Autopilot for the trucks of Heavy Trucks (Vanilla+): they drive themselves between truck stops following a schedule, like trains.
Mods introducing new content into the game.
Transportation of the player, be it vehicles or teleporters.
Augmented or new ways of transporting materials - belts, inserters, pipes!
Entities which interact with the circuit network.
....Mostly because my trucks arent takin the main road i set up.
Thanks for the idea! I'd rather not add a dedicated road tile: trucks already pick up the roads you build with the game's tiles. They need to be straight (along x or y, not diagonal), 5 to 12 tiles wide and at least 16 long, made of two yellow hazard-concrete lines, a strip of hazard concrete, or a paved street with something else on both sides. I'll look into a clearer in-game explanation. Could you send a screenshot of your main road? I'd like to see why it isn't picked up.
In my view, designating specific, dedicated paths would be a better approach. In production zones or other areas, paving tiles are often laid down; if this is not carefully planned, it can conflict with the pathfinding logic used by trucks. . Relying on the current method—where paths are defined simply by the placement of floor tiles—adds unnecessary complexity and can lead to unpredictable behavior. Introducing dedicated paths, by contrast, would make it much easier to identify issues and troubleshoot problems.Furthermore, it would be absolutely perfect if this project could incorporate a scheduling system—akin to Cybersyn-Project,utilizing trains for long-haul transport, trucks for mid-range transport, and robotic logistics for short-distance transport.
Thanks for the idea! I'd rather not add a dedicated road tile: trucks already pick up the roads you build with the game's tiles. They need to be straight (along x or y, not diagonal), 5 to 12 tiles wide and at least 16 long, made of two yellow hazard-concrete lines, a strip of hazard concrete, or a paved street with something else on both sides. I'll look into a clearer in-game explanation. Could you send a screenshot of your main road? I'd like to see why it isn't picked up.
Long slab of funny road from transport drones. That's what it effectively is. I see your trying to be elegant. Tbh that's better then god knows what the bad AAA devs do. I'll get you a image when I'm back home. Or if you want take this cursed thing. https://wormhole.app/vyW1AJ#FyguJ3jJ7rj48Y5oCQlAzw
In my view, designating specific, dedicated paths would be a better approach. In production zones or other areas, paving tiles are often laid down; if this is not carefully planned, it can conflict with the pathfinding logic used by trucks. . Relying on the current method—where paths are defined simply by the placement of floor tiles—adds unnecessary complexity and can lead to unpredictable behavior. Introducing dedicated paths, by contrast, would make it much easier to identify issues and troubleshoot problems.Furthermore, it would be absolutely perfect if this project could incorporate a scheduling system—akin to Cybersyn-Project,utilizing trains for long-haul transport, trucks for mid-range transport, and robotic logistics for short-distance transport.
Thanks for the feedback! Here's how the pathing actually works, which may clear up the worry about paving in production areas:
or road tiles from mods like Transport Drones, 5 to 16 wide.
A concrete slab under a factory is much wider than that, so it is never taken as a road. Paving in production zones doesn't interfere.
How roads are found: each map chunk is read once and the road stretches are joined into a graph. That graph is only updated when you lay or remove tiles, never while trucks are driving.
How a truck uses them: for trips longer than about 40 tiles, it looks for a road within about 100 tiles of itself and of its destination, then picks the route along the road graph. If such a route exists, it takes it, even if it's longer than going straight. It drives to the road, follows it on the right-hand side with rounded corners, and leaves it near its goal. Only the short bits to and from the road use the game's own pathfinder.
Without a road nearby, it simply drives straight to its goal with the game's pathfinder.
As for adding dedicated road tiles: that would go against what this mod is. It isn't a road-network logistics mod; it's a mod about trucks, and the autopilot is there so they can be automated like trains, with stops, schedules, interrupts and groups. Trucks are vehicles that can go anywhere, and roads are a help, not a requirement. Dedicated road tiles would turn it into a different kind of mod, and they would clash with mods that already do exactly that, plus the many others that add their own roads and paving. That's why the autopilot reads the tiles you already use, from the base game or from those mods, instead of adding its own.
