AutoDrive Fixed ( RTS Control, Auto-Repair & Targeting Filters )


A deep overhaul of the mod worked on for over 2 months: smooth RTS controls, auto-targeting with filters, and balanced auto-repair. You'll definitely love it — please support!

Utilities
a day ago
2.0 - 2.1
250
Transportation Logistics Combat Armor

Changelog

Version: 2.1.34
Date: 2026-10-15
  Bugfixes:
    - Fixed crash when vehicles in a group are destroyed or removed during formation movement orders.
Version: 2.1.33
Date: 2026-10-14
  Optimizations:
    - Removed unused legacy path post-processing algorithms and redundant settings, keeping route segmentation for smooth line fading.
Version: 2.1.32
Date: 2026-10-14
  Changes:
    - Added 1-second convoy start delay for queued orders.
  Bugfixes:
    - Fixed convoy follower vehicles gathering at the departure point through obstacles instead of taking safe detour routes.
    - Improved convoy vehicle dispersal and parking at destination spots, reducing traffic jams and route blocking.
Version: 2.1.31
Date: 2026-10-13
  Features:
    - Remote control unit now remembers the last selected vehicle group.
  Changes:
    - Increased destructible obstacle pathfinding penalty from 3 to 40 so vehicles detour around trees and rocks.
    - Removed straight-path priority flag to allow better obstacle detours.
    - General codebase refactoring and cleanup.
  Optimizations:
    - Optimized vehicle formation layout calculation function.
    - Optimized active vehicle list processing by eliminating redundant calculations.
    - Optimized pathfinding functions and request routines.
Version: 2.1.30
Date: 2026-10-11
  Modding:
    - Added preparatory remote interface support for HelicopterRevival mod integration.
Version: 2.1.29
Date: 2026-10-09
  Bugfixes:
    - Fixed fleet filter buttons overflowing and stretching the vehicle table width.
    - Fixed crash on configuration change when initializing vehicle fleet filter GUI.
Version: 2.1.28
Date: 2026-10-09
  Changes:
    - Unified obstacle collision classification into a single centralized system.
    - Improved direct pathfinding to accurately respect physical building boundaries and orientations.
    - Removed legacy rail collision workarounds.
  Bugfixes:
    - Fixed pathfinding and direct routes cutting through elevated rail ramps and bridge supports.
    - Fixed crash on chunk generation if a vehicle becomes invalid.
Version: 2.1.27
Date: 2026-10-09
  Optimizations:
    - Optimized vehicle auto-combat module with additional caching of spawners and worms.
Version: 2.1.26
Date: 2026-10-09
  Optimizations:
    - Fast native nearest-enemy search for vehicle auto-combat when target priorities are identical.
  Changes:
    - Target priorities can now be configured identically to ignore priority scoring, defaulting to equal priority.
Version: 2.1.25
Date: 2026-10-09
  Optimizations:
    - Additional optimization of the vehicle auto-combat module.
Version: 2.1.24
Date: 2026-10-09
  Optimizations:
    - Performance optimizations for vehicle auto-combat module and enemy search scheduling.
  Changes:
    - Changed default vehicle formation spacing to 1 hull and 1 tile buffer.
Version: 2.1.23
Date: 2026-10-07
  Combat:
    - Vehicle auto-combat module now scales weapon range with quality bonuses.
    - Increased enemy sensor activation range from 40 to 80 tiles.
  Graphics:
    - Updated mod thumbnail with a cleaner and brighter design.
  Changes:
    - Opening the fleet management window no longer forces the remote control into the cursor.
    - Reduced delay before repairing the final percent of vehicle health in combat to 0.5 seconds to prevent HP flickering.
Version: 2.1.22
Date: 2026-10-06
  Graphics:
    - Updated remote control icon.
    - Updated mod thumbnail.
Version: 2.1.21
Date: 2026-10-05
  Combat:
    - Support for Shift + click for vehicle auto-targeting module.
    - Weapon target filter buttons now support right-click to select only that category (left-click toggles).
Version: 2.1.20
Date: 2026-10-04
  Combat:
    - Smart pinpoint distribution for capture rockets and utility ammunition (1 rocket per spawner instead of entire drum volley).
  Changes:
    - Clarified weapon filter tooltips to specify melee and ranged enemy units instead of biters and spitters.
    - Refactored auto-combat targeting logic.
Version: 2.1.19
Date: 2026-10-04
  Bugfixes:
    - Fixed crash when vehicles under autopilot navigate in close proximity to other vehicles.
Version: 2.1.18
Date: 2026-10-03
  Features:
    - Added "Other" target filter category to enemy sensors to automatically catch unclassified enemy types and modded hostiles.
    - Made target filter selection for enemy sensors more flexible with per-weapon category toggles.
  Combat:
    - Cursor target priority mode now engages targets using all available vehicle weapons, ignoring configured target filters.
    - Prevented automatic weapon switching while manual shooting override is active.
    - Switching weapons via "Next weapon" key now also activates temporary manual shooting override.
Version: 2.1.17
Date: 2026-10-02
  Bugfixes:
    - Fixed vehicles treating transport belts, floor markings, and floor lamps as obstacles.
