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.
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.