Bravest New World

by TBC_x

RTS-like scenario for Factorio. Player character is removed, all work must be done by bots. Complete rewrite of Brave New World by candidae and Sladki.

Scenarios
6 hours ago
2.0
11
Owner:
TBC_x
Source:
https://github.com/t0suj4/bravest-new-world
Homepage:
https://github.com/t0suj4/bravest-new-world
License:
MIT
Created:
16 hours ago
Latest Version:
5.0.3 (6 hours ago)
Factorio version:
2.0
Downloaded by:
11 users

Robot Start

Brave New World is a RTS-like scenario, where the player character is removed, and all construction must be done by construction bots. You start with a roboport, a radar, a few logistic chests, some solar panels and some few items.

Thanks

Many thanks to candidae and Sladki for creating and maintaining this awesome mod through Factorio 1.1.

Looking for testers

There should be nothing preventing you from finishing the game, but I want to be able to provide stronger guarantees.

Usage

To start a new game with this scenario, go to Play -> Scenarios -> Brave New World. There's no predefined map for this scenario so you'll have to generate a new map after selecting the scenario. If you're new to the scenario it's recommended to use the default preset for the map generator.

Features

  • Space Age support.
  • No hand crafting.
  • No manual mining.
  • Remote colonization of other planets.
  • Exploration is restricted to radars and spidertrons.
  • You may not carry any items.
  • If the starting roboport is destroyed, before researching the tank, you lose the game.
  • Three oil wells are guaranteed to be near your starting location, but other resources must be provided by the map generator.
  • Your engineer gets teleported to a separate surface (a bare bones control room), so you cannot use him. All interactions are done through remote view.
  • Click the control room rocket silo, if you get stuck

Tips

  • The solar panels you start with is barely enough to keep your initial roboport and radar online through the night, and running out of power in this scenario is not recommended. Increasing your electricity production should be your first goal.
  • You don't start with any defenses, and without this, even the smallest biters can cause serious havoc.
  • Producing more roboports should be high priority. This makes it easier to expand your factory.

Other mods that enhance the RTS aspect of this scenario

  • RobotArmy by kyranzor adds assault robots which ease fighting enemy forces.
  • Light Artillery by kizrak enables a way to deal with biter nests from afar in the early game with extremely long-range, but fairly weak artillery.
  • Earendel made several AAI mods that adds assault vehicles and more, similar to RobotArmy, but more complex.
  • There are numerous mods for adding equipment grids to vehicles, such as Vehicle Grid by Optera.

Multiplayer

Brave New World should work in multiplayer games. Multiple forces are supported and can be created through mods or console commands. Multiplayer compatibiltiy was barely tested and I would appreciate any feedback to iron out bugs.

Issues

  • (Multiplayer) The intro cutscene plays for player 1 only, other players might interfere and break it
  • Crash when the platform gets destroyed during landing sequence
  • Losing a planet to the enemies might be losing it permanently (unless you have orbital bombardment)
  • Crash when modded items get removed from the save during landing sequence
  • Landing GUI does not show item quality
  • Landing GUI does not show which items are missing in the blueprint
  • Landing GUI does not support blueprint orientation (only the default orientation)
  • Landing GUI does not check surface build conditions
  • Landing GUI does not check whether you have heat source on cold planets (Aquilo)

Mod compatibility

  • Only tested with Any Planet Start by _CodeGreen. It works, but there is no guarantee that you can reach all resources required to progress
  • Mods that don't mess with game startup should generally be fine (such as mods that add machines/belts/enemies)
  • Any planet mod that doesn't put emphasis on starting area should be fine (Like lightning attractor on Fulgora's starting island)
  • Reports on any incompatibilities will be very much appreciated