Robot Army


Manufacture and deploy automated robot soldiers to attack your foes and defend your factory!

1 year, 10 months ago
0.13 - 1.1
30.3K

g Pathfinding Help

2 years ago

Thanks for the great Mod! I got tired of my robots getting ran over by my trains, so I built a railroad crossing for them (and maybe for myself). They either try to go around (even if I extend the wall) or just get stuck trying to get through the solid walls. Sometimes they are able to make it across if I stand by the door and hold it open. I'm not sure there is anything you can do since you use the vanilla biter pathfinding. Here is a link to the blueprint: https://fbe.teoxoy.com/?source=https://www.factorio.school/view/-K_VpUtsGAlQeBuZ1oez

2 years ago

hello! glad you like the mod. Yes it's a shame the biter pathfinding is so terrible. In the in-progress v5.0 available on Github on the unstable branch is an update to the units so they can open the gates themselves, but overall the pathfinding is still difficult around complex structures and walls get them messed up sometimes.

I think their 'cost' for pathing through a gate might be high, but i'm not sure.

get v5.0 unstable build here: https://github.com/kyranf/robotarmyfactorio/archive/refs/heads/Unstable.zip

make a robotarmy_v5.0 folder in your mods folder and put those source files in there and it should work. I recommend making a copy of your save game, and removing robot army (it will remove all your existing robot army buildings and units) and then add v5.0 to that save game and try it out. if it works better for you, make that your new main copy of the game. Note that the basics for deployment have changed, you just insert any type of robot to the assembler building now and it will spawn them, no need to set a recipe. Attaching a settings module by circuit wire to the assembler (each one uniquely now) allows you to configure that assembler's units behaviours directly. There is no more global settings (other than the fact there's a global default)

New response