Colony Builder


Build your very own colony on Nauvis. Create housing, services and recruit colonists to grow your settlement alongside your factory. Be sure to check the tips & tricks for more information on the systems and mechanics of this mod.

Overhaul
3 months ago
1.1 - 2.0
7.91K
Transportation Logistics Trains Combat Enemies Manufacturing

Changelog

Version: 0.2.5
Date: 01.04.2025

  News:
    - Added setting to control NPC sound delay
  Bugfixes:
    - Fixed crashes with other mods due to circuit definitions usage
  Changes:
    - Balanced health of infected, lowering it for lower-tier units
    - Reduced range on infected soldiers so they can be hit by gun turrets
    - Slightly reduced damage from infected soldiers
Version: 0.2.4
Date: 03.03.2025

  Bugfixes:
    - Fixed crash caused by space-age specific entities being called in vanilla
    - Potential fix for crash during multiplayer games involving casualty count script
  Changes:
    - Lowered economic resource stacksizes for compatibility issues with mods that increase stacksize
Version: 0.2.3
Date: 18.01.2025

  Bugfixes:
    - Fixed crash that could happen when npc is moved and destroyed
    - Fixed crash when taking off/landing with VTOL when there is a ghost in the grid
    - Fixed Memorial service granting supply instead of unregulated supply
    - Fixed Field hospital service granting supply instead of unregulated supply
    - [space-age] Fixed some space-age specific composite entities not being removed
    - Fixed crash when no logistic section is found in aquisition service
  Changes:
    - [space-age] Nauvis growth no longer appears on newly built colony buildings on other planets
Version: 0.2.2
Date: 30.12.2024

  Bugfixes:
    - Fixed depots not selling consumer items (0.2.1 issue)
Version: 0.2.1
Date: 23.12.2024

  Bugfixes:
    - Fixed crashes when interacting with colony dashboard buttons when in remote view
    - Potential fix for crash related to kill score calculations
    - Fixed crash when filtering units with colony selector
    - Fixed services not selling items
Version: 0.2.0
Date: 30.11.2024

