Brave New MTS


Requires Multi-Team Support. Brave New World-style multiplayer for MTS: no character, bots only. Your character never leaves its cell, so teams play remote-only through remote view and construction robots build everything from the blueprints you place. No handcrafting, no hand-mining, no god mode. A starter base on your team surface at spawn, and Character Clone outposts on Space Age planets. Inspired by Brave New OARC.

Scenarios
6 days ago
2.0
127
Planets Environment Logistic network Blueprints

Changelog

Version: 0.2.0
Date: 2026-09-29
  Features:
    - Space Age outposts: a base founded with a Character Clone is now an outpost, with its own
      cargo landing pad below the south wall, so a platform overhead can drop supplies to it,
      and a short kit for its planet.
    - Every planet now gets power tuned to it: where the sun is weaker than on Nauvis, solar
      panels and accumulators are swapped for uncraftable, planet-sized versions in the same
      spots, and Fulgora adds a lightning collector and tuned accumulators to its ordinary solar
      panels.
    - Admin commands (server console or admin only): /bnm-status to inspect a team's bases,
      /bnm-repark to put a stuck player back into remote view, and /bnm-forget-base to wipe a
      broken outpost, as its roboport's death would, so it can be re-founded. It refuses a home base, which can
      never be re-founded; /mts-disband ends that team instead.
    - Test shortcuts for admins, off unless the map setting "Enable test commands" is on:
      /bnm-test-orbit <planet> researches the way to a planet and parks a platform above the
      team's copy of it with a Character Clone aboard; /bnm-test-kill-roboport kills a base's
      roboport to test outpost and home loss. While the setting is on, every player who enters
      the game sees a big red warning, a red badge stays on screen and big red text marks the
      landing pen, so a real game is never started with it on by accident.
    - Founding an outpost is now reported to Multi-Team Support as a milestone, so a team gets
      credit for reaching a planet.
  Changes:
    - Relicensed to MIT, the same license as Multi-Team Support.
    - New thumbnail: the Brave New Roboport's uranium glow behind the BNM mark.
    - Only a team's original (home) base can end the game. Losing an outpost's roboport now wipes
      just that outpost instead of disbanding the whole team; another Character Clone re-founds
      it. Re-founding sweeps the leftovers from the site: the new base gets its full kit first,
      then everything the old chests and pad held, and whatever the team built there comes back
      as items, a vehicle with its equipment and a blueprint with its contents. Anything that
      still doesn't fit is spilled beside the roboport, marked for the robots to bring in.
    - A team always keeps one home base. If its home surface is deleted without disbanding the
      team, a Character Clone shipped back to its home planet re-founds the home, not an outpost.
    - Off-world surfaces now have their chunks generated before the base is built, so a new
      outpost can no longer be stranded on unrevealed terrain or have its floor overwritten when
      the terrain generates later.
    - Enemy nests and worm turrets inside the roboport's 220x220 construction area are cleared
      before a new base is placed.
    - The Character Clone technology now needs only rocket-silo and red, green and blue science
      (it needed tank and all six science packs).
    - The bnm-roboport leaves no ghost when it is destroyed: a lost outpost is re-founded with a
      clone, not rebuilt from a ghost no item can fill.
    - A base founded after the team has already unlocked its power core is created unlocked,
      instead of locked and waiting on a second unlock click.
    - Off-world starter kits are now planet-specific (a heating tower and heat pipes on Aquilo,
      gun turrets on Gleba, and so on) instead of the Nauvis kit everywhere.
    - Fulgora bases no longer turn their outermost lamps into lightning rods. The lightning
      collector in the power core now shields the base, and the Fulgora outpost kit carries 10
      lightning rods for covering robots that fly further out. Bases built on 0.1.x keep their
      rods.
    - Admin-added starter items are delivered to the home base only, and delivery now spreads
      across every provider and storage chest instead of overflowing a single one.
    - Reconnecting no longer snaps a player's remote view back to their home planet or the base's
      roboport: it returns to the spot the player was looking at on their team's own ground. The
      view ignores the map editor, other teams' surfaces and platforms.
    - Spectating a rival team from the MTS Teams panel no longer strands a player out of remote
      view; returning from spectating re-centres their camera on their own base.
    - Pen cells now hold 12 teammates instead of wrapping around and stacking the 10th member on
      top of another player; a released team's cell is emptied and its label reset.
    - The team-settings tab's unlock warning now lists everything the power core actually locks,
      including Fulgora's lightning collector and the warning sign.
    - The planet-tuned solar panels, accumulators, radar and inserter stay non-minable even after
      a team unlocks its power core, because nothing can place one again. The unlock now frees
      only the ordinary power core.
    - The team-settings tab and the platform hub's Establish-base widget are now removed
      automatically from a save if Brave New MTS is ever taken out of it.
    - Now requires Multi-Team Support 0.6.6 or newer.
  Bugfixes:
    - The bnm-roboport no longer freezes on Aquilo, so a new Aquilo base has a working
      construction network from the moment it's placed. Its radar and inserter there never
      freeze either.
    - Reconnecting, or a server restart, no longer empties blueprints, blueprint books and
      planners out of a player's parked body; only a genuine first spawn is cleared.