Version: 2.1.16
Date: 2026-10-02
  Bugfixes:
    - Fixed crash when external mods replace vehicles with non-vehicle units or pilots.
    - Fixed vehicle control conflict with AAI Programmable Vehicles by completely yielding control to AAI.
    - Fixed AAI remote controller inadvertently triggering AutoDrive vehicle orders.
Version: 2.1.15
Date: 2026-10-02
  Features:
    - Added vehicle category and model filter buttons to the fleet management GUI.
Version: 2.1.14
Date: 2026-10-01
  Bugfixes:
    - Fixed vehicle health bar flickering when repairing under continuous damage by keeping health just below max during combat and smoothing repair speed above 90% HP.
    - Fixed ammo category selector stretching the window horizontally when multiple ammo categories are available.
Version: 2.1.13
Date: 2026-10-01
  Changes:
    - Updated mod thumbnail.
Version: 2.1.12
Date: 2026-09-30
  Features:
    - Display loaded ammo item icon or empty ammo slot icon next to each vehicle weapon in targeting GUI.
    - Added real-time dynamic refresh for weapon ammo icons and repair pack status/warnings while vehicle GUI is open.
Version: 2.1.11
Date: 2026-09-30
  Bugfixes:
    - Fixed crash when entering or leaving non-car vehicles (trains, cargo ships, rolling stock).
Version: 2.1.10
Date: 2026-09-30
  Bugfixes:
    - Fixed crash when installing equipment or sensors into unarmed vehicles.
Version: 2.1.9
Date: 2026-09-29
  Features:
    - Added interactive weapon priority ranking (1..N buttons per weapon) in enemy sensor targeting GUI with automatic rank shifting.
    - Added priority-based weapon selection in combat: vehicles automatically switch to higher-priority weapons when targets enter their effective range.
  Combat:
    - Fixed weapon and target priority selection: vehicles now prioritize attacking bases over biters across all guns when target priority is set to bases.
    - Fixed parasitic and accidental shots from disabled weapons and wrong barrels during drum rotation and target switching.
    - Fixed the Spidertron auto-fire module.
Version: 2.1.8
Date: 2026-09-28
  Bugfixes:
    - Fixed harmless phantom worms with no collision or attacks spawning in biter nests (leftover dummy prototype from old test code).
Version: 2.1.7
Date: 2026-09-28
  Bugfixes:
    - Fixed crash when remote driving a vehicle equipped with an enemy sensor.
Version: 2.1.6
Date: 2026-09-27
  Balancing:
    - Rebalanced vehicle repair bot energy consumption to 10 kJ per 1 HP (half of personal energy shields).
  Combat:
    - Activated instant manual weapon override strictly on forced fire key press (C) without double-click.
    - Kept auto-targeting continuously active for player-occupied vehicles to guarantee misclick protection.
  Features:
    - Added explicit warning and full-line tooltip when vehicle trunk has no repair packs.
    - Added global mod setting for vehicle repair bot energy consumption per 1 HP.
Version: 2.1.5
Date: 2026-09-27
  Changes:
    - Moved AutoDrive sensor and module recipes from the transport section to the equipment subgroup under the combat tab.
  Bugfixes:
    - Fixed crash on game load caused by trigger-based technologies without science packs (nil tech.unit).
  Graphics:
    - Updated vehicle repair bot icons with a design inspired by Aeon Illuminate engineers from Supreme Commander.
Version: 2.1.4
Date: 2026-09-27
  Features:
    - Added mod settings for formation spacing (gap multiplier and extra padding).
Version: 2.1.3
Date: 2026-09-26
  Bugfixes:
    - Fixed multiplayer connection error (script-event-mismatch) caused by event handler and filter desync.
Version: 2.1.2
Date: 2026-09-26
  Bugfixes:
    - Fixed vehicle logistics enabling without logistic sensor installed.
    - Fixed manual logistics toggle being overridden when reopening vehicle GUI.
Version: 2.1.0
Date: 2026-09-26
  Compatibility:
    - Target Factorio version: 2.1
  Major Features:
    - Complete RTS Vehicle Control Overhaul:
      * Unified Remote Control tool compatible with all vehicle prototypes (cars, tanks, spidertrons, modded vehicles).
      * Intuitive selection box and direct right-click movement orders.
      * Command Queue (Shift + RMB): Chain sequential waypoints and multi-stop travel routes.
      * Cyclic Patrol Orders (Ctrl + Shift + RMB): Automated continuous patrol routing between designated points.
      * Convoy and Escort Dynamics: Follow-the-leader formation movement and long-range group navigation.
    - Unified Vehicle Separation Aura:
      * Smooth non-teleporting physics: Micro-pushes and drift vectors prevent vehicles from overlapping.
      * Zero teleport jumps: Natural separation and unjamming without visual stutter or game-breaking clipping.
      * Intelligent Reverse Maneuvering: Autonomous backward steering and redirection when encountering obstacles.
    - High-Performance Decision-Tree Pathfinding:
      * Direct Clear Path (<= 300 tiles): Instant raycast validation bypassing heavy pathfinder calls.
      * Gate Cluster Pathfinding: 3-stage gate cluster detection navigating vehicles through friendly gates.
      * Native C++ A* Fallback: Asynchronous engine path requests for long distances and complex terrain mazes.

