Constructor Equipment

by sparr

Adds equipment for short range automated construction.

Content
4 hours ago
0.15 - 2.1
19
Character Blueprints

Changelog

Version: 2.1.3
Date: 2026-09-10
  Info:
    - Added a thumbnail, shown beside the mod in the mod manager and on the portal
  Features:
    - The arm sits on whichever side of you is your back, and shrinks away a second after it runs out of work
    - An inserter arm now reaches out of your back to each ghost, carries the item there in its claw and puts it down, then comes back for the next one
    - Wearing more than one of the equipment gives you an arm for each of them, all building at once
    - Added three further tiers of the equipment, reaching three, four and five tiles, with red, blue and green arms
    - Better arms slow you less: half as much at the second tier, and not at all at the third and fourth
    - Added a setting for what an arm does when it brings something back and your inventory is full: drop it on the ground, or hold it in the claw and wait until there is room
    - Tiers can be mixed, and each arm keeps its own reach and its own pace
    - Researching inserter capacity lets an arm carry more than one thing at a time, and it then turns from ghost to ghost rather than going home between each
    - An arm carries exactly what the inserter it is made from carries, so the fourth tier's bulk claw goes much further on that research than the others do
    - The arm gives up if you walk out of reach partway through, and carries the item back rather than losing it
    - And turns straight to another ghost that takes the same item instead of making a trip home for an identical one
    - The character now leans into the work, slowing over a second rather than dropping to their slowest at once
    - And comes back up to speed gradually once there is nothing left to build, rather than all at once
  Changes:
    - The arm reaches two tiles rather than four
    - How often an arm builds is now however fast its claw swings, rather than a fixed two a second: a better arm is a quicker one, and things close by go up faster than things at arm's length
    - The arm draws power from your armour as it swings and while it idles, at the rate the inserter it is made from draws, rather than a fixed amount per delivery
    - An arm waits for a full charge before setting off, and turns for home rather than starting a delivery it cannot pay for
    - Each piece of equipment holds the charge for its own arm, the way an armour holds charge for night vision, rather than the arm drawing straight from your batteries
    - You walk half as slowly while the first tier is working, and reach that speed twice as quickly
    - The equipment tooltip no longer claims a movement bonus of nothing and a consumption of one watt; what each tier really draws is in its description
    - The equipment is cheaper to make: an inserter and a circuit, rather than steel, gears and four long handed inserters
    - Researching it needs only automation science
    - Each higher tier is built out of the tier below it, a circuit and a steel plate
    - The arm is yellow, and each higher tier takes the colour of the inserter its arm comes from
    - Researching each tier now also needs whatever unlocks the inserter it is built out of, found in the technology tree rather than assumed, so it still holds if a mod moves them
    - The slowdown no longer fights other mods that change how fast you walk, and both effects now apply together
    - An arm takes what it needs out of your inventory when it sets off rather than when it arrives, and gives it back if it comes home without having built anything
    - An arm sent for something that takes more than its claw can hold, such as a curved rail, takes all of it with it
    - The third and fourth tier arms turn more slowly, so a claw no longer snaps round in an instant while its reach crawls
    - An arm waits for more charge before setting off, so an armour that cannot spare it keeps its arm at home rather than stranding it partway
  Bugfixes:
    - Fixed the arm twitching in place instead of building, when a ghost sat just outside its reach or under your feet
    - Fixed being left slowed for good if anything interrupted a build, and gave the speed back to anyone a previous version had left that way
    - Fixed an item being left on the ground beside a ghost instead of built into it, most often a wall or a solar panel
    - Fixed your speed surging back towards normal for a moment between one delivery and the next
Version: 2.1.2
Date: 2026-09-09
  Bugfixes:
    - Fixed building the wrong ghost when several were in range, which took the item for one and built another
    - Fixed building things that take several items, such as curved rails, from a single item
Version: 2.1.1
Date: 2026-09-09
  Features:
    - Added a test suite
Version: 2.1.0
Date: 2026-09-09
  Features:
    - Updated for Factorio 2.1
  Changes:
    - Researching the technology no longer extends how long ghosts survive, which a mod can no longer do
  Bugfixes:
    - Fixed the arm reaching over and over for something it could never build, such as a power pole you are standing next to
    - Fixed a power warning being drawn over your character the whole time the arm was out
    - Fixed the arm flinging itself out sideways at full stretch before coming home
    - Fixed the arm reaching for a ghost you had walked onto, which it can never build
    - Fixed the equipment not going into an armour at all
    - Fixed a crash whenever a player had no character, which included the whole of the opening cutscene and any time spent in the map editor