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

g [Pending] dirt path compatibility?

1 year, 6 months ago

I was wondering if it would be possible for this mod to work with the dirt paths mod (https://mods.factorio.com/mod/Dirt_Path)? tried it in a game and remote or any ai vechiles dont create a path like player driven ones.

1 year, 6 months ago

I was wondering if it would be possible for this mod to work with the dirt paths mod (https://mods.factorio.com/mod/Dirt_Path)?

Thanks for the idea! I've just added a custom event that will be raised in on_tick whenever Autodrive has moved at least one vehicle. Now "Dirt Path" and friends must subscribe to the event and add some code to respond to it. I'll send Mylon a preview of my WIP version, so they can work on an update.

tried it in a game and remote or any ai vechiles dont create a path like player driven ones.

Nothing unexpected about this! Dirt Path reacts to defines.events.on_player_changed_position and will use the position of player.vehicle if the player is riding in a car. The specialty of Autodrive, AAI, etc. is that vehicles can change position even if no player is inside. There is no way that Dirt Path etc. could know that the position of such a vehicle is changed, so they can't mark their paths.

1 year, 2 months ago

Version 1.1.6 is ready for this. Now it depends on the author of Dirt Path to support the new custom events. I've already sent a patch …

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