AAI Programmable Vehicles


Makes vehicles act like RTS units. Control them using a remote control handset, or program them with circuit conditions and zones. Can be used for base enemy base assault, patrols, friendly base navigation, vehicle-based mining, and more advanced applications. Works with vanilla and modded vehicles. Visit the mod portal page for a full feature list or the forums for tutorials.

Content
11 months ago
0.14 - 1.1
167K
Transportation Logistics Circuit network

g Awesome mod.

5 years ago
(updated 5 years ago)

But please work on user friendliness.

It would be really helpful if you could expand on the paths part of the mod, so it's a little bit easier to set up basic unit actions.

I'm guessing the more complicated unit control will always require the ingame logic stuff to work, and you're not planning on adding like an automatic "select miner -> click ore spot, and he'll automatically find his way there and start mining and moving till the entire spot is empty" and/or "select hauler -> click storage -> click miners, and the hauler will automatically go empty out the miners and bring it to the storage," built-in automation, but some basic further userfriendliness, even like being able to name your paths, and jump to individual waypoints in a path, would go a long way.

Again, awesome mod.

5 years ago

The intent of the base mods is to provide more basic blocks of functionality so you can make your own unique system. A basic miner behavior is planned. The Hauler can already do the depot-miner loop using a path.

All of the vehicle movement commands are exposed by an API (that's now structures control vehicles from a different mod), so people are free to make a mod that automates certain actions, like auto-zoning resources, or fully automated miner AI like red alert.

There will be the option to force pathfinding on waypoints in the future. There are some more general pathfinding and waypoint system changes planned.