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

b Pathfinding quirks

12 days ago
  1. Vehicles queue routes with excess zig-zags, often ending with driving onto the train tracks
  2. when pathfinding, vehicles treat non-passable entities and elevated rail supports as if they were passable, actively trying to ram through them, sometimes in ways that indicated not accounting for the size of their hitbox, other times the opposite, just not "caring"
  3. Vehicles don't take deceleration time while finishing up catching up to the rest of the convoy, especially harmful with tanks due to their high ram damage. especially harmful during corners where vehicles bunch up, don't anticipate the deceleration and often damage multiple convoy members, often destroying them.
  4. auto-target filters cannot be copied and pasted, making large attack-squads tedious to set up
  5. vehicles sometimes damage open gates whilst driving through them as a convoy
12 days ago

Hi, thanks for the bug report!
1. Route generation is handled directly by the base game engine. My past attempts to manually tweak or override pathfinding usually introduced way more bugs than they solved.
2. I’d really appreciate more details on this — what specific entities or obstacles (aside from elevated rail supports) are vehicles ignoring or trying to ram through?
3. I did notice something off on turns, but couldn’t pinpoint the exact cause — thanks for sharing your observations! Speed control in convoys is quite complex, but I'll look into calculating braking distances (likely based on vehicle weight/momentum). Also, keep in mind the mod is currently an MVP, and I’ll keep polishing it until it feels right.
4. Copying settings via Shift + Click was already planned, but since you mentioned it, I’ll bump its priority up.
5. This one is tough. The path through gates is picked by the game's native pathfinder; forcing straighter angles manually would cause massive lag spikes (path calculations taking 10+ seconds). As a possible workaround, I might try slowing vehicles down while they traverse gate segments. I'll figure something out.

12 days ago

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).

Hey, I think I've got something for you =)

I have done thorough testing and hope I have not missed any bugs.

11 days ago

neat :)

regarding details towards the second bulletpoint, the ones I saw most commonly were fluid tanks and substations, although those are the ones I remember as of right now

11 days ago

Thanks, I'll check this out.

7 days ago

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.

hey. the latest update should fix your issue with rail ramps and supports - I removed an old legacy workaround that was causing it and polished up the pathfinding overall. Thanks a lot for your bug report, it was super helpful!

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