[QoL] Route Planner: More control over automated route construction

L. Vern

Warlord
Joined
Sep 5, 2022
Messages
123
Location
Ontario, Canada
Download Here
By: @L. Vern , @KungCheops
Special thanks to @gwennog and @jarcast2

A QoL modmod for controlling how automated workers construct routes. Requires VP EUI 4.6+. (Technically it still works without an EUI install but you won't be able to see anything as the plot highlighting is done through EUI :( )

Allows you to mark plots where automated workers won't build roads, priority construction plans where automated workers will prioritize constructing roads, and road plans, which help automated workers decide between equal distance connections.

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Any reason why this (and squads mod-mod) can't just be added to the base game? These are incredibly useful QoL improvements and are a no-brainer to install every time (unless you don't know they exist).
 
Any reason why this (and squads mod-mod) can't just be added to the base game? These are incredibly useful QoL improvements and are a no-brainer to install every time (unless you don't know they exist).

Largely from stability concerns. Having fixed the last of the outstanding squads bugs last week, I'm now pretty convinced there's no more major problems and it should work smoothly, and am working on integrating it to the community patch installer. This mod will probably go the same way if no problems are found when people start trying it out
 
I find a bug. If I set up a road plan on a road that has already been built and make an worker build using road route(Shift+Ctrl+R), the worker build the road on road again.
 
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I find a bug. If I set up a road plan on a road that has already been built and make an worker build using road route(Shift+Ctrl+R), the worker build the road on road again.
I've also noticed a few inconsistencies when using worker road route order
@KungCheops does that code take into account the road planner hints the same way as the full worker automation?
 
There is also a bug when developing a resource in forest or jungle. When 1 turn is left, I click develop and turn is added repeatedly. I think it is related to road bug mechanism.
 
An interesting idea - what if there's a new Build Action for workers that is "Build Route (Automated)". Works the exact same as Build Improvement but of course only builds your Road Plan exclusively?
 
An interesting idea - what if there's a new Build Action for workers that is "Build Route (Automated)". Works the exact same as Build Improvement but of course only builds your Road Plan exclusively?
If you use the "priority road" option, you should get something like this, since the workers should all prioritize those roads over everything else. But I appreciate all feature requests, maybe it can be added in the future. :)
 
I do use the priority road option and it's very useful. Here's an example of why this feature may be useful though: Let's say I have 6 workers. I'd like to automate all of them, but I want 4 to specifically focus on improvements, and I'd like only 2 to specifically focus on building my roads. It's a small use-case, but I think it would be very useful for making automation more focused.
 
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