[MOD 0.16] RoboTank

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smcpeak
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[MOD 0.16] RoboTank

Post by smcpeak »

Type: Mod
Name: RoboTank
Description: RoboTank is a tank that drives and shoots automatically, following the lead of a manually piloted commander vehicle.
License: MIT
Version: 0.3.0
Release: 2017-12-19
Tested-With-Factorio-Version: 0.16.5
Download: https://mods.factorio.com/mods/smcpeak/RoboTank
Introduction
RoboTank is a mod for Factorio. It adds
an entity called RoboTank that is like the stock tank except it will
follow and fight with the player. It is possible to build a squad of
RoboTanks that will stay together, attempting to maintain formation.
This is meant as an alternative to the somewhat monotonous "turret
creep" tactic.
Installation
Copy the release zip file (RoboTank_X.Y.Z.zip) into the "mods" subfolder
of the User Data Directory.
Then start (or restart) Factorio. It should then appear in the Mods
list available from the Factorio main menu, initially enabled.
Usage
First unlock the RoboTank technology. It requires Robotics, Tanks,
and Advanced Circuits 2 ("Blue Circuits") to be researched first.

Then create a RoboTank Transmitter and at least one RoboTank. Both are
found in the Combat tab of the crafting menu (even though the normal
tank is under Logistics).

Next, place a normal tank in the world. This will be the commander,
and you will drive it manually. Near the commander, place your
RoboTank(s). Where you put the RoboTanks in relation to the commander
matters, as they will remember it as their formation position.
Add fuel and ammo (bullets) to the RoboTanks.

Finally, put the RoboTank Transmitter into the inventory of the commander
and start driving it. The RoboTanks will drive themselves to stay in
formation and will automatically fire at enemy units and structures.

If you remove the transmitter from the commander, it ceases to be the
commander. The RoboTanks will halt and wait for another commander (tank
with transmitter in it) to come into existence.
Features
RoboTanks will try to avoid running into each other, with any other
vehicle, and with the player.

RoboTanks that become "stuck" will try to escape by reversing a
short distance and trying again.

You can get out of the commander tank and manually drive a wayward
RoboTank to help it get where it is going.

The logic has been fairly heavily optimized for speed. On my test map
with 40 tanks, RoboTank uses about 1ms per game tick when there is a
commander, and about 20us per tick when there is no commander. It is
fast enough to use on megabase maps.
Limitations
RoboTank collision avoidance is far from perfect. They will run into
each other and/or become stuck if you maneuver the commander too
aggressively.

This mod hasn't been tested with multiplayer. Moreover, there can only
be one commander (per force) right now.

You should only have one transmitter. Putting transmitters in multiple
vehicles will probably confuse the RoboTanks.

Gates do not open for RoboTanks. For now, it's best to assemble the
squad outside your walls.

There is currently no limit on transmitter range. Consequently, if you
make a RoboTank and forget about it, then later make a commander on the
other side of your base, the forgotten RoboTank might go on an inadvertent
rampage inside your base before you notice.
Links
Factorio mod portal page: https://mods.factorio.com/mods/smcpeak/RoboTank

Demo video on YouTube: https://www.youtube.com/watch?v=M64LyVkl6Ac
Attachments
RoboTank_0.3.1.zip
(50.87 KiB) Downloaded 103 times
RoboTank_0.3.0.zip
(50.45 KiB) Downloaded 97 times
Last edited by smcpeak on Sat Mar 03, 2018 12:58 pm, edited 1 time in total.
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numgun
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Re: [MOD 0.16] RoboTank

Post by numgun »

I encountered a mod conflict with the Raven airplane mod:

Image

Raven airplane has liftoff mechanics, meaning the aircraft must reach a certain speed to fly. As soon as I hit the lift-off speed, I got that Crash To Menu error.

maroder identified the issue:
Script of Raven destroy old entity and create new, which haven't collision. The error occurs because script of Robotank does not check if valid the entity before performing any actions with it.
Please fix, I'm loving this a lot and having a ton of fun.

Image

Battling a huge megahive with a squad of Robotanks makes me feel really happy as I get that epic feel of devastating hundreds of biters with glorious tank cannon firepower. The mod itself is excellently designed and works flawlessly, with all the extra details, like tanks backing up when getting stuck and being able to manually pilot them and even configure them to maintain formation.
  • I feel hollow after finishing a game of Factorio: THREAD LINK
smcpeak
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Re: [MOD 0.16] RoboTank

Post by smcpeak »

I'm glad you like the mod! I noticed this because of your YouTube comment (I don't know how to monitor Factorio forums). I just posted version 0.3.1 that should solve the problem. (I would reply on YouTube too but I get "failed to post comment" error now...)
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numgun
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Re: [MOD 0.16] RoboTank

Post by numgun »

smcpeak wrote:I'm glad you like the mod! I noticed this because of your YouTube comment (I don't know how to monitor Factorio forums). I just posted version 0.3.1 that should solve the problem. (I would reply on YouTube too but I get "failed to post comment" error now...)
Aye, I had noticed that there were no notification systems in factorio mods and saw many modders redirect discussions to the forums, so I took the shotgun approach to improve my chances.

But yeah, IT WORKS! :mrgreen:

Image

Thank you both for making the mod and pushing the update. I can now fly airplanes and roll with robotanks together.
  • I feel hollow after finishing a game of Factorio: THREAD LINK
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