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
3 hours ago
2.0 - 2.1
9
Transportation Logistics Armor

Changelog

Version: 2.1.2
Date: 2026-09-26
  Changes:
    - Vehicle logistic sensor overhaul: vehicles without native logistics (cars, tanks) only enable personal logistics when the logistic sensor module is installed in their equipment grid.
    - Instant UI validation: toggling personal logistics on vehicles without a sensor immediately reverts the checkbox with audio feedback and cursor notification ("[item=autodrive-logistic-sensor] ???").
    - Preserved player settings: manual disabling of logistics on vehicles with a sensor is now fully respected and no longer overridden when opening or closing windows.
Version: 2.1.0
Date: 2026-09-26
  Compatibility:
    - Target Factorio version: 2.1
  Changes:
    - Added configurable speed limits for single vehicles and convoys (default 150 km/h).
    - Reorganized mod settings and grouped color settings into a dedicated section.
    - Factorio 2.1 engine prototype and lifecycle alignments.
Version: 2.0.0
Date: 2026-09-26
  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 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.

  Bugfixes:
    - Removed forced machine gun injection into AAI Hauler, preserving its non-combat cargo transporter role.
    - Fixed crash when indexing weapon prototypes without ammo categories.
    - Removed obsolete Factorio 1.1 API calls across all modules for full native Factorio 2.0 compliance.