Combat Robots Overhaul

by Wannie

Overhaul of Factorio's Combat Robots behaviour to make them more useful by automatically attacking enemies.

Tweaks
a month ago
1.1 - 2.1
11.9K
Combat

g Some mod changes

10 days ago
(updated 10 days ago)

I've made a fork with some changes. Please review them and accept them into your repository.
https://codeberg.org/ea1a87/Combat-Robots-Overhaul

Bugfixes:
- Fixed vanilla combat-robot capsules (defender/distractor/destroyer) remaining craftable while the "enable-vanilla-combatrobots" setting was off. The recipe state is now enforced at runtime for every force, not only via the data stage.
- Added some localization

Features:
- Added a Destroyer Launcher (sorry, no good graphics) with count indicator. Count indicator is a small floating text above each Destroyer Launcher showing the current shared-pool destroyer count versus the force cap (e.g. "5/10"), updates every second.
- Added attack notification: the player receives a chat message with GPS coordinates when a destroyer group starts moving toward a target.
- Added notification when destroyer group die

10 days ago

Unfortunatly the fork is for factorio release 2.0. I already updated the mod to 2.1 for which your version doesn't work.

As I'm currently working on an overhaul of the mods features, most of the bugfixes and changes are not needed anymore. The bug regarding the combat robots remaining craftable as an example, has already been fixed.

While I appreciate the efforts for the new features, the mod already has an notification if a group dies. I also won't incldue the capsule launcher, as I want players to still manually deploy the combat robots. Feel free to publish the launcher as a standalone mod however.

I'm really thankful for the localisation and will include it in the new version. Of course your work will be creditet in the changelog.

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