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
5 months ago
1.1 - 2.0
8.57K
Transportation Logistics Trains Combat Enemies Manufacturing

a Factorio 2.0 issues

10 months ago
(updated 10 months ago)

I looked at all the changes that Factorio 2.0 will bring that could affect mods, here is the list to get an idea of how many there are (https://forums.factorio.com/115737). As you can see the list is long and I have identified 56 possible issues that might arise with Colony Builder when 2.0 hits. Then there is also changes to the tech tree and things like that.

This will probably take a while to fix, and I'll focus first on making the mod working with the base 2.0 game.

Ofcourse I'll also be busy playing Space Age as I imagine most of you are. Whether or not I will integrate the mod into Space Age I cannot say yet, I'll make that decision after I have played through it a few times.

10 months ago

It'd be super cool if this made it to Space!

10 months ago

dude this mod would be so awsome to have in space age! ngl Im currently waiting to start my factorio space age game, wanna finish up my current factory and love this mod and don't wanna give it up, so giving a bit to get started! but yeah the idea of building a city on a space platform would be so cool!

10 months ago

It feels right for it to be in space age as well. But perhaps say that Nauvis is the only 'habitable' planet to keep it simple. Makes sense.

9 months ago

It also makes sense for gleba to be habitable considering its in the same zone as nauvis.

9 months ago

I wanted to give you all an update on the state of development of the mod. I have finished my first play-through of Space Age and absolutely loved it. For the past week I have been working actively on fixing the mod and trying to get it working again as it did prior to 2.0. I think I have fixed the most glaring and obvious bugs but the underlying systems need to be tested thoroughly to see if they are working properly. I also want to make the mod compatible with Space Age and have done some preliminary support for it, however the mod is balanced around the vanilla experience and for the short term it will stay that way.

My main focus now is to just get the mod to a playable state again. Making new features and doing balancing around Space Age will be a longer term goal and not my immediate concern. I hope I can get you a working patch somewhere within the next few weeks. Thank you for your patience.

9 months ago

You are awesome! One of my favorite mods. Thank you for taking the time to continue to work on it! Can’t wait to mess around with it in addition to space age

9 months ago

Version 0.2.0 of Colony Builder is now live. I'm happy with how the mod works and is balanced in vanilla Factorio 2.0. For Space Age thats a different story and my focus going forward will be bug fixing and features/balancing around the Space Age experience. There may be some extensive reworks in the future so I consider Space Age compatibility in beta. Here are some issues:

  • Quality is not well supported and the trading system doesn't take it into account when pricing items. It is on my to-do list but it requires some extensive rewriting of the system.
  • Some decorations on housing units may look out of place on other planets, like Nauvis growth and dirt on them. Fixing this is also on my to-do list.
  • The science facility has no recipes for Space Age science packs, also on my to-do list.
  • Space Age is made significantly easier by this mod party due to the trading system and trivializes orbital logistics. I may decide to rebalance things at some point.
  • I also changed a few recipes so they fit better with the new tech tree layout.

I also added some new features specific for Space Age, like flying VTOLS to space and even other planets. And being able to walk around on space platforms. These features are a little bit experimental and you can disable them in the settings.

I've spend a lot of time these past few weeks fixing this mod and I may take a little break to prevent getting burned out. I will do my best to fix game-breaking bugs though. Thank you for your patience and the kind remarks and I hope you enjoy building your colonies!

8 months ago
(updated 8 months ago)

I keep getting crashes when using the taskforce button. Here is the error I am getting!

The mod Colony Builder (0.2.0) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event ColonyBuilder::on_gui_click (ID 1)
ColonyBuilder/script_libs/script-gui.lua:520: bad argument #1 of 2 to 'pairs' (table expected, got nil)

Stack traceback:
[C]: in function 'pairs'
ColonyBuilder/script_libs/script-gui.lua:520: in function 'colony_gui_click'
ColonyBuilder/control.lua:308: in function
<ColonyBuilder/control.lua:307>

8 months ago
(updated 8 months ago)

I think this issue may be solved in the next patch, let me know if it isn't.

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