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


Deprecated and replaced by a new mod Vehicle -_- RTS Controls https://mods.factorio.com/mod/vehicle-_-rts-control

Utilities
15 days ago
2.0 - 2.1
344
Transportation Logistics Combat Armor

g Scripting

a month ago

Awesome mod! Can I drive this from my own mod? So from lua call into your mod to drive vehicles from A to B?

a month ago

If briefly, yes, I plan to add an interface.

Thank you, I'm glad you like the mod. I've put a lot of effort into it, and my inner perfectionist still won't let me rest.

To keep the codebase clean and simple, I've split the mod into several smaller mods, each containing the logic for individual modules that are unrelated to vehicle control. This series of mods uses the following naming prefix: vehicle-_-mod-name

The main mod responsible for vehicle control is now Vehicle -_- RTS Control.
https://mods.factorio.com/mod/vehicle-_-rts-control

I've already done a lot of refactoring and code cleanup, as well as optimized many parts of the code. However, a few minor issues still remain, and I'm still working on fixing them.

Yes, I've also considered adding an interface that would let you issue commands to vehicles to move from point A to point B. I'll add this feature after the release, once the new set of mods is ready.

a month ago

Brill :D I am starting work on a city supervision overhaul for factorio, where you act more as an RTS project manager, and then some parts of the factory grow procedurally. I was hoping to be able to have some of the citizens drive their own vehicles within or between zones, and form defence parties and things like that, which requires scripting of waypoints. I would really rather not reinvent it myself if it can be avoided. Think a delivery truck dropping off household provisions to multiple homes, or a trash wagon collecting trash from homes. Or citizens commuting from home to a tram to the factory area. It's all very WIP but it kind of seems like your mod has tackled a lot of things that I otherwise would have to roll anew, or get by dismantling AAI vehicles.

a month ago

If we're talking about vehicles driving on roads or other priority surfaces, my mod doesn't have that functionality, and I consider it a rather complex task from an optimization standpoint

a month ago

Your idea sounds crazy )))

a month ago

I'll see what can be done, maybe some ideas will come up

a month ago

Klonan's transport drones covers vehicles pathing exclusively on dedicated surfaces. So I think I can get some of what I want with a reskin of that. But for general vehicles driving to arbitrary places I need something else. Cheers!

3 days ago
(updated 3 days ago)

New response