Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Version: 0.1.20017
Date: 2026-10-21
Features:
- Add a per-player debug option to compare a green, visual-only cubic Bezier curve with the magenta driving reference. Certify its control hulls against the usable path corridor, join straight legs with zero endpoint curvature, and retain original legs when smoothing cannot be certified. Bound preview input and work and label incomplete previews. This local preview does not optimize driving time or control movement.
Changes:
- Reduce the trajectory refinement cap from 40960 to 32768 work units. Reject smaller caps that slowed or failed generated terrain routes in native tests.
- Rank certified bend and terminal refits using a bounded estimate of vehicle turning and braking time, retaining a better earlier stage. Reuse a better curve when a larger allowance is applied to the same raw route, including identical fresh pathfinder results.
- Save committed references with their goals so cache collection, save/load and late joins do not change curve selection; live fuel and power changes still update speed limits. Reproject obsolete saved progress anchors.
- Combine source-distance accumulation with duplicate/straight-node collapse and avoid redundant interpolation on exact straight paths.
- Skip repeated braking-limit binary searches when the turning ceiling already binds or is directly permitted by the conservative stopping-distance model.
Version: 0.1.20016
Date: 2026-10-18
Compatibility:
- Support Factorio 2.0 alongside 2.1, with a separate release for each.
- On Factorio 2.0, Hovercrafts 2.0.x in New drift mode is not supported: a reversing hovercraft may not stop, and pathfinder routes can be abandoned. Off and Old drift work.
Features:
- Refit neighboring bends to reduce peak curvature and total squared curvature within the original path margin. Use gentler approach corrections to avoid extra braking, and let the final curve stop at the exact destination without forcing the last waypoint heading. Keep the existing curve whenever a replacement cannot be certified within the work budget.
- Add optional colored path-margin and smooth steering-reference overlays, plus a paused route preview that recalculates when margins change. Existing previews stay paused until a fresh movement command.
- Plan steering and braking along the same rounded vehicle route, using braking force, weight, friction and turning rate to slow for corners, heading corrections and the destination, forwards and in reverse. Keep rounding inside the recorded path clearance, reserve room for the rotated body and tracking, and retain explicit waypoint steering when clearance is zero or unknown.
- Take corners on a racing line that swings out to the far side of the cleared corridor before and after the corner and cuts in at the apex, roughly doubling the turning radius of a curve that only cuts the inside. Corners the pathfinder cut into 45-degree steps are taken the same way.
- Smooth a lane shift round an obstacle, two opposite corners joined by a short leg, into one wide curve across the corridor, instead of slowing for each corner. Every such curve is checked against the original path within a fixed work budget.
- Plan tank cornering with the turning rate measured for its fuel and powered exoskeletons, and braking with the strength measured for the fuel's top speed bonus. A last item of fuel only counts while it holds twenty seconds of full throttle, so running out cannot leave a vehicle too fast for its brakes.
Changes:
- Reduce temporary tables and repeated engine reads during vehicle control, path projection, shortcut checks, clearance certification and curve drawing. Share a fresh vehicle model within each movement update while continuing to read live fuel, friction and equipment power on later updates.
Bugfixes:
- Score bend replacements using the actual radii of their surviving arcs, including when a negligible correction arc is omitted. Reproject saved curve progress after the construction change.
- Share a deterministic work budget across curve refinement, counting rejected construction attempts as well as clearance checks. Avoid repeated bridge searches and speed up clearance proofs while preserving their safety checks and driving performance. Required processing of very large paths still grows with their length.
- Avoid braking again for an already accepted corner on zero-margin routes, and control tight explicit corners every tick. Keep the existing corner speed limits and path clearance.
- Ignore missing or invalid movement entities when drawing debug overlays.
- Stop a vehicle slowed for a tight turn from being taken for stuck, which could repeat stuck recovery forever. A vehicle that is still moving has as long as one and a half turning circles take; a target beside a stopped vehicle is turned towards by creeping forward; and a waypoint under the vehicle's own body counts as reached.
