Autodrive

by Pi-C

Car equipment for train avoidance, logistic network integration, circuit network connectivity, fuel refill, ammo reload, vehicle repair, radio control, enemy targeting, and gate control.

Content
2 months ago
0.17 - 1.1
2.98K
Transportation Combat Logistic network Circuit network

b FIXED: Autodrive does not know about multiple surfaces.

5 years ago

Hi there,
Love this mod, it's so fun to have 20 cars driving around behind you with enemy sensors killing anything in their path, so good!

However, with the Factorissimo mod (however it's spelt) when you enter a factory floor (or any other surface) the cars will attempt to navigate to the coordinates that you are at in the surface the cars are still in.

So, usually you enter a factory, and all cars will path to coords x=0, y=0 (or there's about).

Could you please add a check to see if the player has entered a different surface from when the cars originally were told to follow, and if the player did indeed switch surface they stop pathing?

5 years ago

Implemented in 0.1.16.

I don't tend to use Factorissimo, so testing this was a bit generic but seemed ok. Keep an eye on it...

5 years ago
(updated 5 years ago)

Dorfl, thanks for the fix.

Works a treat :)

5 years ago

Factorio 0.17.70 brought this change: "Added support to teleport car entity types between surfaces". The nice thing about teleporting is that it leaves the vehicle intact: vehicle health is preserved, as well as contents of ammo/fuel/grid/trunk inventories -- and most important: driver and passenger. This should work with the Follow Player sensor: if a car follows the player and player decides to go into a factory, you could teleport the car close to the player's position and repath from there.

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