TerraTech

TerraTech

Advanced AI
528 Comments
bongomeister Apr 21 @ 8:59am 
Setting one of my techs to 'harvest' mode completely cooks its pathfinding, anyone else have this issue? It doesn't seem to path towards resources at all, rather just moves forward until it hopefully hits a resource node, this usually results in them wandering off in a direction for kilometers and getting killed.
Legionite  [author] Apr 14 @ 1:07pm 
You can come to the Official TerraTech Discord to talk about this issue to defuse this issue.
To join the discord, go to the official TerraTechGame website on this game's Steam store page, click "Visit the Website" on the right-hand side bar, and follow the DISCORD link at the upper right corner.
On there you will find almost every developer who makes TerraTech as well as many others who can help you with your problems.
Legionite  [author] Apr 14 @ 1:06pm 
This is a big misunderstanding:
[h1]The Video[/h1]
The video is showcasing a VERY old build of Advanced AI (3 years ago!), back when it was called TACtical AI. It is still even called this on the DLL and internally! It worked on TTMM (TerraTech Mod Manager) which is a 3rd party mod launcher, like BepinEx. If you follow the links to 0ModManager and to it's requirement TTSMM , you will find them on the same exact forum .

The link in the video's description goes to TTMM, an older of TerraTech mod manager before it was officially supported by TerraTech and Steam. ( Obviously links in the comments section should not be trusted, those are likely trojans for all I know ) TTMM is now obsolete and will not work with the current version of TerraTech, but is left up for archiving purposes.
As you can tell the links in the video go to forum.terratechgame.com , a website under control of Payload Studios (the game developers themselves).
Legionite  [author] Apr 14 @ 1:04pm 
What happened to your PC that makes you think it is a trojan?
Throughout all my 4 years in modding TerraTech I have never had any complaints about the security of my mods.
:autoturret: Apr 13 @ 6:20pm 
To both creators people on youtube have taken your mod and make it a Trojan I almost fell victim
to it so if you could make a report it for copyright that would be great and if it's you making it a Trojan this will be reported to steam THANK YOU for taking the time to read this comment

VIDEO/GITHUB LINK: https://youtu.be/yf9qNIFgwA0 https://forum.terratechgame.com/index.php?threads%2Fterratech-mod-manager.17208%2F#post-121568 https://forum.terratechgame.com/index.php?threads%2Ftactical-ai-alternative-tech-ai.22135%2F
Spaghetti á la Factorio Apr 11 @ 10:27am 
would it help sending in the output log after a crash?
lowe_441 Apr 10 @ 4:50am 
My guns keep aiming down for no reason. is there a way to fix this?
Sidelingknave Apr 9 @ 1:48am 
I see, I'll have to test it myself then when I get back on tomorrow, thank you for clarifying!
Legionite  [author] Apr 9 @ 1:44am 
It should work on that kind of slope but I have not tested it myself.
Additionally the AI Tech should have good steering when driving forwards for best performance.

I would not be surprised if it could not make it up the slope properly, I don't know if I made the pathing resolution precise enough for that slope.
Sidelingknave Apr 9 @ 1:38am 
So it's a part of the terrain
Sidelingknave Apr 9 @ 1:37am 
No not that kind of ramp, im building mu first base up the ramp to the area for that one quest, the one where you have to take out a big turret that has shield generators protecting it
Legionite  [author] Apr 9 @ 1:32am 
Advanced A.I. replaces the vanilla pathfinding entirely to be able to path through dynamic obstacles and complex terrain as well as handling getting stuck.

They can path up terrain slopes smartly to some extent assuming the path destination isn't too close.

They do not path on other Techs , so bases that rely on Techs going on top of their own blocks will not work.
There is a workaround using the Multi-Tech AI to make the AI ignore collision checking but I would not rely on it.

The AI will drive around the base to reach the receivers and SCUs on the outside though.
Sidelingknave Apr 9 @ 1:21am 
Does this mod affect their regular pathfinding? Can the miners path their way up and down the ramp into my base?
I'm still new, can they do that already?
Legionite  [author] Apr 5 @ 7:37pm 
To find your Custom Enemy Population folder:
Go into Steam -> Library -> Home -> Right-Click TerraTech -> Properties... -> Installed Files -> Browse...

Focus on the newly opened window -> "Raw Techs" folder
Delete the files with the names of the Techs you think are causing the problem.

If you can't figure it out, just delete the entire "Raw Techs" folder and it will reset the enemy spawning system on next game startup
Legionite  [author] Apr 5 @ 7:33pm 
The AIs should not be able to spawn with missiles early game (unless you got missiles somehow or you have Ragnarok - No Limitations enabled)
Legionite  [author] Apr 5 @ 7:32pm 
Use boosters without props on the AI Tech and it will rely on boosters for flight. The AI will still try to conserve fuel when flying around so that it has a chance to regenerate for moments when it needs it the most, like combat.