  New:
    - [space-age] Leave/enter space platform hub (ENTER)
    - [space-age] Fly VTOLS between planet and space platforms (SHIFT + E, SHIFT + Q)
    - [space-age] Interplanetary flight for VTOLS
    - [space-age] Added new housing services for space platforms
    - [space-age] Added spaceborne variants of all npcs
    - [space-age] Can assign npcs to orbital drop slots of space platform hub
    - [space-age] Cargo landing pad will periodically deploy units or move them to nearby depot
    - [space-age] Added bounties for pentapod, demolisher and asteroid kills
    - [space-age] Added Pentapod remains colony resources and updated services to include them
    - [space-age] Added alternative space science recipe for facility in Space Age
    - [space-age] Added magnetic boots walking sounds to space platform foundations
    - [space-age] Updated services and graphics to reflect pentpod disposal on gleba instead of biters
    - [space-age] Illicit research lab service can also trade science packs for pentapod specimens
    - [space-age] Added 'Orbital- and interplanetary flight' tips & tricks section
    - [space-age] Added 'Spacewalking' tips & tricks section
  Bugfixes:
    - Removed limitations from modules (Factorio 2.0 issue)
    - Removed 'player-port' from trade blacklist (Factorio 2.0 issue)
    - Fixed flying text not working (Factorio 2.0 issue)
    - Fixed prototypes with 'result' and 'result_count' not working (Factorio 2.0 issue)
    - Replaced prototype 'hidden' flags with hidden bool (Factorio 2.0 issue)
    - Fixed colony selector tool prototype not working (Factorio 2.0 issue)
    - Removed 'hr_version' from all prototypes (Factorio 2.0 issue)
    - Fixed various graphic building scripts using 'hr_version' (Factorio 2.0 issue)
    - Replaced instances of 'placed_as_equipment_result' (Factorio 2.0 issue)
    - Replaced instances of 'fuel_category' (Factorio 2.0 issue)
    - Removed instances of 'enable_inventory_bar' (Factorio 2.0 issue)
    - Removed instances of 'off_when_no_fluid_recipe' (Factorio 2.0 issue)
    - Fixed armored personel wagon entity not accessing vanilla functions (Factorio 2.0 issue)
    - Fixed npc builder script not accessing vanilla functions (Factorio 2.0 issue)
    - Fixed tile items 'place_as_tile' definition (Factorio 2.0 issue)
    - Changed 'ingredients' entry in all recipes from array to dictionary (Factorio 2.0 issue)
    - Changed 'collision_mask' definitions for entities (Factorio 2.0 issue)
    - Fixed tile transitions definitions (Factorio 2.0 issue)
    - Added 'volume' entries to 'fluid_boxes' definitions (Factorio 2.0 issue)
    - Removed 'base_area' and 'base_level' entries from prototypes (Factorio 2.0 issue)
    - Fixed 'pipe_connections' definitions (Factorio 2.0 issue)
    - Changed 'emissions_per_minute' entries to dictionary (Factorio 2.0)
    - Added 'graphics_set' to applicable entities (Factorio 2.0 issue)
    - Removed instances of 'pollution_absorption_absolute' (Factorio 2.0 issue)
    - Removed instances of 'pollution_absorption_proportional' (Factorio 2.0 issue)
    - Added 'select' entry to colony selector item (Factorio 2.0 issue)
    - Added 'ammo_category' to ammo item prototypes (Factorio 2.0 issue)
    - Fixed npc builder script ingredients entries when building recipes (Factorio 2.0 issue)
    - Changed ingrendients entries in npc template script (Factorio 2.0 issue)
    - Changed module 'effect' entries to correct format (Factorio 2.0 issue)
    - Replaced instances of 'vehicle_impact_sound' with 'impact_category' (Factorio 2.0 issue)
    - Renamed hr- filename references (Factorio 2.0 issue)
    - Replaced instances of 'global' with 'storage' (Factorio 2.0 issue)
    - Changed 'kill_count_statistics' to 'get_kill_count_statistics()' (Factorio 2.0 issue)
    - Fixed prototypes not being looked up properly in scripts (Factorio 2.0 issue)
    - Fixed filtered prototypes not being looked up properly in scripts (Factorio 2.0 issue)
    - Fixed crash when destroying renderings (Factorio 2.0 issue)
    - Fixed all scripts using 'get_contents()' not working (Factorio 2.0 issue)
    - Fixed commands sent to entities not working (Factorio 2.0 issue)
    - Fixed instances of 'get_flow_count' (Factorio 2.0 issue)
    - Fixed reading logistic slots of services not working (Factorio 2.0 issue)
    - Replaced instances of 'item_production_statistics' (Factorio 2.0 issue)
    - Disabled the creation of recycling recipes for services (Factorio 2.0 issue)
    - Removed some recycling recipes that were auto-generated (Factorio 2.0 issue)
    - Fixed medic heal script not getting max_health from prototypes (Factorio 2.0 issue)
    - Enabled non-interactable colony resource buttons to clear up images (Factorio 2.0 issue)
    - Fixed npc training not being inserted in existing tech tree (Factorio 2.0 issue)
    - Fixed automated buying/selling services (Factorio 2.0 issue)
    - Removed 'drawing_box' from vehicles (Factorio 2.0 issue)
    - Fixed autoplace for infected spawners not working (Factorio 2.0 issue)
    - Removed redundant 'icon_size' and 'icon_mipmaps' from prototypes (Factorio 2.0 issue)
    - Fixed impact sounds not working for armored personel carrier (Factorio 2.0 issue)
    - Fixed recipe icon scaling in alt mode for some entities (Factorio 2.0 issue)
    - Fixed market offers not working (Factorio 2.0 issue)
    - Added 'activate-impact' to ammo items (Factorio 2.0 issue)
    - Added inventory sounds to most items (Factorio 2.0 issue)
    - Removed obsolete limitations for npc module items (Factorio 2.0 issue)
    - Altered script to assign correct npcs as modules to buildings (Factorio 2.0 issue)
    - Removed instances of 'module_specification' (Factorio 2.0 issue)
    - Changed richtext links in descriptions for readability (Factorio 2.0 issue)
    - Fixed VTOLs not retaining quality when taking off or landing (Factorio 2.0 issue)
    - Fixed colony selector and npc deployment scripts not working with quality (Factorio 2.0 issue)
    - Enabled and unhid pistol recipe (Factorio 2.0 issue)
    - [space-age] Fixed colony assets not triggering effects when built by space platform (Space age issue)
    - [space-age] Added seed prices of Space age resources (Space age issue)
    - [space-age] Fixed recipe unlocks from 'rocket-silo' breaking (Space age issue)
    - [space-age] Added weight property to some prototypes (Space age issue)
    - [space-age] Added support for assigning correct npcs to space age buildings (Space age issue)
    - [space-age] Added 'heating_energy' properties for colony buildings (Space age issue)
    - [space-age] Added frozen textures for colony buildings (Space age issue)
    - [space-age] No longer can assign units to entity on different surface (Space age issue)
    - [space-age] Fixed crash when trying to move units on different surface (Space age issue)
    - [space-age] Fixed kill score only calculated based on nauvis surface (Space age issue)
    - [space-age] Fixed casualties only calculated based on nauvis surface (Space age issue)
    - Fixed science facility space science composite entity remaining after removal
    - Changed some richtext links in tips & tricks for readability
    - Fixed Mechanized infantry barracks service using Car instead of APC in recipe
    - Fixed plated- and smooth tiles layers showing dirt patches
    - Fixed prison services using civilians instead of dissidents
    - Fixed flying text shown on wrong surfaces
    - Fixed colonists other than mercenaries being able to be bought from black market
  Changes:
    - Removed some obsolete code
    - Removed some obsolete prototypes
    - Removed obsolete textures and renamed hr- textures and updated prototypes and scripts
    - Added 'allow_remote_driving' to colony vehicles (Factorio 2.0 feature)
    - Changed hotkey for colony selector tool to SHIFT+C to prevent conflict with wire shortcut
    - Prevent colony building corpses from expiring to be in line with Factorio 2.0
    - Reworked some recipe unlocks into the new Factorio 2.0 tech tree
    - Changed Laborer recipe to use 10 coin instead of repair pack
    - Changed Consumer implements recipe to use more gears instead of iron sticks
    - Changed stack size of ammo to 100 to be in line with Factorio 2.0
    - Disabled colony selector able to assign dissident and soldier npcs as modules
    - [space-age] Places npcs in rocket inventory if they cannot be placed in module slots
    - Greatly improved fuel effectivity for combat engineer
    - [space-age] Added Lifesupport and Magnetic boots descriptions to power- and mech armors
    - [space-age] Agricultural products can now spoil
    - [space-age] Corrected prices calculated way lower than in vanilla factorio
Version: 0.1.5
Date: 09.10.2024