Thanks for the idea! I'd rather not add a dedicated road tile: trucks already pick up the roads you build with the game's tiles. They need to be straight (along x or y, not diagonal), 5 to 12 tiles wide and at least 16 long, made of two yellow hazard-concrete lines, a strip of hazard concrete, or a paved street with something else on both sides. I'll look into a clearer in-game explanation. Could you send a screenshot of your main road? I'd like to see why it isn't picked up.
Long slab of funny road from transport drones. That's what it effectively is. I see your trying to be elegant. Tbh that's better then god knows what the bad AAA devs do. I'll get you a image when I'm back home. Or if you want take this cursed thing. https://wormhole.app/vyW1AJ#FyguJ3jJ7rj48Y5oCQlAzw
Thanks! Unfortunately the Wormhole link doesn't work: it says the upload didn't finish before you left, so the files can't be downloaded. Could you upload the save again (or to Google Drive / Dropbox, which don't expire so fast)? A screenshot of the road when you're home works too, especially if you mark the road they should take and where they're going.
Thanks for the idea! I'd rather not add a dedicated road tile: trucks already pick up the roads you build with the game's tiles. They need to be straight (along x or y, not diagonal), 5 to 12 tiles wide and at least 16 long, made of two yellow hazard-concrete lines, a strip of hazard concrete, or a paved street with something else on both sides. I'll look into a clearer in-game explanation. Could you send a screenshot of your main road? I'd like to see why it isn't picked up.
Long slab of funny road from transport drones. That's what it effectively is. I see your trying to be elegant. Tbh that's better then god knows what the bad AAA devs do. I'll get you a image when I'm back home. Or if you want take this cursed thing. https://wormhole.app/vyW1AJ#FyguJ3jJ7rj48Y5oCQlAzw
Thanks! Unfortunately the Wormhole link doesn't work: it says the upload didn't finish before you left, so the files can't be downloaded. Could you upload the save again (or to Google Drive / Dropbox, which don't expire so fast)? A screenshot of the road when you're home works too, especially if you mark the road they should take and where they're going.
The stupid thing is expecting my computer to stay up. I've been trying to get it to stay out but it's being a bloody pain. It seems that my computer doesn't like the 5+ GB peer to peer download. I'm going to cut it down by removing some older saves. That'll happen tonight tho so you'll most likely see it tomorrow. Or at 10PM EST.
I've get your point, thanks for your hard work. I'm just wondering whether to completely rewrite the independent code for this project, or to use the train framework and extract the pathfinding mechanism separately. If it uses the system train framework, is it possible to adapt to scheduling systems like LTN or Cybersyn? Sorry, I don't understand Lua or the principles of mods. Please forgive me if my Expression is incorrect.
I've get your point, thanks for your hard work. I'm just wondering whether to completely rewrite the independent code for this project, or to use the train framework and extract the pathfinding mechanism separately. If it uses the system train framework, is it possible to adapt to scheduling systems like LTN or Cybersyn? Sorry, I don't understand Lua or the principles of mods. Please forgive me if my Expression is incorrect.
https://wormhole.app/52voaN#1f3E9xfcfwCyjcN-17QZrQ dare. h.
also dont worry about it, i dont even understand how to actually code, despite going to school for it. My experience modding has litterally been taking someone else's work and fixing it.
One more thing, if you suddenly encounter stupid amounts of lag, blow up the tiberium harvesters. do NOT pick them up, they crash you if you do that.
Thanks for the save! At 5+ GB with that many mods it'll be hard for me to load it, so a screenshot of the main road would honestly help more: just the road, where the trucks are and where they're going. That's usually enough to see why it isn't picked up.
I've get your point, thanks for your hard work. I'm just wondering whether to completely rewrite the independent code for this project, or to use the train framework and extract the pathfinding mechanism separately. If it uses the system train framework, is it possible to adapt to scheduling systems like LTN or Cybersyn? Sorry, I don't understand Lua or the principles of mods. Please forgive me if my Expression is incorrect.
