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.

3 years ago
0.18 - 1.0
11

g Seablock 0.4.8

3 years ago

Unless I'm doing something wrong. I was unable to get past the first research. I built a Electromagnetism Lab and nothing happened.

https://i.imgur.com/rVbUqQE.png

3 years ago

Interesting. I've tried Seablock once, but never in combination with BNW.

I'm not sure what could be going wrong here. Perhaps I'll try it and try to figure it out.

3 years ago

Unless I'm doing something wrong. I was unable to get past the first research. I built a Electromagnetism Lab and nothing happened.

https://i.imgur.com/rVbUqQE.png

Try using this command :

/c game.player.force.technologies['sct-automation-science-pack'].researched=true

3 years ago
(updated 3 years ago)

Yea that worked.

Looks like Seablock may have renamed the 4th research.

Line 186 need to be updated to:

force.technologies["sct-automation-science-pack"].researched = true

Thanks.

3 years ago

Does this mean that BNW wasn't a factor here?

3 years ago

Seablock changed something their end that broke BNW.

https://github.com/Omnifarious/Braver_New_World/blob/master/scenarios/bnw/control.lua

Line 186 on control.lua need to be updated to:

force.technologies["sct-automation-science-pack"].researched = true

3 years ago

I see.

Hmm.... it bothers me that when I update the scenario, all existing games using that scenario stay broken because the scenario's control.lua is inside the save game file.

Some parts of BNW are very definitely scenario things. The fact you start with that particular roboport layout and have no character, starting researched technologies, stuff like that. Those are all scenario things.

Others, like the strict controls over what you may have in your inventory. Spilling things on the ground rather than putting them in your inventory when you do things like change recipes in a machine. Those kinds of things are more mod-like behaviors since they involve a persistent change in game mechanics.

I added a mod component to BNW to allow you to have special starting robots that are extra fast. Maybe I should move some of BNW's existing functionality into the mod portion. That would allow me to change them with an update to BNW.

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