Brave New OARC Scenario


This mod is a scenario that overhauls multiplayer merging Brave New World and OARC for an awesome single player / multiplayer game. Play on teams or solo in your own base, while other players do the same. Chat with players, learn from their builds. You get to do your own design. You choose to play legacy character mode, or BNO Mode where you have no body, unable to craft anything yourself (lazy bastard) and must command bots to build everything. You start with resources and a little power.

Scenarios
10 days ago
1.1 - 2.0
2.47K
Environment Logistic network

a 4.19 Release - 1-26-2023

[deleted message]
2 years ago

4.1.8 is a stable release, no crashes.

Since I'm re-organizing code into the proper structure recommended by Factorio API, and have since start changed the centered Roboport into a new type of Roboport called Roboport-main, I have been playing with the settings. I would like it to be four times the size of the normal roboport, which is 2x2, so 4x4, or at least 3x3 - which ever looks good. But I have not figured that out yet. I have changed that roboports charge ports from 4 to 16, which may not really be a good thing for the player early game. It chews through energy very quickly. You learn early that energy is everything in this mod. Once you expand you'll have days of low energy due to extensive production and lasers. So at least a 4 reactor nuclear reactor is important. Even though I make roboports by the hundred, it kind of sucks to have to use 100 roboports to expand. I normal game would enable someone to make an outpost, generate power remotely and start production, linking those two outposts via train. This mod does not enable this due to the bots not being able to get to the outpost unless the logistics network is linked. Soooo - I'm thinking of expanding the logistics network size - doubling it.
https://imgur.com/a/ITGfLjo
This would enable 1 Roboport to cover the space that four would have in previous versions. If I do this, it will be settable, so my kindred spirit Factorio purists can play with 1x the Roboport coverage. If this option is on, instead of starting with 1 fixed and four additional roboports, you will start with ONE !
So I in fact am taking a roboport away from you, in this mode. But once you get to red science - you will be able to expand extremely quickly and the logistic network will be HUGE ! Oh and if you only use circuits for your logistics, you are really missing out. So moving outside main will be easier.

The normal roboport logistics and network is say 1x1, I may offer 2x2, 4x1 and 1x4 - so hopefully a rotate a 4x1 and get 1x4 to move in a direction. The main roboport will be 2x2 though.

Let me know what you think of this?

2 years ago
(updated 2 years ago)

So far 4.1.9 release notes:
Modifying graphics - so the main roboport looks different and is larger.
Expanded main roboport to have 16 charge slots.
Logistics network and construction radius doubled.
Icon fixed, removing confusion over duplicate Roboport icons.
Previously selecting the "other" roboport icon that looked the same placed a roboport,
but if you used this icon for logistics it didn't limit roboports, because it
was actually roboport-main. Main area changed again. This is now visible as an icon if
for example you selected it from the group of entities in the game for the toolbar.
But you can not place it or copy it.
Main Roboport has 16 robots charging at no extra cost other than the spike that occurs when 16 bots charge simultaneously.
Image: https://imgur.com/svxypzR
If I make this bigger roboport researchable, it will retain the larger logistics and use area, but may increase in energy consumption. Everything will be settable via the
mod settings. This mod is all about energy.

This central - special - roboport now can't be confused with a normal roboport. It's the mothership of roboports.
also I'm thinking providing 4 additional roboports at the start of the game is not needed.
People starting this mod first say - how do I reach the water? This will not be an issue anymore. Now instead of 5 flexible roboport locations, you have the logistics size of 4, and coverage of the whole starting area, which If feel is fair and less confusing for noobs.

2 years ago

A comment on the 16 port charge. The more I think of this the more suitable for this mod it is to enable extending out to the field. When you attack with lasers the major drawback is that only 4 bots will arrive at any one time, due to their need to stop and charge. With 16 ports, 16 will arrive simultaneously, enabling an instant annihilation on that area. BUT the cost is power. So you'll need to be very power conscious.

2 years ago
(updated 2 years ago)

Some thoughts on a remote base. You can drive vehicles, the tank is great for taking out nests, mid game. But can get bogged down. Make ten - if you die, you instantly float up into your god like bod, and go get another tank. You can NOT shoot with it, so it's just a bull dozer. Have a laser nest to retreat to and at rocket fuel - the medium biters will be chewing on you the whole time.

I am playing around with an idea that allows bots to move to the silo without running roboports all the way there. I would lay a logistics path potentially along a special power line - ideally between train tracks. This would be a researchable item that carrys power and logistics to enable making a bee line towards the silo. So far in all the game play throughs no one has made it to the silo before I reset. I got to nuclear power and a hundred roboports down, but I never ventured out for the far away silo. I believe this would be a blue science research item - prior to blue you get roboports, then at blue you get logistic poles. <- does that already exist ?

<Edit - update> Logistic poles won't work - Factorio API does not support a width/height to the logistics network, only a radius. My plan was to modify a roboport to look like a Robo-Pole, with 2 charge ports and a skinny - long logistics line, carrying power. Until they allow the logistics area to be more than a square - I can't do this.

2 years ago

No longer lock Spidertron, which I feel is needed to make remote bases and potentially walk to the silo, or lay train lines to the silo outside the logistic network.

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