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
9 days ago
1.1 - 2.0
2.47K
Environment Logistic network

g Currently Working on

1 year, 3 days ago

One crash issue with a new player joining as Character and game crashed. I'm debugging this - it's abby normal for sure. It's after 20 players already started bases.

More updates to the Big Red Assembler.
It has siblings now, the host will still be able to set the speed of the ASM - upto 10X. I find 6X is a decent setting.
There will be THREE ASM's of different colors based on three levels of research.
First will be lower than the host selected speed, second is the host selected speed, third is higher than the host selected speed and thinking of sticking to the normal asm rations of .75, 1, 1.2 for the increases in speed.
Also the first level won't be explosive, regardless of whether the host turns explosive asm's on or not. 2nd and 3rd will be explosive, and I'm thinking of offering a new research item that turns off the explosiveness of theses ASM's. This should make late game production fly without huge production farms.

11 months ago

Lots of changes to these assemblers, this should be interesting.
https://imgur.com/a/bWqcQtx

11 months ago

Big ASM's provided in 4.2.68 release. Some upcoming changes:
Reduce stored fluid in asm's.
Upgrade from 4->5 and 5->6.
Separate into it's own mod.

I recommend a host setting of 6 for the big asm's which will provide crafting speeds of 4.2, 6, 7.2 speeds.

11 months ago

Removed the large ASM's from BNO, and put into it's own mod.

8 months ago
(updated 8 months ago)

Changes to BNO:
Oarc resurfaced after years of living life away from Factorio. And he resurfaced like Mt Helena with endless energy to remodel Oarc in a way that suits developers. He's been working tirelessly to provide interfaces we need to enable our mods to work within Factorio 2.0. Previous versions of Brave New Oarc melded the features of Brave New World into Oarc as the same code base. Thousands of tweaks and additions. Now I am doing a rewrite, basing it on requiring Oarc as the platform to stand upon. There are still many things in Factorio 2.0 that are missing since they had little focus to re-enable force based mods. For example they assume everything is based off of 0,0 coordinate for spawns. Pods can't be directed to a new location. Some enemies can't be modified. We like to drop you far from 0,0 into the thick of a difficult enemy, but then change that enemy to reduce the threat based on three increasingly difficult zones. That is not possible with some enemies. Anyway - Oarc is dealing with these issues, and I am simply coasting in the slipstream toolkit that is Oarc.

The prototypes and graphics all changes, I undertook learning how to modify these via Brave New Assembling Machines, then modified Brave New Oarc to finally fix these issues. I suspect the first release will be Character Player only, and not support Space Age. There are still many missing pieces, so no planets for now. Also they JUST fixed God Mode, although of course changed it. And loading a prototype into a hand seems to have been removed - which is a key part of BNW. What BNW does is if they Lazy Bastard you into not crafting anything, they make every craftable item into infinite, then when selected intercept that call and load your hand with the prototype of the item you want to craft. This enables you to lay a ghost that a bot can act upon. I love this interface - but I guess the devs at Wube didn't see a value in it. They are being screamed at by the community that they are forcing the game to be played only the way they can imagine it being played. This will change how BNO will work.

Please continue to provide your feedback - join the discord https://discord.gg/HhC2rddj since this forum requires my polling it for notes, and discord is immediately seen.

8 months ago
(updated 8 months ago)

Working towards stability in BNO for non-space age before progressing into Space-Age. Some of the reasons we can't turn on Space-Age right now is that the Factorio API does not yet support directing cargo pods to any location - specifically your base. Also not able to edit some enemy, so dropping you in the middle of a worm nest won't be fun. There are going to be some fun challenges to getting your base on the new planet setup, which I don't want to make too easy or game killer, but definitely not going to be made easy for you. BNO players tend to be top class and you don't need easy. Currently there is an issue with other players ability to modify your base, you can disable this by going into the map interface:
ESC -> Settings -> Map Settings and uncheck "Friendly Teams". The downside is your base will be unable to be viewed by other players. I have submitted a bug report since this functionality has changed since 1.1, but Wube is reporting it has not, which is likely they did not intend anyone to use share_chart while teams are not friendly, so they made that change in 2.0. It has definitely changed functionality - removing this nice feature from us.

We have two active games with Void Craft - which I find very interesting within BNO. I intend to continue to support other mods, and re-adding mods like Space Block, Krastorio, DangerOreus and many more. Search "Maroons" for all of our games.

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