License
You may copy, distribute and modify the software as long as you track changes/dates in source files. Any modifications to or software including (via compiler) GPL-licensed code must also be made available under the GPL along with build & install instructions.
Long description
Long description
https://forums.factorio.com/forum/vie ... 54&t=13862
I made this mod for a new series I started & I really wanted to see how having pocket bots at the start would affect game play. I've changed it to give a choice of two starts, normal & fast.
For the normal start, the following are added to your inventory at the start of freeplay game:
The following techs are researched if fastStart = true:
military
automation
logistics
Pictures
Pictures
Version history
Version history
1.0.4 (2015-10-29): Updated for the 0.12.11 Changes, tested on 0.12.15
1.0.3 (2015-7-29): Removed automated-construction from tech research on fastStart & added a new technology to be researched by default.
1.0.2 (2015-7-28): Added 8 iron plates to basic start
1.0.1 (2015-7-26): Changed it to include a basic start
1.0.0 (2015-7-21): Initial Release
Re: [MOD 0.12.x] Pocket Bots Start v1.0.1
Posted: Mon Jul 27, 2015 4:10 am
by vampiricdust
After thinking about it, I figured some may prefer a basic start & have the pocket bots, so I've added an option to enable more stuff & tech research. You'll have to modify the control.lua, line 2 where it sets fastStart = false to fastStart = true if you want them.
It makes the start of game so much more friendly for quickly setting up a new factory.
Re: [MOD 0.12.x] Pocket Bots Start v1.0.1
Posted: Mon Jul 27, 2015 7:15 pm
by madac83
Nice, I have been wondering when you were going to put this up. Thank you and keep up the good work sir.
Re: [MOD 0.12.x] Pocket Bots Start v1.0.1
Posted: Mon Jul 27, 2015 7:59 pm
by rinaf
i just started testing it and im a bit annoyed to be forced to mine 4 iron without a pickaxe :/
Re: [MOD 0.12.x] Pocket Bots Start v1.0.1
Posted: Mon Jul 27, 2015 11:35 pm
by vampiricdust
rinaf wrote:i just started testing it and im a bit annoyed to be forced to mine 4 iron without a pickaxe :/
I'm sorry about, I didn't think about. I'll make sure to add the standard starting iron and get it uploaded when I get home.
Re: [MOD 0.12.x] Pocket Bots Start v1.0.1
Posted: Mon Jul 27, 2015 11:40 pm
by vampiricdust
rinaf wrote:i just started testing it and im a bit annoyed to be forced to mine 4 iron without a pickaxe :/
I'm sorry, I didn't think about that. I'll make sure to add the standard starting iron and get it uploaded when I get home.
Re: [MOD 0.12.x] Pocket Bots Start v1.0.2
Posted: Tue Jul 28, 2015 8:58 am
by vampiricdust
Alrighty, got it updated. Should give 8 plates to make a pick.
Re: [MOD 0.12.x] Pocket Bots Start v1.0.2
Posted: Tue Jul 28, 2015 1:59 pm
by Lonewolf
Awesome, really like this idea
Thank you
Re: [MOD 0.12.x] Pocket Bots Start v1.0.2
Posted: Tue Jul 28, 2015 11:42 pm
by lordfwahfnah
hey, awesome mod
i just seem to be unable to use the blue-blueprint. i can copy buildings into the blueprint, but i cant paste it on the ground so my bots build it up.
not sure if its a problem with THIS mod (got other mods installed) but i have no other mods interfering with the blueprints so...
Re: [MOD 0.12.x] Pocket Bots Start v1.0.2
Posted: Wed Jul 29, 2015 10:50 am
by vampiricdust
Oh, I know. I removed the research tech for the default which makes blueprints unusable in the normal start..... hmmm. I'll need to modify it to enable ghost usage either way then I don't need to research blueprint tech automatically. Let me get on it.
Alrighty, 1.0.3 uploaded & this problem has been fixed by adding a new tech called Pocket Bot Planning that is researched at the start. If you place a lab or have one placed, the research can be done for free, only takes a second of time to do.
Re: [MOD 0.12.x] Pocket Bots Start v1.0.3
Posted: Fri Jul 31, 2015 3:02 pm
by Lonewolf
Hi. Tried to start a new game today with your mod and Dytech CORE, something seem to clash between them. I got an error message that had something to do with the bot research, i set it to false in your control.lua line 59 i think it was.
Sorry I'm just a complete noob at this, don't even know where to find the logs. But setting that value from true to false made it work.
Re: [MOD 0.12.x] Pocket Bots Start v1.0.3
Posted: Fri Jul 31, 2015 7:08 pm
by vampiricdust
Lonewolf wrote:Hi. Tried to start a new game today with your mod and Dytech CORE, something seem to clash between them. I got an error message that had something to do with the bot research, i set it to false in your control.lua line 59 i think it was.
Sorry I'm just a complete noob at this, don't even know where to find the logs. But setting that value from true to false made it work.
Yeah, the problem is Dytech is logging when research is completed, but since I'm making the research completed before the game technically starts, the game time is nil and breaking Dytech. Technically this is a problem with Dytech as any mod that enables technology at the start of the game will cause that.
On the bright side, disabling the tech does fix the problem & all you have to do is put a lab down & start research on it. It will finish in 1 second & you can use the blueprint.
Re: [MOD 0.12.x] Pocket Bots Start v1.0.3
Posted: Sat Aug 01, 2015 7:17 am
by Lonewolf
Indeed, it is all working flaweless now Thank you again for this mod, it makes the early game more enjoyable!
Re: [MOD 0.12.x] Pocket Bots Start v1.0.3
Posted: Sat Aug 01, 2015 11:32 am
by Talguy
vampiricdust wrote:Yeah, the problem is Dytech is logging when research is completed, but since I'm making the research completed before the game technically starts, the game time is nil and breaking Dytech. Technically this is a problem with Dytech as any mod that enables technology at the start of the game will cause that.
On the bright side, disabling the tech does fix the problem & all you have to do is put a lab down & start research on it. It will finish in 1 second & you can use the blueprint.
Wouldn't it be possible to add an optional dependency ("? DYTech-Core" or whatever the filename is)? I'm assuming DYTech-Core registers an event handler for this.
Re: [MOD 0.12.x] Pocket Bots Start v1.0.3
Posted: Sat Aug 01, 2015 5:32 pm
by hoho
Talguy wrote:Wouldn't it be possible to add an optional dependency ("? DYTech-Core" or whatever the filename is)? I'm assuming DYTech-Core registers an event handler for this.
I'm fairly certain it's not possible as the dependency deals with loading order but the problem appears when a game starts, long after mods get loaded.
Re: [MOD 0.12.x] Pocket Bots Start v1.0.3
Posted: Sun Aug 02, 2015 8:40 am
by vampiricdust
Lonewolf wrote:Indeed, it is all working flaweless now Thank you again for this mod, it makes the early game more enjoyable!
I'm glad you enjoy it. It takes out the tree cutting labor & speeds up constructing. I also like how it extends your reach so you don't have to move around so much to place stuff. I've had more fun in early game with this kind of start. Only thing that would be nice is if the bots could mine for you.
Re: [MOD 0.12.x] Pocket Bots Start v1.0.3
Posted: Tue Aug 11, 2015 10:06 am
by antichaos
Is there a way I can activate this on an existing game I'm already an hour into?
Re: [MOD 0.12.x] Pocket Bots Start v1.0.3
Posted: Wed Aug 12, 2015 6:40 am
by vampiricdust
No, this only changes how you spawn. You could use the lua commands to give you the stuff though.