  New:
    - Added visualisation in alt mode to opened command post service 
  Bugfixes:
    - Fixed crash when vehicle with non-player, non-character entity placed in them kills enemy
    - Fixed crash when vehicle without selectable weapon kills enemy
    - Fixed rust overlay texture for commercial high-rise building blocking working lights
  Changes:
    - Removed some unused legacy code
    - Taskforces will now wait for all units to be at full health before attacking enemies
    - Updated Taskforces tips & tricks to reflect the aforementioned change
Version: 0.1.4
Date: 01.10.2024

  Bugfixes:
    - Fixed error when vehicle driven by a player without a character kills an enemy
    - Fixed crash when ordering units to depot through the colony selector GUI when no depot exists
    - Fixed ordering units to follow player not working if player has no character
    - Fixed killscore for bounties not counted when player is driving Spidertron
  Changes:
    - Colony GUI can now be used by players without a character like in sandbox mode
    - Units can be placed in Spidertron inventory but not its grid (click near ground not the head)
    - Private citizens moved to colony resources are now capped based on transportation services
Version: 0.1.3
Date: 22.09.2024

  New:
    - Added visualisations to opened colony buildings in alt-mode for depot range and nearest depot
    - Added setting to control visualisation delay which controls how long the new visualisations 
      should stay active after closing the building gui
    - Added 'Taskforces' entry to the tips and tricks
    - Added 'Piloted VTOL dropships' entry to the tips and tricks
  Bugfixes:
    - Fixed various small coding errors
    - Fixed Science facility not included in event filters
    - Added 'script_raise_' events to fix issue with composite entities staying behind when a colony
      building is removed in the editor or by another mod
    - Fixed Defense specialist counting as gunner when resolving piloted dropship orders
  Changes:
    - Right clicking with the Colony selector tool now orders or assigns units
    - If a VTOL dropship piloted by an npc has shields it will now wait for them to recharge before 
      intercepting enemies
    - Minor changes to localization
    - Removed some legacy code of old features that were cut
Version: 0.1.2
Date: 19.09.2024

  Bugfixes:
    - Added missing textures
    - Fixed incorrect texture paths
Version: 0.1.1
Date: 18.09.2024

  New:
    - Public release