Mods introducing new content into the game.
Transportation of the player, be it vehicles or teleporters.
New ways to deal with enemies, be it attack or defense.
Related to roboports and logistic robots.
Entities which interact with the circuit network.
I can't load the old map. I couldn't get the sensors to work in new games either. In the previous version I was able to run it without problems. Errors shown in old game and new games:
Thanks for the report!
I can't load the old map. Errors shown in old game and new games:
That's not an error, but a recommendation to install GCKI. Players will see it 3 times in a new game; after that the message won't be displayed -- whether GCKI is installed or not.
Sorry, a stupid typo! Fix it by changing line 103 of migrations/1.1.3-migrate-tables.lua from
elseif not next(force.players)) then
to
elseif not next(force.players) then
until the next update. While testing with an old save, I suddenly got another crash that I still must fix.
I couldn't get the sensors to work in new games either. In the previous version I was able to run it without problems.
Hard to tell what's happening there. Could you upload your saved game, please?
Sorry for being late, I just noticed the message. With the fix you mentioned, it was also possible to load the old game.
A new game I opened for you:
<a href="https://dosya.co/5mrh7dulhevu/Pi-C.zip.html" target=_blank>Pi-C.zip - 4.2 MB</a>
I would also have a little advice. I am using Schall transport mod. I change the order of the items with the subgroup feature it offers. It looks more regular. A related faq:
https://www.hizliresim.com/dx2hc12
Sensor error Update Cons. Could it be caused by drone mode? ((I hope I'm not missing something)
https://www.hizliresim.com/2uycl87
https://www.hizliresim.com/4p61esd
subgroup = "vehicle-equipment-military",
order = "c[z]-s[autodrive-sensor]",
category = "crafting",
subgroup = "vehicle-equipment-military",
sensor.lua I am changing them. I make these edits in most mods.
I couldn't get the sensors to work in new games either. In the previous version I was able to run it without problems.
Hard to tell what's happening there. Could you upload your saved game, please?
Thanks for the save! After I've downloaded the 168 mods I finally could reproduce the problem (I hope). It's not enough to put sensors into the car, the car must also be on the Autodrive GUI. Apparently, you never selected it, so the sensors won't work. The trouble was that I couldn't find the remote control. It has been transformed from a craftable item to a shortcut by Shortcuts for 1.1, and I didn't see the shortcut at first because there were so many of them.
So, click on the shortcut to get the remote control, use the RC to select the car, and you should see it refueling/reloading!
subgroup = "vehicle-equipment-military",
order = "c[z]-s[autodrive-sensor]",category = "crafting",
subgroup = "vehicle-equipment-military",sensor.lua I am changing them. I make these edits in most mods.
Ooops, I thought I'd already taken care of that! Anyway, I think the subgroup should rather be "vehicle-equipment": Though some of the sensors obviously fit the "vehicle-equipment-military" category, there are several others that don't. I think it would be better to lump all of the sensors + the remote control together in one subgroup, using the order string to make sure they are listed next to each other.
Yes, it doesn't quite fit. Mine is personal anyway, I've created multiple subgroups for a lot of mods there. (You can create a completely independent subgroup for yourself; hovercaft. For example, aai versions of vehicles, nanobots equipment, etc. I put all of them in different subgroups from the "transport" group in logistics. It is defined as "transport" in your default setting, I wanted to draw attention to this. As such, many modes " transport" mode, there is confusion. My advice is to create an independent subgroup like in hovercrafts mode. So you don't have to depend on schall groups.
if mods["SchallTransportGroup"] then
data:extend({
{
type = "item-subgroup",
name = "hovercrafts",
group = "transport",
order = "c-2"
this code is from hovercraft mod
I get this error when I delete all layouts while in editor mode. I think it's because it's a docked vehicle. (There was a player tracking sensor.) It's not a common mistake, but I still found it useful to report it.
https://www.hizliresim.com/4w1pq2q
"delete all entities"
Thanks. It's not a bug that will cause problems. Repetition is low. Thanks for your interest. A successful mod, it just got better. Congratulations.
My advice is to create an independent subgroup like in hovercrafts mode. So you don't have to depend on schall groups.
Added a new item-subgroup for Schall Transport Group for the next version …
:/ Do you have an idea? :/
https://www.hizliresim.com/28q79u0
I also tried to tell aai on Discord but for some ridiculous reason I can't create a post. Do you have the opportunity to report?