- Never cut a vehicle's speed by more than one tick of braking. At longer update intervals, a vehicle braking towards its limit is controlled every tick instead, so it no longer lurches to a crawl as if it had hit a cliff.
- Request routes with the neutral force so rocks, trees and buildings are obstacles from the first request. Reject any returned route that still requires destruction with "No path found", without requesting a second path.
- Stop cars and characters from skipping corners near the start of a route, or while stopped, and driving into the obstacle the path goes round. A waypoint inside the arrival radius is now consumed only once it has been reached or passed, including by the movement observed over a single tick, or when the straight line to the next waypoint stays within the clearance the pathfinder checked for that path.
- Steer every tick while the next update could overshoot a corner, the destination, or a waypoint whose passing cannot be proven from straight-line movement, instead of treating possible travel as progress.
- Control vehicles every tick while one update of turning or acceleration could carry them past the heading or speed they need, instead of overshooting into walls at longer update intervals.
- Correct both directions when a character walks towards a waypoint that is off in both, instead of only the larger one, which could trap fast characters crossing back and forth over the waypoint's line.
- Judge shortcuts against the margin each path was requested with, so changing a margin setting cannot widen the clearance of existing or pending paths. Paths saved by older versions are requested again.
- Continue to the final destination in the same update after a backlog of passed waypoints is drained at long update intervals, instead of steering towards a waypoint beside the vehicle until the next update.
Version: 0.1.15
Date: 2026-10-15
Features:
- Add a per-player "Disable on arrival" setting that turns Click2Move mode off after the last queued destination is reached.
- Draw routes and numbered destinations on the map when remote view is zoomed out.
Changes:
- Spidertrons finish where their autopilot stops instead of within the vehicle proximity radius, and a spidertron remote command now takes over from Click2Move.
- Detect flight from any armor that provides flight instead of only the base mech armor.
- Translate the "No path found" message.
Bugfixes:
- Preserve newer Spidertron destinations and follow orders during route completion, cancellation, disconnect cleanup, and upgrades from older saves.
- Rebuild destination markers for active flying routes when updating the mod.
Version: 0.1.14
Date: 2026-10-11
Features:
- Consume multiple already-passed waypoints on straight path sections using observed character and vehicle motion, including exoskeleton movement and Hovercraft drift.
Changes:
- Bound waypoint advancement per update and preserve pending motion evidence across save/load while retaining turns and final destination checks.
Bugfixes:
- Check character arrival every tick near the destination to prevent overshooting at larger update intervals, including powered mech armor flight.
- Cancel stale routes and pending requests when the movement entity changes physical surface.
- Ignore car passenger commands and clear routes on driver handoff without overwriting the new driver's input.
- Choose the correct diagonal walking direction when horizontal and vertical distances are equal despite floating-point roundoff.
Version: 0.1.13
Date: 2026-10-01
Bugfixes:
- Keep braking at vehicle destinations until speed and scripted drift settle before advancing queued goals.
- Handle Hovercrafts 2.1.4 New-mode braking impulses that cross zero or restart movement near rest.
- Approach farther inside the destination radius after stopping short or overshooting to avoid repeated stops at the edge.
- Account for harmless quantized Hovercrafts New-mode drift jitter when checking that a vehicle has settled.
- Allow manual vehicle takeover in normal view while preserving movement during remote-view panning.
- Preserve active routes and pending requests across save/load and configuration changes.
- Clear all queued character destinations on manual takeover without interrupting remote-view panning.
- Preserve flight queues and recompute ground paths after landing.
- Measure stuck detection and recovery in game ticks and correct perpendicular character slides.
- Recompute affected queued paths after a failed leg and stop input during disconnected-player cleanup.
Changes:
- Limit path prefetching, reuse persistent path rendering, and cache player settings.
- Check Lua syntax, regression tests, and runtime packaging before publishing.
- Package only an explicit allowlist of runtime files and preserve curated release notes.
Version: 0.1.12
Changes:
- Update compatibility requirements to Factorio 2.1 and base 2.1.
Version: 0.1.11
Bugfixes:
- Disable friendly entity destruction for all path requests.