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. Now with the worst possible surface teleport fix! The fix only works for singleplayer??? Also removes the pistol requirement from conscripts.
Large total conversion mods.
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