Name: Programmable Warfare
Description: Program and control autonomous units using zones and circuit conditions. Can be used for base navigation, patrols, base assault, and more advanced applications.
Concept/ Main features:
- There is a 'smart' vehicle unit that you can place, by default it's just a normal vehicle but with a unit controller structure it's movement can be automated.
- A Unit Scanner structure can get the properties of a smart unit (or the player) such as position, speed, health, etc... these values are returned as circuit network signals.
- A Unit Controller structure can give a specific unit commands, such as [angle + speed], [x,y offset to set angle and speed], or [x,y tile position which used biter move-to AI]. The biter AI is good out in the wilderness but derps out in the base so using angle + speed is better there.
- A Zone Planner tool allows you to mark areas with colours and patterns.
- If a unit is on a zone then the zone is returned as a property, so you can change a unit's behavior based on their zone.
- A Zone Scanner structure can return the position of a 'nth' zone tile, so you can do things like... direct a unit to the most recently placed red zone tile. (for attacks an such).
- A Zone Controller structure can add or remove zones at a location based on the circuit input.
- A Tile Scanner structure can return the entities at a location, including enemies, so you can use it to scan for enemies.
- A Vehicle Deployer structure can deploy any car-type vehicle (i.e. not a train). This can be used to deploy you programmable smart-vehicle armies.
- Have units move to the player
- Have units follow complicated paths, like a race track.
- Have unit move to zones, such as the most recently placed zone of a type, or a specific zone tile.
- Have a unit follow another unit to make a convoy or squad.
- Have a unit return to a specific zone if it has low health.
- Lots of other stuff if you want to get clever with the circuit network.
- Mark a search or attack zone and removed tiles from the zone as units get there so they can clear it out.
- Automatically scan tiles for enemy spawners and add zones to those tiles (so units can attack there).
- A dedicated Enemy scanner / radar to find enemy bases more easily.
- More zone types.
- More unit types.
- Unit Deployment Structure
- Save signal data to units?
- Save signal data to zone types?
- Deploy units with preset signal data defined by the deployer?
- It's probably buggy and I expect it to have performance issues if you scale things up. Basically I've thrown this together over a few days as a proof of concept so it's far from an alpha state. Also.. I have never made a proper factorio mod before and don't really know LUA. Your save will probably get messed up, you have been warned.
- The unit component of the unit-vehicles keeps looking around when I don't want it to. I can't seem to find a way or properly controlling things of the 'unit' type so I've had to make a weird hybrid.
- The units and structures don't have proper costs and aren't tech-locked.
- The vehicle component is unfinished because i'm having issues maintaining stored energy when swapping vehicles, making the unit component actually use ammo, etc. If anyone can give some advise on how to accomplish these things that would be appreciated.
- I'd like to know if there's much interest in a mod like this?
- The amount of control you have is at the cost of ease of use, it's a LOT more complicated than robot army, but the potential for customization is greater than anything else I can thing of.
- How many people are comfortable enough with the circuit system to be able to actually put something working together?
- Is there a requirement for preset blueprint or blueprint strings for 'getting-started-setups' ?
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