  Combat:
    - Smart Enemy Sensor & Targeting System:
      * Independent per-weapon target filtering: Toggle target priorities (Units vs Spawners) per weapon slot.
      * Safe Nuclear Spidertron: Prevent self-destructive point-blank nuclear rocket fire by restricting launcher slots to enemy spawners.
      * Manual Shooting Override: Double-tap fire key ('C') temporarily grants full manual weapon aiming control.
      * Staggered Drum-Fire Cadence: Sequential multi-barrel weapon firing respecting weapon cooldown and warmup parameters.
      * Focus Target Targeting: Crosshairs indicate locked targets with dynamic leading calculation for projectiles.

  Equipment:
    - Onboard Vehicle Repair Bots:
      * Standard 2x2 and compact 1x1 mini modules repair vehicle hull using repair packs from trunk and grid power.
      * Fully balanced repair rate comparable to vanilla energy shields, scaling with Factorio 2.0 quality levels.
    - Autonomous Fuel & Ammo Sensors:
      * Automatic vehicle refueling from cargo inventory.
      * Autonomous restocking of suitable ammo categories into weapon magazines.
    - Logistic Network Integration:
      * Fully integrated personal logistic requests and auto-trash sections for vehicles parked in logistic network coverage.
    - Obstacle Cleaver Module ("Tree & Rock Cutter"):
      * Automated detection and laser incineration of obstructive trees and rocks directly on the travel path.
    - AI State Thought Visualizer:
      * Projected ground status rings rendering active vehicle state (Pathing, Moving, Unjamming, Target Lock, Idle).

  Accessibility & Customization:
    - Colorblind Accessibility:
      * Full palette customization for path lines, patrol routes, combat crosshairs, stuck arcs, and AI status rings.
    - Path Visual Customization:
      * Configurable line thickness, dash lengths, and rendering toggles for minimalist visuals.
    - Quick Remote Hotkey:
      * Triple-tap 'Q' with empty hand instantly pulls the AutoDrive Remote Control into player cursor.

  Balancing:
    - Realistic Impact Physics:
      * Removed legacy magic repair mechanics on vehicle collisions; hull damage strictly follows native Factorio engine physics.