LegendaryMechStart

by PTRNULL

Start the game with a legendary mech and some resources.

Utilities
20 days ago
2.0
724
Cheats

Changelog

Version: 1.5.0
Date: 2026-05-05
  Changes:
    - Added shared starter loadout tables for planet-specific spidertron trunks and the fallback Nauvis team cache.
    - When spidertron spawning is enabled, the Nauvis team resources are loaded into the Nauvis spidertron trunk instead of being placed in ground chests.
    - Rebalanced spidertron cargo by planet: production buildings, mining drills, pumpjacks, recyclers, agricultural towers, modules, and beacons stay legendary; large-scale infrastructure, weapons, ammo, power equipment, robots, roboports, chests, inserters, and consumables stay normal.
    - Preserved spidertron ammo-slot delivery through defines.inventory.spider_ammo for planets that receive the defense package.
Version: 1.4.0
Date: 2026-05-05
  Changes:
    - Moved fully-equipped legendary spidertron spawning from BestLanding into LegendaryMechStart, keeping the existing one-spidertron-per-planet behavior.
    - Added a runtime-global map setting to disable future legendary spidertron spawns without removing already spawned spidertrons.
    - Shared the first-fit equipment-grid packer between mech armor and spidertron loadouts; the spidertron wishlist now fills the legendary 15x11 grid exactly.
Version: 1.3.1
Date: 2026-04-25
  Changes:
    - Fixed night-vision and belt-immunity silently missing from the mech equipment grid: the wishlist totalled 260 cells in a 255-cell grid, so first-fit dropped the 2x2 night-vision (no contiguous 2x2 space remained when its turn came) and the 1x1 belt-immunity (grid was already full). Trimmed personal-laser-defense 4 to 3 and battery-mk3 8 to 7 to bring the wishlist to exactly 255 cells with night-vision, belt-immunity, and one filler solar panel all placed.
    - Added a grid-budget warning to AGENTS.md so future wishlist edits do not regress this.
Version: 1.3.0
Date: 2026-04-25
  Changes:
    - Removed boiler and steam engine from the team cache; the legendary solar panel + accumulator array provides bootstrap power without needing a steam stage.
    - Removed the legendary lab from the team cache; the legendary biolab covers the late-game research path on its own.
    - Split substation in the team cache into 100 normal (long-distance backbone) + 50 legendary (core-node coverage), better matching the "production legendary, infrastructure normal" principle.
    - Dropped pump quality from legendary to normal to keep fluid plumbing infrastructure consistent with pipes and pipe-to-ground.
    - Removed small electric pole from the personal pack; medium electric pole alone covers temporary wiring.
Version: 1.2.0
Date: 2026-04-19
  Changes:
    - Replaced hand-coded equipment-grid coordinates with an automatic first-fit packer; equipment is declared as a prioritized wishlist of (name, count) and positions are computed at runtime, eliminating the stale coordinate comments.
    - Rebalanced the mech-armor loadout after measuring real peak draw: fusion reactors 4 to 6 (25 to 37.5 MW), energy shields 3 to 4, batteries 7 to 8; exoskeletons trimmed 14 to 10 (still +750% speed at legendary) to free cells.
    - Split the starter inventory into a personal pack and a team resource cache: every joiner receives the personal pack (legendary mech, personal robots, basic bootstrap materials, defensive gear) in their inventory, while the team cache (rocket silo, bulk factories, modules, 4000 turbo belts, etc.) is deposited once into legendary steel chests near the first player's spawn; the chest placer is non-destructive (searches within a 15-tile radius for free tiles and spills remaining items on the ground if the area is too crowded).
    - Bumped roboport and substation in the team cache to legendary quality.
    - Added storage.team_cache_placed so that ForceAddStartItem (cutscene end) re-grants only the personal pack without re-spawning team chests, and late joiners do not trigger a duplicate team cache.
    - Added bootstrap raw materials (iron/copper/steel plates, stone brick, concrete, landfill, plastic, sulfur, coal) so the provided buildings actually have inputs.
    - Added an early power chain (boilers, steam engines, small/medium electric poles) so the player has electricity before the legendary solar array is deployed.
    - Added lab x20 and biolab x10; set uranium-235 to 40 (one Kovarex seed).
    - Added pipe-to-ground and logistic robots to the personal pack so late joiners can extend fluid lines and use personal logistic requests.
    - Removed the overflow-to-chests fallback after confirming that the current wishlist fits within the 330 main-inventory slots granted by legendary mech-armor plus five legendary toolbelts.
Version: 1.1.3
Date: 2026-04-19
  Changes:
    - Bumped base requirement to 2.0.76 (current Factorio stable).
Version: 1.1.2
Date: 2026-04-19
  Changes:
    - Cleaned up unused debug tracking in give_legendary_items.
    - Rewrote README in English only.
    - Added AGENTS.md with project guidance and Factorio API references.
Version: 1.1.1
Date: 2026-01-01
  Changes:
    - remove dependency elevated-rails.
    - 移除对 elevated-rails 的依赖。
Version: 1.1.0
Date: 2026-01-01
  Changes:
    - Update items
    - 更新物品
Version: 1.0.2
Date: 2025-12-30
  Changes:
    - Update mod thumbnail
    - 更新了模组缩略图
Version: 1.0.1
Date: 2025-12-30
  Changes:
    - Added Legendary Oil Refinery, Chemical Plant, and Biochamber.
    - 添加了传奇炼油厂、化工厂和生物培养室。
Version: 1.0.0
Date: 2025-12-27
  Changes:
    - Updated starting items list.
    - Added bilingual descriptions in README.
    - 更新了初始物品列表。
    - 在 README 中添加了双语说明。