Brave New MTS
You never touch the world. The robots do.
A Factorio 2.0 mod that turns Multi-Team Support into a remote-only, character-free overseer game. Your character is parked in a cell and never sets foot on the team surface — you build an entire factory through a construction-robot network, one blueprint at a time.
Built on
mts-v1, not on MTS internals. Inspired by Brave New OARC, but implemented purely against MTS's public remote interface — this mod never patches or forks MTS. The same extension points are open to everyone; anyone can build a similar (or better) experience the same way.Note on tooling: This mod is developed with AI coding assistants alongside human review and in-game testing. Bug reports, feature requests, and contributions are welcome from everyone. There's a human on the other side — please keep it kind.
✨ Features
👁️ You're the overseer
- 🪑 Parked character — When you spawn into a team, your character is teleported into your team's walled cell in the landing pen and locked there. You play entirely through remote view of your team surface.
- 👥 Teams share a cell — Teammates stand together in the same numbered cell; cells are arranged in a tidy numerically-sorted ring around the pen.
- 🚫 No roaming, no peeking — Because the body never lands on the team surface, you can't walk it around to expose the map. Everything you do happens through the camera and the bot network.
- 🏅 No god mode, no cheat mode — The save is never flagged as cheated, so achievements stay intact.
🧱 Blueprints in, factory out
- 🛰️ Self-running starter base — Each team's spawn is seeded with power (solar + accumulators + substations) and a large roboport stocked with construction and logistic robots. Accumulators and roboport energy are pre-charged so the network is alive the moment you arrive.
- 📐 You draw, bots build — Expand by stamping blueprints. The construction network does the rest; there is no other way to place an entity.
- 🤖 Tunable bot count — Startup-global settings (
bnm-construction-robots/bnm-logistic-robots, default 50 each) control how many robots each new base is seeded with.
🛑 No hand-work
- ✋ Handcrafting, hand-mining (ore, rocks, trees), and manual ctrl-click transfer to/from chests are all blocked via a permission group — humans can't shortcut the economy. Inserters, machines, and bots move everything.
🏰 The base is permanent
- 🔒 Non-minable by default — The whole starter base is locked down so a stray click can't dismantle your lifeline.
- 🆔 Self-contained roboport — A custom, uncraftable
bnm-roboport(Google-red tinted) anchors every base. It can't be built, copied, or duplicated — the only ones that exist are the ones this mod places. - 💀 Lose the roboport, lose the game — If biters destroy your
bnm-roboport, your team is eliminated and disbanded. It is the heart of the base. - 🔓 "I know what I am doing" — A Brave New MTS tab in the MTS team-settings panel gives the team leader a one-time button to make the rest of the base minable (the roboport always stays). For players who want to relocate or rebuild on their own terms.
🪐 Every team surface
- A starter base is placed on each team surface a team reaches, including additional planets under Space Age. (An Aquilo variant with extra solar is planned.)
⚙️ Requirements
- Multi-Team Support — required; the foundation this mod is built on.
- Space Age — optional; enables per-planet starter bases.
No roboport mod is needed — the starter roboport is a self-contained, uncraftable entity provided by this mod itself.
🔌 How it integrates
Brave New MTS is a pure consumer of MTS's public mts-v1 interface:
- Detects team surfaces via
get_surface_ownerand seeds the starter base on arrival. - Registers its own settings tab through MTS's generic
register_team_tabAPI — the same hook any mod can use to add a tab to the team-settings panel. - Calls
disband_teamto eliminate a team when its roboport dies.
If you want to extend the MTS team panel from your own mod, this repo is a working example of the tab-registration contract.