Let a trained reinforcement learning model drive your car or tank along dynamic paths. Pick a destination in the world or on the map, and take over anytime with the movement keys.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Version: 0.10.0
Date: 2026-11-10
Features:
- Every trip is planned as one route to the destination before the vehicle sets off,
instead of a chain of short sections. Long trips no longer brake while the route ahead
is still being planned, the route no longer turns back on itself at a section change,
and trips that used to stall or end "unreachable" on Vulcanus now arrive.
- Retrained driving model that looks further ahead: it sees obstacles up to 96 tiles away,
the route 64 and 96 tiles ahead, how tight the route is at each point and its own
stopping distance. It hits rocks and cliffs about half as often on long Vulcanus trips
and backs up less after a hit.
- Cars follow a speed limit worked out from the route ahead: they slow down early enough
for sharp turns and for corners beside rocks and cliffs, and keep full speed on open
ground. This replaces the fixed 130 km/h limit for cars on Vulcanus and applies on every
planet. On long Vulcanus trips fast cars now almost never hit anything at speed.
Changes:
- Planning a long trip takes a few seconds before the vehicle starts.
Version: 0.9.0
Date: 2026-11-09
Features:
- Drive on Vulcanus, Gleba and Fulgora. Lava and deep lakes block the way, wetland and oil
ocean are slow ground, and demolisher territory is avoided like nest surroundings.
- Routes weigh slow ground by travel time.
- Retrained driving model covering the three planets as well as Nauvis, trained also on
long trips, near-collisions and getting unstuck. It keeps more room around rocks, cliffs
and trees and hits them much less often.
- Routes keep a margin around obstacles instead of hugging them.
- Cars on Vulcanus coast instead of accelerating above 130 km/h, where its open plains
otherwise let fast fuel outrun what the model can see.
- A vehicle pushing against a cliff or rock without moving tries driving straight, then
backing off in each direction, instead of repeating the blocked maneuver.
Bugfixes:
- Fixed a script error when a route reached ungenerated terrain.
- Fixed trips stalling at a destination beside a tree, plant or rock: guidance no longer
loops back through an earlier route section, and arrival is detected there.
- Fixed trips through cliff mazes ending as "outside-route-region": a route that runs along
the edge of its planning area is planned again with a larger area.
- Fixed winding trips timing out: the time limit now follows the route length estimate,
not the straight-line distance.
Version: 0.8.0
Date: 2026-11-06
Features:
- Vehicles wait before a level crossing when a train could reach it before they are across. Automatic trains are predicted from their path, manual trains from the track ahead.
- Parked trains are obstacles in route planning. The route is updated when a train parks or leaves.
- Trains near the vehicle appear as obstacles in the driving model's input.
- New per-player setting "Avoid train tracks": routes go around ground-level tracks where a nearby detour exists, and cross them only when needed.
Changes:
- Waiting for a train does not count toward the trip's timeout or stall limit.
Version: 0.7.2
Date: 2026-11-04
Changes:
- Movement keys only take over in the normal world view, not in map or remote view.
- Player buildings that block vehicles are now hard obstacles in the driving model's input and route planning.
- Any other entity that blocks vehicles, from any mod and of any type (including non-rock simple entities), is a hard obstacle too.
- Buildings that other mods place or remove without an event are noticed near the vehicle within a second, so the car drives around them.
- Rotating, flipping or cloning a building, and placing or removing landfill, update the obstacle map during a drive.
Version: 0.7.1
Date: 2026-10-28
Changes:
- Rename the mod to Factorio Autodrive.
- Hide diagnostic lines by default. Enable them in per-player mod settings.
- Remove the isolated engine verification runner from the gameplay mod.
- Include installation and control documentation in the release package.