Factokyo Drift

by Nepho

Arcade drift handling for the vanilla car. Hold the handbrake, or brake mid-corner, to break traction, hold the slide on countersteer, and lay rubber. Adds no vehicle of its own, and includes an optional absolute WASD steering mode that keeps the full drift model. Warning: multiplayer calculations might be buggy/very inefficient. AI disclaimer: everything in this mod was written by Anthropic's Claude.

Content
5 days ago
2.1
6
Transportation

Changelog

Version: 0.3.0
Date: 2026-08-17
  Changes:
    - The handbrake is now a genuine held key: it brakes and keeps traction broken
      for exactly as long as you hold it, instead of pulsing for a fixed duration.
      Factorio only reports mod keybinds as presses, so the handbrake now reads one
      of the game's own controls, which are exposed as state a mod can read every
      tick.
    - New per-player "Handbrake input" setting choosing which control that is:
      Shoot enemies (space, the default), Shoot selected, Mine, Pick up items, the
      brake key, or the mod's own keybind as a tap. Each is an ordinary Factorio
      control whose key is rebindable in the game's control settings, so the
      handbrake no longer has to share space with shooting.
    - New /fkd-inputs command showing a live readout of every one of those controls
      while driving, to find one that suits.
    - New "Minimum drift speed" map setting, default 25 km/h. Below it the handbrake
      only brakes and will not break traction, so low-speed manoeuvring no longer
      turns into a slide, and a held drift ends by itself as the car slows.
    - The mod no longer adds a drift car alongside the vanilla one. The drift model
      works on the ordinary car, so a second vehicle was just clutter. The drift car
      is now created only when the vanilla car is absent, derived from whatever
      car-type prototype exists, with its recipe and technology unlock copied from
      that donor.
    - "Vehicles with drift handling" is now "Car only" or "All cars". Existing saves
      will reset this setting to its default.
    - The mod's own handbrake keybind is unbound by default, so it cannot
      double-trigger with the control the handbrake is riding on.
Version: 0.2.0
Date: 2026-08-17
  Features:
    - Steering mode now has a shortcut-bar button, next to Copy and Undo, which
      lights up while absolute steering is active. It replaces the /fkd-mode
      command; the keybind still works.
    - New "Top speed" map setting, a speed limiter for drift-handled vehicles,
      defaulting to 70 km/h. Drifting reads much better a little slower than
      stock. Set it to 0 to remove the limiter.
    - New "Handbrake braking" map setting.
  Changes:
    - The handbrake now brakes. It also overrides the throttle while engaged, so
      holding the accelerator no longer cancels it, and pulling it in a straight
      line brings the vehicle to a stop. Its braking fades as a slide develops, so
      initiating a drift no longer costs most of your speed.
    - Handbrake window shortened from 50 ticks to 40.
  Bugfixes:
    - Fixed a slide being able to put a vehicle into a lake, where it could neither
      drive nor be climbed out of. Terrain was being tested against a hand-picked
      list of layer names, and a car's collision mask contains no water layer at
      all -- water blocks cars because the water tile declares the "player" layer.
      Terrain is now tested against the vehicle's real collision mask, which also
      handles shallow water, lava and modded tiles correctly.
    - A slide's destination footprint is now re-checked after the move and the move
      undone if any of it landed on impassable terrain.
    - Added a recovery path for vehicles already stranded on impassable terrain:
      when a vehicle is not moving, has its centre on terrain it cannot cross, and
      has no room to put its driver down, it is teleported to the nearest solid
      ground. A vehicle merely nosed into a shoreline is left alone.
    - Multiplayer: a player who logs out mid-drive left a stale riding state behind,
      which kept their vehicle being driven by input nobody was giving.
    - Made collision-mask iteration order-independent so it cannot vary between
      clients, and sorted /fkd-info output.
Version: 0.1.0
Date: 2026-08-17
  Features:
    - Drift handling for the vanilla car and for a new craftable drift car. Break
      traction with the handbrake (SPACE) or by braking into a corner, hold the
      slide on countersteer, and the vehicle settles at a stable drift angle
      instead of spinning.
    - Absolute WASD steering mode, which picks a compass direction rather than
      steering relative to the nose, with the full drift model intact. Flicking
      more than 90 degrees away from the current heading breaks traction.
    - Drift car: lighter and more powerful than the car, with no mounted weapon.
      Unlocked by Automobilism.
    - Tyre marks, tyre smoke and a screech while sliding.
    - A per-player readout with speed, slip angle and a drift score.
    - Keybind to toggle steering mode, plus /fkd-mode and /fkd-info commands.
  Info:
    - Handling is fully configurable from map settings and can be changed mid-game.
    - Vehicle steering keeps vanilla acceleration, braking, reversing, friction and
      fuel use; only the sideways behaviour is new.