Braver New World deprecated


RTS-like scenario for Factorio. Player character is removed, all work must be done by bots. Minimal 0.18 port of Brave New World by candidae, ported by Sladki, published by Omnifarious.

4 years ago
0.18 - 1.0
11

Changelog

Version: 4.0.1
Date: 15. 08. 2020
  Bugfixes:
    - Allow _both_ Spidertron and Spidertron remote in your inventory. I should test more before releasing. Also note that this will only affect _new_ games because the BNW control.lua scenario file is inside the savegame and not updated from the contents of the mod.
Version: 4.0.0
Date: 15. 08. 2020
  Features:
    - Add support for the Tapeline mod (https://mods.factorio.com/mod/Tapeline)
    - Add support for the Spidertron remote. This feature seems almost tailor made for BNW.
Version: 3.3.6
Date: 26. 07. 2020
  Bugfixes:
    - You no longer get stuck on the edges on ribbon worlds. This will not fix existing games.
Version: 3.3.5
Date: 25. 07. 2020
  Features:
    - Add the ability to start with fast robots using the homeworld's technology.  This is controlled by a startup setting and defaults to 'off'.
Version: 3.3.3
Date: 20. 07. 2020
  Bugfixes:
    - Fix incompatbility specifier to refer to correct mod.
Version: 3.3.2
Date: 20. 07. 2020
  Bugfixes:
    - Make changelog.txt work in in-game parser.
Version: 3.3.1
Date: 20. 07. 2020
  Features:
    - Add integration with Ingos Advanced Start to use extra-fast starting robots from that mod. Note that Ingos needs updating too.
  Optimisations:
    - Improvements to item spilling that should be more performant, never miss marking spilled items with the deconstruction planner, and never spill items onto belts.
  Locale:
    - Slight improvements to some text.
    - Improvements to Russian translation courtesty TheLastEagle
Version: 3.3.0
Date: 29. 01. 2020
  Changes:
    - Updated for Factorio 0.18
    - Name changed to Braver New World
Version: 3.2.1
Date: 24. 03. 2019
  Changes:
    - Added "raise_built" event upon creating starting base to better accomodate other mods such as "Inbuilt Lightning"
Version: 3.2.0
Date: 15. 03. 2019
  Changes:
    - NOTE: Poles/underneathies/underpipes can no longer be drag-placed. It was a hack that I've now removed in the hope of the devs adding this functionality to the ghost cursor.
      - Fixed issue with disappearing items in some cases
Version: 3.1.0
Date: 11. 03. 2019
  Changes:
    - NOTE: You should enable "Pick ghost items if no items are available" in Settings -> Interface for a better experience with this scenario
    - Replaced blueprints of items with ghost cursor (github.com/asdfuser)
    - Allow copy/paste tool (github.com/asdfuser)
    - Support migration of save games pre 0.17 (github.com/asdfuser)
    - Populate quickbar with basic starting items (github.com/asdfuser)
Version: 3.0.0
Date: 03. 03. 2019
  Changes:
    - Updated for Factorio 0.17 (github.com/asdfuser)
    - Allow 0.17 upgrade-planner to be used (github.com/asdfuser)
    - Remove inventory of rail signals, trains, wagons, landfil and cliff-explosives since 0.17 can place those just fine (github.com/asdfuser)
    - Added gun turrets as the locals are more aggressive in 0.17 (github.com/asdfuser)
    - German localization (github.com/asdfuser)
    - Tweaked starting equipment (Assembler 1 instead of Assembler 3, slightly more chests/inserters/splitters/underground belts) (canidae)
  Bugfixes:
    - I was able to duplicate power poles. Not sure if that is new (github.com/asdfuser)
    - Integration with the ghost cursor is missing, so the blueprints will still clutter your inventory (github.com/asdfuser)
Version: 2.4.0
Date: 14. 10. 2018
  Changes:
    - Added support for SeaBlock
Version: 2.3.0
Date: 04. 08. 2018
  Changes:
    - If Creative Mode mod is enabled, BNW will behave similar to sandbox mode.
Version: 2.2.0
Date: 01. 05. 2018
  Changes:
    - Player now starts with Construction robotics, Logistic robotics and Logistic system.
Version: 2.1.1
Date: 14. 04. 2018
  Bugfixes:
    - Fixed crash when pipetting entities with full inventory, reported by wartank.
Version: 2.1.0
Date: 14. 04. 2018
  Changes:
    - Players may now explore using vehicles.
    - Improved detection/prevention of revealing uncharted sectors by panning camera.
Version: 2.0.3
Date: 08. 04. 2018
  Changes:
    - Players are now allowed to carry equipment, to better accomodate mods that add equipment grids to vehicles.
  Bugfixes:
    - Typo caused game to not end when starting roboport was destroyed, discovered by GitHub user credomane.
Version: 2.0.2
Date: 03. 04. 2018
  Bugfixes:
    - Duplicates of buildings where created when multiple players joined the game, this should no longer happen.
Version: 2.0.1
Date: 20. 03. 2018
  Changes:
    - Factorio 0.16.31 fixed an issue with the on_player_changed_position event, BNW now uses this event instead of on_tick (performance improvement).
Version: 2.0.0
Date: 17. 03. 2018
  Changes:
    - Major overhaul of code.
    - Instead of carrying one of each items, you get blueprints of placeable structures. There are some exceptions, like power poles and underground pipes (but not underground belts, as these cause issues). These exceptions exist to improve the game experience, such as placing power poles at max distance.
    - Scenario now provides an "Upgrade Planner". In the deconstruction planner, place items you're upgrading from on the second row, and items you're upgrading to on third row, directly below. See mod page for more details.
Version: 1.0.1
Date: 03. 01. 2018
  Changes:
    - You're now allowed to carry one Squad Selection Tool from the Robot Army mod (but not the pickup tool).
    - Changed scenario name to include "BNW <version>" and not just version number. This is due to how custom scenarios are displayed (it would only show version number).
Version: 1.0.0
Date: 02. 01. 2018
  Changes:
    - Initial release.