THIS IS THE PLACE FOR DOWLOADING ONLY. FOR DISCUSSION AND BUG REPORTS PLEASE VISIT THE LINKED FORUM THREAD
Let the mod discussion be held in this thread on forum:
https://forums.factorio.com/viewtopic.php?f=93&t=53339
This mod adds combat drones squads and utility buildings for them.
Defender and destroyer capsules, as well as a few of new ones can be put in the special "Transmitter" building, to be spawned as autonomous squad.
The squad behavior is defined by circuit signals you pass to the transmitter building.
Mod also adds the "Smart radar", a building that performs scan of specified position (based on the circuit input) and outputs the results through another circuit interface.
These building are comprised of two or more separate interfaces that you should use in your circuitry. Their input and output signals are updated once per second.
Additionally, there are landing pads for drones. Those are special buildings that catch dying or depleted drones near them.
These drones can be recharged and repaired with recipes cheaper than creating new robot capsules from scratch.
Among the new drones there are cargo and construction drones.
Cargo drones are capable of carrying 100 items per robot over long distances and can be sacrificed to spawn a provider chest.
Construction drone is actually a packed roboport, this drone can be used to remotely construct the roboport at a given position, or atop of the roboport ghost in the vicinity of specified position.
Good luck controlling them through combinators though. (Simpler schemes are easy to get working, but complex behaviors are challenging to implement through factorio combinators. (There will be some blueprints published in the forum thread.))
This mod was designed for being fast by virtue of being conceptually simple. Battles with biters will still cause slowdowns due to, well, biters. But in normal conditions, drones themselves and their squads have microscopic effect on the fps.
Currently, the mod is mostly done in the programming part, albeit the graphics might end up a permanent placeholder.
Let the mod discussion be held in this thread on forum:
https://forums.factorio.com/viewtopic.php?f=93&t=53339