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construction_drones's Introduction

Hello, I have some mods for Factorio, that might be why you're here, so heres some information.

If you are interested in contributing to anything, its always best to message me first and we can see if we can make a plan.

You can contact me on Discord: Klonan#4414.

I have a discord for discussing my mods here: Invite link.


Mods list

(Also you can see it here)

  • Transport drones - Transport items using little cars which can only drive on special roads.
  • Mining drones - An alternative way to mine items, because after thousands of hours I found mining drills boring.
  • Unit control - A way to control friendly units in an RTS way.
  • Building time - Makes buildings take some time to 'build' before they become active.
  • Hive Mind - A way to play as a simple type of biter faction, meant more for MP.
  • Teleporters - Zip zoop your way across the map.
  • Companion drones - Early game companions to help build and fight.
  • Repair turret - A early turret that repairs any damage in its range.
  • KS Power - One of my earliest mods, adds more power production alternatives.
  • MIRV - Send nukes to orbit, what happens when they come back down will surprise you.

construction_drones's People

Contributors

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construction_drones's Issues

Error while running event Construction_Drones::on_ai_command_completed (ID 115)

Error while running event Construction_Drones::on_ai_command_completed (ID 115)
Construction_Drones/script/construction_drone.lua:663: attempt to call global 'drone_wait' (a nil value)
stack traceback:
Construction_Drones/script/construction_drone.lua:663: in function <Construction_Drones/script/construction_drone.lua:652>
(...tail calls...)
core/lualib/event_handler.lua:47: in function <core/lualib/event_handler.lua:45>

Drones have trouble returning when player.character is nil

When playing without a player character ("god mode"), the drones return to the correct position. But they are not correctly despawned. Instead they rotate in place for a few seconds, until they eventually disappear.

I'm using mod version 0.6.11.

Should not check for entity.valid after reviving a ghost

Bulk Rail Loader utilizes a proxy entity for construction. During on_built, a bunch of other entities are created and finally the proxy entity is destroyed. As to why, BRLs can be built in different directions, but the main entity of a BRL is a container, which cannot have a direction.

This works fine, except that Construction Drones isn't content with just checking success from the revive() call, but also checks if the returned entity is non-nil. Since the entity was destroyed as part of the revive event handler, nil is returned along with true.

Construction Drones is treating this as a failed attempt to build the entity, so the drone returns to the player and gives the item back, leaving the player with an extra item. It should be enough to just check success.

Crash while running on_ai_command_completed on 0.4.1

factorio-current.log

I was placing some rails with my drones. I had placed 3 blueprints next to each other. The first 2 were completed, the 3rd was partially complete. I undid the last blueprint (which caused half of it to be marked for deconstruction) and then immediately placed another blueprint overlapping where it used to be. At this point, the crash happened.

Update 18.45 drones are not collecting large buildings

Update 18.45 drones build all the drawings, but they only collect small objects (walls, tapes, manipulators) and such objects as an oil plant, an assembly machine or ventilation, he does not pick up, leave the inventory and stand looking at them.
and the sound also hangs, like they are constantly driving from the inventory to the collection object

Issues with 3rd party mods

image

Not sure on whos end this is, but when replacing a Yellow belt with Red belt next to a belt balancer, game crashes with above message.

Free Item Upgrades

If you do have items in your inventory to construct a blueprint that has upgradeable items you will be able to get free upgrades using it. To "benefit" from this setup the blueprint so that bots will begin to swarm (bigger distances makes this easier). If you upgrade ghosts which bots have already swarmed for they will construct the upgraded items despite you not having it in your inventory.

  1. Have Construction Drones in your inventory
  2. Have yellow belts in your inventory
  3. Place a ghost for some yellow belts some distance away
  4. See that bots swarm to construct those ghost
  5. Upgrade ghosts before bots arrive

Drones can't handle AAI Zones

For some reason the drones seem to do "something" to AAI zone markers.

image

In the image above they are trying to build a power expansion further north but have to cross this AAI Zone marking and seem to need to use a pinkish beam on them (I'm not sure what that signifies as usually I only see red or green beams).

Hope you can fix this strange behavior (Also I love the mod especially early game it is super duper useful!)

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