No worries, good question! The trucks are cars, not trains, so the autopilot is its own code: its own stops, schedules and pathing, built to look and work like trains. That's why LTN or Cybersyn can't drive them: those mods only work with real trains and train stops. Trucks do support circuit conditions, interrupts and groups, so a lot can be automated with the vanilla-style tools.
Thanks for the save! At 5+ GB with that many mods it'll be hard for me to load it, so a screenshot of the main road would honestly help more: just the road, where the trucks are and where they're going. That's usually enough to see why it isn't picked up.
DID I EVER MENTIONB I MAY HAVE A PROBLEM? Yeeeah..hweghehg....Anywys there'es the image. Ya da ze.
Thanks for the screenshot! I can’t tell the sizes at that zoom: the dark band is the Transport Drones road, right? How wide is it in tiles? Road tiles count up to 16 wide; a wider slab isn’t seen as a road, and diagonal parts aren’t either. Also, is the blue line drawn by you? When the truck window is open on the map, the autopilot draws its planned route in red. A screenshot with that red route showing would tell me exactly what it’s doing.
Thanks for the screenshot! I can’t tell the sizes at that zoom: the dark band is the Transport Drones road, right? How wide is it in tiles? Road tiles count up to 16 wide; a wider slab isn’t seen as a road, and diagonal parts aren’t either. Also, is the blue line drawn by you? When the truck window is open on the map, the autopilot draws its planned route in red. A screenshot with that red route showing would tell me exactly what it’s doing.
ok so when i finally get basck to ytou, ujhjerdfp9g bsrt8u9g brtpnhgbrwespigbrwmukumigb vlmhvm tsfmjutrlimujhlitubmw lubgvwluwgoiunbhnibuvvbgt evtegbn
im stupid. Blue line was drawn by me, it represents the red route....because LOOK AT ALL THAT RED GOD FU-
Yeah dark band of dedth is transport drones road. it's 4x4 for small truck transports and 12x12 for actual trucks to drive on. 12 wide and 4 wide by the way,
Not stupid at all, that helps a lot! 12 wide is fine: Transport Drones road tiles count from 5 to 16 wide. The 4-wide ones don’t, they’re too narrow. From your blue line, the truck does follow the band for a while, then cuts off diagonally. My guess is that where the 4-wide roads join the 12-wide one, the road gets broken up into pieces that don’t connect. I’ll rebuild a road like yours in a test (12-wide band with 4-wide branches joining it) and see where it breaks. If you can, a blueprint of the road around the spot where the truck leaves it would help a lot: just the tiles, no need for the whole factory.
Not stupid at all, that helps a lot! 12 wide is fine: Transport Drones road tiles count from 5 to 16 wide. The 4-wide ones don’t, they’re too narrow. From your blue line, the truck does follow the band for a while, then cuts off diagonally. My guess is that where the 4-wide roads join the 12-wide one, the road gets broken up into pieces that don’t connect. I’ll rebuild a road like yours in a test (12-wide band with 4-wide branches joining it) and see where it breaks. If you can, a blueprint of the road around the spot where the truck leaves it would help a lot: just the tiles, no need for the whole factory.
SAY. Will it work if asphalt is used as the main road while transport drone road is for the drones only?
also the blueprin t of onyl the road is below.
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
Really like this mod suite and am interested in this discussion. The dream of automating everything is a little closer!
I use Asphalt Roads Patched (https://mods.factorio.com/mod/AsphaltRoadsPatched) and Dectorio (https://mods.factorio.com/mod/Dectorio) for roadways. My main point of confusion is which tiles/mods are and are not supported? I'm trying out different materials, widths and distances apart. Sometimes they seem to work, sometimes not. Are there any debug commands I can use to tell if the vehicles are detecting and using various paths?
I'm also curious if Heavy Trucks: Autopilot will conflict or play nicely with Pavement Drive Assist Continued (https://mods.factorio.com/mod/PavementDriveAssistContinued) which is intended for manual driving. It includes concepts like stop signs and speed limits. It's not yet been updated for 2.1 so I haven't yet tested.
Thanks for the great mod!