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?] does not work

7 months ago

Error while running event autodrive::on_built_entity (ID 6)
autodrive/scripts/vehicle_functions.lua:120: attempt to index field 'vehicles_orig_color' (a nil value)
stack traceback:
autodrive/scripts/vehicle_functions.lua:120: in function 'store_orig_color'
autodrive/scripts/event_handlers.lua:1212: in function <autodrive/scripts/event_handlers.lua:1189>

7 months ago

Please try version 1.1.12!

7 months ago
(updated 7 months ago)

Now I can place car , but when I remove the car , i teleport to spawn , and also, when I used a lot of spider-trons, the game crashed --> Error while running event autodrive::on_spider_command_completed (ID 172)
autodrive/scripts/pathing.lua:546: bad argument #1 of 3 to 'remove' (table expected, got nil)
stack traceback:
[C]: in function 'remove'
autodrive/scripts/pathing.lua:546: in function 'remove_path_segment'
autodrive/scripts/event_handlers.lua:2202: in function <autodrive/scripts/event_handlers.lua:2187>

7 months ago
(updated 7 months ago)

and also, if use different types of cars, the game bugs but doesn’t crash
sorry for the inconvenience caused

7 months ago

Now I can place car , but when I remove the car , i teleport to spawn

if use different types of cars, the game bugs but doesn’t crash

Could you provide a saved game where this happens? I've used cars from other mods in my test and they behaved the same as the vanilla car/tank. Also, we don't teleport players, so I guess it's another mod that teleports you back to the spawn point. With a saved game, I could check which other mod is involved.

when I used a lot of spider-trons, the game crashed --> Error while running event autodrive::on_spider_command_completed (ID 172)
autodrive/scripts/pathing.lua:546: bad argument #1 of 3 to 'remove' (table expected, got nil)
stack traceback:
[C]: in function 'remove'
autodrive/scripts/pathing.lua:546: in function 'remove_path_segment'
autodrive/scripts/event_handlers.lua:2202: in function <autodrive/scripts/event_handlers.lua:2187>

Replacing line 546 of scripts/pathing.lua with the following should fix the crash:

  if state.path and state.path[1] then
    table.remove(state.path, 1)
  end

Just unzip the mod, edit the file, and restart Factorio to make sure that the game will use the unzipped (edited) version of Autodrive.

6 months ago

Please try version 1.1.13, this should fix the bug!

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