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!
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
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.