:/ Do you have an idea? :/
Already fixed that for the next version. In scripts/remote_functions.lua, find these lines (21-29):
local old_state = global.vehicles[event.old_entity_unit_number]
local new_entity = event.new_entity
-- If the old vehicle had a custom name, move that to the new vehicle!
local new_name = global.named_vehicles.by_id[old_state.id] and
global.named_vehicles.by_id[old_state.id].name
if new_name then
local player = global.named_vehicles.by_id[old_state.id].named_by
and replace them with
local old_id = event.old_entity_unit_number
local old_state = old_id and global.vehicles[old_id]
local new_entity = event.new_entity
-- If the old vehicle had a custom name, move that to the new vehicle!
local new_name = old_id and global.named_vehicles.by_id[old_id] and
global.named_vehicles.by_id[old_id].name
if new_name then
local player = global.named_vehicles.by_id[old_id].named_by
I also tried to tell aai on Discord but for some ridiculous reason I can't create a post. Do you have the opportunity to report?
Sorry, I'm not on Discord either. :-)
Should be fixed in version 1.1.4.
https://www.hizliresim.com/97gp3pl
It looks like there's a big problem. I used an enemy sensor. And the vehicle started to run left and right by itself. It acts as if it is directed to distant points. I tried on the new map, the error was repeated. I said it could be AAI vehiclesten; I tried with normal vanilla tank, same error. (aai mod was still installed, I just chose vanilla tank.)
Could you upload a saved game again, please? :-)
https://dosya.co/fj8hl9gy8h06/Pİ-C.zip.html
ammo fuel sensors installed and working fine. Also the enemy sensor is installed. It moves by itself when it enters the vehicle and moves.
Thanks, I've got your saved game. Syncing mods now -- another 20 mods to download, so yes: Asking you for new saved games each time you report a bug totally makes sense. :-)
In your screenshot, everything looks rather small, so I'm not sure whether you could read the status message on the tank (you should be able to see it if you watch the tank on camera). Anyway, the tank is in panic mode and you can't expect it to act rationally while it's panicking. :-)
But seriously, I see some problems:
- The tank doesn't shoot at the enemies on the island although they are in range.
- When it enters panic mode, it won't stop until it crashes into something that it can't destroy, even if there are no enemies in range.
- You can't craft the remote control because ickputzdirwech's Shortcut mod removes the recipe and creates a shortcut instead. Thus, you'll never have the remote control in your inventory and so it won't be put into your cursor when you select a vehicle.
I'll try to fix these issues for the next version.
What makes this mod unique for me is the enemy sensor. In other words, it offers the opportunity to automatically fire like a spidetron even if there is a driver. The AAi mode does not do this at all while inside the vehicle; It only offers the possibility of being a turret. This is a unique mod. Even though I won't be able to use it right now, I find your mod very successful. Congratulations. Thanks. By the way, yes, I have tried 1k mods so far on the mod portal. Really crowded mod list :)
Thanks for the kind words! I've fixed the logic now, so the tank will start shooting at the enemies and will exit panic mode when there are no enemies in range. However, there's something I'm not quite sure about yet: What to do when the vehicle has stopped panicking? Should it repath to its last destination? Should it only repath there when it didn't finish its route yet? Should I reset the vehicle so it will remain at the position where it stopped panicking? If you have any suggestions, this is your chance to get them added! :-)
Thanks for the offer. But I'm not someone who has a background in mods. I don't know the logic of mods. But consider this only as a user approach: Worst case scenario, I'd like to have my car close by at all times. I don't know if the player location can be shown as the target location, in practice, but...
Worst case scenario, I'd like to have my car close by at all times. I don't know if the player location can be shown as the target location, in practice, but...
When the car is in follow mode, and if it is farther away from the player location than allowed in the settings, it will ask the game for a path to the location where the player is at that moment. (Of course, by the time the vehicle has arrived there, the player may have moved somewhere else.) But this is only one use case!
I'm more concerned right now about a vehicle going somewhere without a player inside:
Optimal scenario: Vehicle is on its way to a destination, passing by a spawner. There are biters in range of the enemy sensor, and the vehicle enters panic mode, driving straight ahead as fast as possible. Eventually, the biters give up and return to their spawner, so the vehicle stops panicking and requests a new path to its original destination. There is a chance that the new path will not touch the spawner that sent it into panic mode, so the vehicle may arrive at its destination undisturbed.
A variation: When the vehicle stopped panicking, the new path it requested will pass by the same spawner again. As soon as the vehicle gets there, it will enter panic mode again, so we could get into a vicious circle where the vehicle will always panic, recover, and panic again on trying to reach its destination.
Worst case: Vehicle arrives at its destination and stops, awaiting new orders. Meanwhile, biters have built a spawner next to the vehicle. The vehicle panics, tries to escape, calms down, and goes back to its destination where it will panic again. This vicious circle is guaranteed in this scenario.
In the last example, returning to a destination where the vehicle will definitely panic again is obviously a bad decision, so it would be better if the vehicle would stop when it has left the panic mode. But this would be a bad decision in the first example, where the vehicle has a chance to find a better path to its original destination. So whatever approach I'll choose, it will be wrong at some time or other …