robot Army. v0.3.2

Post by kyranzor »

any feedback or issues with 0.3.3 test files??
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Re: [MOD 0.15.32] Robot Army. v0.3.2

Post by impetus maximus »

kyranzor wrote:any feedback or issues with 0.3.3 test files??
starting testing on 0.3.3
been a long time since i used it so i got to get familiar with the mechanics again.
will report back.
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Re: [MOD 0.15.32] Robot Army. v0.3.2

Post by impetus maximus »

sorry to take so long to report back. i've only used the Clockwork Rifle bot, and Battle Droid.
they seem to get stuck every now and then, but if i just let them go for a while they start hunting again.
i don't have any path/poles set up yet. i'll try and play around with it some more with other bots/poles.
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Re: [MOD 0.15.32] Robot Army. v0.3.2

Post by kyranzor »

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

Post by impetus maximus »

yes it's definitely improved since i used the mod a while back.
good work. :)
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Re: [MOD 0.15.32] Robot Army. v0.3.2

Post by kyranzor »

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

Post by kyranzor »

Bit later than I expected, but the release is out!

0.3.3 brings some general bugfixes for a more stable and enjoyable experience :)

Download the .zip from the github release page:
https://github.com/kyranf/robotarmyfact ... tag/v0.3.3
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Re: [MOD 0.16.4] Robot Army. v0.3.4

Post by Mylon »

I got a crash trying to load a v0.15 save:

Code: Select all

Error while applying migration: Robot Army: robotarmy_0.2.1.lua

__robotarmy__/migrations/robotarmy_0.2.1.lua:21: attempt to index field 'rally-beacon' (a nil value)
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Re: [MOD 0.16.4] Robot Army. v0.3.4

Post by kyranzor »

Mylon wrote:I got a crash trying to load a v0.15 save:

Code: Select all

Error while applying migration: Robot Army: robotarmy_0.2.1.lua

__robotarmy__/migrations/robotarmy_0.2.1.lua:21: attempt to index field 'rally-beacon' (a nil value)

Hi Mylon, please see github issue thread for info https://github.com/kyranf/robotarmyfactorio/issues/125

Basically the quick fix is just to delete the entire migrations folder, or at the least every migration file in that folder up to 0.3.0+ should do it too.

I have been slack, I have known about this issue for weeks and should have just uploaded a fixed version of the mod but I figured a bandaid and information would be enough until i get motivated. I feel bad, because it's probably also reflecting poorly on my mod
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Re: [MOD 0.16.4] Robot Army. v0.3.4

Post by Mylon »

I found another bug with your mod. I have a multiplayer server running and players are disconnecting immediately on join.

In the desync report, only a single line is different:

https://i.imgur.com/IdNleJu.png

It's in the loot-chest recipe. I have no idea how this is happening but for now I'll deactivate the mod.
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Re: [MOD 0.16.4] Robot Army. v0.3.4

Post by amax3002 »

How do I delete the migration folders that you are talking about? Any help on a noobs guide to do this would be great! excited to try this mod.
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Re: [MOD 0.16.4] Robot Army. v0.3.4

Post by kyranzor »

Mylon wrote:I found another bug with your mod. I have a multiplayer server running and players are disconnecting immediately on join.

In the desync report, only a single line is different:

https://i.imgur.com/IdNleJu.png

It's in the loot-chest recipe. I have no idea how this is happening but for now I'll deactivate the mod.
Sounds to me like your Config.ini on the server is different and the loot chest recipe/tech is enabled because "GRAB_ARTIFACTS" is == 1. People normally have GRAB_ARTIFACTS = 0 in their config.ini which doesn't make/add the loot chest recipe.

can you give me more context?
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Re: [MOD 0.16.4] Robot Army. v0.3.4

Post by kyranzor »

Released version 0.3.5 which is basically just the migration fixes.

see here for more info and the zip, or get the updated mod from the mod portal.
https://github.com/kyranf/robotarmyfact ... tag/v0.3.5
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Re: [MOD 0.16.20] Robot Army. v0.3.5

Post by Durabys »

The only reason why I am NOT using this mod right now is the less then stellar quality of the buildings in the mod. I am asking if it wouldn't be possible to offshore the graphics for the buildings to someone on the site.
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