    - An admin looking at a team's surface in the map editor no longer triggers a free starter
      base or changes the admin's own home surface.
    - The Establish base button now works on a planet the team has never landed on (its surface
      is created on the click), and the moment a platform arrives instead of once it fully
      stops. It reports the real reason it's unavailable.
    - A Character Clone of any quality is recognised and consumed, and only after the base is
      actually built, so a failed placement no longer loses the clone for nothing.
    - Roboport feeder requests and other per-entity blueprint settings are restored on placement
      again, and the starter base's sign now says what is true on its planet and whether it is
      the home base or an outpost. Unpowered robots slow down; they do not crash.
    - Mod settings, the starter roboport, the Character Clone and every planet-generated entity
      now have proper in-game names and descriptions instead of raw internal keys.
    - Deleting a team's surface, by an admin or on team disband, now correctly clears Brave New
      MTS's own bookkeeping for that surface.
    - Save files from 0.1.x are migrated on load: existing bases are marked home or outpost and
      their provider chests are recorded, so the outpost-loss and admin-command behaviour works
      on an upgraded save without a fresh map, and existing players' parked bodies are not swept
      as if they'd just spawned.
    - After a mod was added or removed, the server could refuse every joining player ("mod event
      handlers are not identical") until a second restart, or fail to load the save at all.
      Multi-Team Support's event ids are now looked up each session instead of kept in the save.
    - A team eliminated while one of its members was spectating a rival no longer leaves a one-tick
      window in which a joining player is refused.
    - Players who spectated a rival team on 0.1.x get their home surface back on the update, so
      returning from spectating re-centres their camera on their base again.
Version: 0.1.3
Date: 2026-06-05
  Features:
    - Default starter blueprint now includes a power-warning display panel fixed to the
      base, reminding teams never to let the central roboport black out.
  Changes:
    - Display panels in the blueprint now have their text, icon, always_show, and
      show_in_chart settings correctly restored on spawn (create_entity does not apply
      blueprint-specific data; these are now copied from the blueprint entity after
      placement).
    - Display panels are protected from mining by default, the same as the power core.
    - Starter kit: transport-belt count raised from 200 to 240; assembling-machine-2
      replaced with 1 assembling-machine-3 and 3 electric mining drills.
Version: 0.1.2
Date: 2026-05-27
  Changes:
    - Hide character-only research from overseer teams: the steel-axe mining-speed tech and
      the Space Age health tech, neither of which can benefit a character-free team.
Version: 0.1.1
Date: 2026-05-27
  Features:
    - Each Nauvis starter base now gets a rich crude-oil node (300%), placed away from the
      base but inside the central roboport's construction range, in a seed-derived
      direction (consistent for every team) that avoids water and existing ore patches.
    - Fulgora starter bases swap their outermost lamps for lightning rods.
    - Crash-site debris around the spawn is cleared and its contents are collected into the
      base's storage chest instead of being lost.
  Changes:
    - Admin-configured starter items (from Multi-Team Support) are delivered into the team's
      passive provider chest instead of a player inventory, and the parked overseer
      character is emptied on spawn -- teams that spawn later get the items too.
    - The Character Clone now requires Space Age, and its recipe is gated behind both the
      rocket-silo and tank technologies.
    - A team's landing-pen cell label updates when the team is renamed.
  Bugfixes:
    - When a team is disbanded, its per-surface base state is now cleared, so a player who
      later recycles the same team slot gets a fresh, properly-charted base instead of a
      blank/invisible surface.
Version: 0.1.0
Date: 2026-05-26
  Features:
    - Remote-only, character-free "overseer" play layered on Multi-Team Support. Your
      character is parked in your team's landing-pen cell; you play entirely through remote
      view and build through a construction-robot network -- no roaming, no map-peeking, and
      no god/cheat mode, so achievements stay intact.
    - Self-running starter base seeded at each team's spawn: a unique, uncraftable roboport
      (radioactive uranium-green glow) stocked with construction and logistic robots plus
      repair packs, solar panels and pre-charged accumulators, and a logistic chest set
      pre-filled with an anti-soft-lock starter kit.
    - No hand-work: handcrafting, hand-mining and manual chest transfer are blocked by a
      permission group. Inserters, machines and bots move everything.
    - Soft-lock protection: the power core (solar, accumulators, substations, main poles,
      lights) and the central roboport are non-minable by default so a team can't strand
      itself. A leader-only "I know what I am doing" button in the Brave New MTS team-settings
      tab unlocks the power core; the roboport can never be removed, and losing it to biters
      eliminates the team.
    - Reach other planets by shipping a Character Clone: a heavy item (one fills a rocket),
      craftable after rocket-silo research. With a clone aboard a platform parked at one of
      your team's planets, an "Establish base" button anchored in the space platform hub
      seeds the starter base on that planet's ground and drops your view onto it.
    - Built entirely on Multi-Team Support's public mts-v1 interface (team-settings tabs,
      platform-hub widgets, team disband), so other mods can build similar experiences the
      same way.