There's still a chance the AI isn't using it properly but I haven't been able to recreate that issue on my end. Could you please link the problem Tech in question?
Alan In 4d Apr 5 @ 7:26pm 
Is there a way to get the "aircraft" techs to use Better Future boosters? I have a few techs that only fly if holding down the boosters and the AIs will only fire them in short bursts, is just something that isn't possible or do I just need to figure it out on my end?
RobloxRedDragon Mar 18 @ 6:30pm 
how do you remove techs from the spawn pool? its crashing my game and nothing will load
[DPDN] Leet Mar 7 @ 10:36am 
my current issue is there is Flying ai spawning early game that just hold down an area and missle the f out of me
ソヴィエツキー Mar 6 @ 10:56pm 
As soon as the AI ​​goes into escort mode, it starts shooting even though there are no enemy techs around. Can someone please fix this?
[DPDN] Leet Mar 6 @ 4:56am 
thanks for actively updating this!
xxkilersxx Feb 25 @ 6:31am 
just to know have waves of enemys that come to your base from time to time? (or tech)
Lunar Starbreaker Feb 17 @ 6:20pm 
it seems my own team no longer targets other friendlies. thank you for the updates :3
Couch_Lord_Xenos Feb 13 @ 6:22am 
so, I'm having an issue where my own anchored techs (I basically only have one base that I pack up and move around when not using it), will only attack my other player techs and will just ignore enemies, regardless of distance.
brokenmachine Feb 9 @ 3:07am 
Great work!! Happy to see my favorite mod back in action :)) Finally able to enjoy the game again.
Lunar Starbreaker Jan 31 @ 11:51am 
my own team anchored techs also fire at their own team and ignore the enemy unless the enemy goes closer, this is in a MP coop save, but i suppose this is not exclusive only to player team since in these base attack missions, the npt defenders actually fight their own base as you arrive xD
Mr Twister Jan 30 @ 7:11pm 
The turret is on the same team - belonging to the player
Mr Twister Jan 30 @ 7:10pm 
Another issue that I found today is that sometimes after respawnin in creative mode my own turret will start tracking and attacking me and its missiles are actually locked on on my tech
Legionite  [author] Jan 29 @ 11:01pm 
I have just pushed a mini-bugfix which should fix the "Hold Fire" issue - apparently it was a multiplayer-only issue that had eluded me for some time. I may have to look deeper into bug-fixing multiplayer (which might require help from other players!).

Other issues still persist, including trading stations having an icon of purple instead of orange.
Mr Twister Jan 29 @ 12:00am 
Thank you very much, I'm still playtesting and noticed improvements, however the issue of the moving guns depressed down on AI-cab techs belonging to the player still remains.
Legionite  [author] Jan 27 @ 10:47pm 
I have pushed a few fixes, I could not test it all but hopefully things work now
Mr Twister Jan 21 @ 2:55pm 
Will this important mod be updated please? At least partially broken in the latest 1.6.4.2 patch with some crashes, some inadequate behaviour and the tech guns depressed and tilted downwards.
BlazedUp Jan 21 @ 9:37am 
I have added a comment in Bug Reports aswell, my ally AI attack my mining structures and friendly tech constantly, rather than focusing on the enemy, anyone have any ideas how to fix it?
Max Shadow Jan 20 @ 3:42pm 
Is this mod broken? Enemy AI activates build beam every two seconds, so they don't move very far, and seem to be even dumber than vanilla...
Gabrielkoxxxx Jan 19 @ 3:21pm 
seems like it is working now
DarkSlayerEX Jan 17 @ 7:25am 
Thank you for a great mod, but could you please add a key bind for changing how to open the in-game wiki. I use backslash for other things, and It is conflicting horribly.
манго Jan 13 @ 10:07am 
Is this possible to increase the spawn-rate of the enemies?
BallinAndCantGetUp Jan 5 @ 7:51pm 
So, basically somehow you fixed the passiveness of everything post reloading a save, but now its back again, wha-
MrReaps Jan 2 @ 7:56pm 
just played it, seemed fine but i will definitely only use this late game when i have actual builds i can load it, early game tutorial was a much bigger pain
FOXZADA Jan 2 @ 5:38pm 
when i install this mod my weapons only shoot downwards
манго Dec 27, 2024 @ 5:53pm 
I love this mod, thank you for your work !
Reaper Dec 25, 2024 @ 10:23am 
it crashes when I try playing
Gabrielkoxxxx Dec 24, 2024 @ 3:23pm 
enemies don't attack me after loading the game, also after loading trade stations turns to purple team
Han_Lin Dec 23, 2024 @ 8:05am 
On December 24th, this mod performed well without any bugs and ran normally. Crazy pilots and terrifying giant vehicles have appeared in my game. Enjoy it
TheFrozenFlames Dec 22, 2024 @ 8:34am 
dont give up legionite I love you
Sinhnombreh Dec 10, 2024 @ 4:54pm 
The mod is either outdated or does not have or fulfill basic functions such as a base that defends itself, even though I have put everything as requested, it is unplayable to have a base and defend yourself, since the last time I used it, which was a year ago, it seems that it is now super defective, a shame.
BallinAndCantGetUp Dec 7, 2024 @ 7:10pm 
I figured out a way to get your AI to actually do something, any enemy techs present have to have been a player tech at some point, whether thats spawning one of your techs and turning it into an enemy or taking a naturally spawned enemy, turning it to player then back to enemy, thats the only way i can get them to fight
BallinAndCantGetUp Nov 30, 2024 @ 12:48am 
broken rn? this shit just got fixed, even though it wasnt much of a fix in the first place, it just made it somewhat functional, as in, reloading a save makes the AI completely inactive and broken
Mini Pyro Nov 29, 2024 @ 5:48pm 
I got the same error stop99 i think the mod is broken right now which is a shame
stop99 Nov 27, 2024 @ 7:37am 
I got this erro "on update host IA critical error()" any one know how to fix?