Companion Drones for 2.0


UPDATE 3.1 Tired of the lonely factory life? This drone(s) will follow, assist, and protect you, handling construction, repairs, combat, and manage its inventory all by itself. Toggle between building and combat roles on the fly with hotkeys or the shortcut bar, fine-tune its behavior with customizeable options, and toggle between Modes to enable progression over time or to make the mod more suitable for large modpacks like Angels or Bob's. Maintained by Maoman

Content
8 days ago
2.0
4.51K
Logistics Combat

g [FEEDBACK] Feedback about Challenge mode goes here

a month ago

Any complaints, complements, or concerns, let me have 'em. Especially let me know how the balance of progression feels.

21 days ago

The recipes are waaay to cheap... sure it would be nice to use the fish and not the spidertron and the rest of the materials but as it is it is waaay tooo cheap to build drones,
also 2nd drone until the 12th drone only have the Cheated modules , only the main drone has the challenge modules that are normal , since there is not way to build roboport Mk3 shield Mk3 and the rest of the stuff.

Also quick Question why not have Power generator mk.1 , mk.2 and mk.3 for the challenge mode.
the personal defence laser is not so good, the damage does not increase with research at all atleast as i can see, and the beams it fires are super slow it takes 2-3 seconds to hit a target at the maximum range; also all beams hit 1 target wich is somehow a good thing and a bad thing because the target could die from 4 shots and 8 to get wasted.

19 days ago

The recipes are waaay to cheap

I've considered rebalancing them but probably more people would be upset by harder difficulty than are upset at not enough.

also 2nd drone until the 12th drone only have the Cheated modules

...Shit. I completely forgot to account for that. Welp, guess that'll be in the next update.

why not have Power generator mk.1 , mk.2 and mk.3 for the challenge mode.

Because the generator is kinda just there because it "has" to be, it's hilariously overpowered for what it's trying to charge so you could never overwhelm it. It was hard enough to implement two upgrade paths simultaneously--I don't want to try and weave in a third.

the personal defence laser is not so good

Damage doesn't increase but number of laser particles absolutely should be--an end game drone should be launching something like 20 lasers with each burst. There is no way to dynamically adjust the damage of the particles at runtime, the damage value is set once in data stage and never touched again. So the only way I can control the overall damage of each attack is with number of particles.

the beams it fires are super slow it takes 2-3 seconds to hit a target at the maximum range

I did try to fix this because I wanted to make them faster as the drone levels up, but couldn't figure out any way to adjust the speed. I'm not sure it's possible with the current API.

also all beams hit 1 target

This I definitely cannot change with the current API. Targeting is done engine side (nearly impossible to mod), not script side (where all mods live).

19 days ago
(updated 19 days ago)

Because the generator is kinda just there because it "has" to be, it's hilariously overpowered for what it's trying to charge so you could never overwhelm it. It was hard enough to implement two upgrade paths simultaneously--I don't want to try and weave in a third.

I am upgrading the shields and weapons and roboports to legendary quality and they consume a ton of power.
i have tested with 4 shield modules legendary and the generator does not produce sufficient power to keep the shields up.
The drone being attacked non stop by enemy i mean .

19 days ago
(updated 19 days ago)

What about drone FINDING JOBS thing, the drone still lingers where the job was finished and does not return after clearing what i sended it to do.
(Deconstruction planner)

To be hones i started building with logistics robots again ... they are slow but atleast they get the job done.

5 days ago

Not sure if challenge is working. I cannot find ways to improve the companion, and also, how to add more slots for a second companion. Maybe I am missing something. And, not sure if this is related to challenge mode, the companion always gets stuck/freeze and I have to disable and enable the constructor function

4 days ago
(updated 4 days ago)

I cannot find ways to improve the companion

The companion will improve automatically when you research certain key technologies, such as "optics" tech giving the drone longer view distance, and "rocket fuel" giving it faster speed. If you have the speech turned on (you can set the timer to something ridiculously huge so it almost never says the random quips) then it will announce when one of these techs is researched with a little message like, "I can see more clearly now" or "I can fly faster now" or something like that.

how to add more slots for a second companion

You'll unlock more slots as you approach end-game. In challenge mode, you're supposed to make do with only one companion for most of the playthrough--you'll unlock a second companion around blue science level if I remember right, and you'll unlock ten companions simultaneously once you research the mk2 power suit.

the companion always gets stuck/freeze and I have to disable and enable the constructor function

Hmm, I thought I'd fixed that. Can you try to pay closer attention to exactly when it happens, what circumstances leads to it freezing, and report back to me please?

4 days ago

Thanks for the feedback. All make sense. Regarding the freeze issue, i notice is always related to construction and/or tree destruction tasks. I tend to ask for mass upgrade things like belts, and at the same time to destroy a ton of trees (so, a lot of work for the companion). The companion, will work for a bit and get stuck. When I disable/enable construction will give me my stuff back, then take the stuff again and start working on pending task close to me. Then, it fly away to work on other pending task (ignoring close pending task for some reason) and, it works for a couple of seconds and get stuck/freeze. When this happens it start to "over heat" or something, making a lot of smoke, like when you accelerate a car that is in neutral (not sure how else to describe it). And it can be in that state forever if I don't disable/enable construction mode.

3 days ago
(updated 3 days ago)

Strange. So it's trying to fly (burning fuel) but not going anywhere? I have seen it do that before but have never been able to figure out why it happens. Try typing /reset-companions (or maybe /reset_companions I don't remember if it's a dash or underscore) to see if that fixes things.

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