Early Construction


Adds early game construction robots to greatly improve the quality of life of base building. Uses the standard Factorio portable roboport mechanics. Inspired by Nanobots. Compatible with Bob's Electronics.

Utilities
a month ago
0.16 - 2.0
28.4K

Changelog

Version: 1.0.0
Date: 21. 10. 2024
  Features:
    - Upgrade to Factorio 2.0/Space Age!
    - Unlock various shortcuts when the technology is researched. Thanks to the contribution by azaghal!
Version: 0.9.4
Date: 29. 09. 2022
  Features:
    - Add setting to customize the amount of robots you gain for crafting the recipe once.
Version: 0.9.3
Date: 12. 03. 2022
  Bugfixes:
    - Update Russian translation.
Version: 0.9.2
Date: 28. 02. 2022
  Features:
    - Add Russian translation by Eldrinn-Elantey.
Version: 0.9.1
Date: 24. 12. 2020
  Features:
    - Add base game's armor animations to the modded armors as well, thanks to a contribution by millerlarson.
Version: 0.9.0
Date: 29. 11. 2020
  Changes:
    - Update to Factorio 1.1.
Version: 0.8.1
Date: 23. 04. 2020n
  Changes:
    - Re-modify graphics from base game, resulting in the same shadows as the base game, as well as updated visual effects.
  Bugfixes:
    - Fixed minor issue with the robot shadow. Thanks millerlarson for reporting!
Version: 0.8.0
Date: 19. 01. 2020
  Changes:
    - Update to Factorio 0.18.
Version: 0.7.0
Date: 19. 01. 2020
  Features:
    - Add compatibility with Industrial Revolution (different recipes).
Version: 0.6.0
Date: 01. 07. 2019
  Changes:
    - Early construction robots can now be deployed via non-personal roboports.
    - Reimplemented the destruction logic to maximize mod compatibility, and simplified the code a lot.
    - Early construction robots can now be mined by hand. It will return the robot to your inventory if it didn't place or mine anything.
Version: 0.5.5
Date: 17. 06. 2019
  Bugfixes:
    - Fixed crash introduced in last patch. Thanks schmorp for reporting!
Version: 0.5.4
Date: 05. 06. 2019
  Bugfixes:
    - Fixed that non-minable entity marked for deconstruction could result in an infinite stream of robots self-destructing. Thanks Nirahiel for reporting!
Version: 0.5.3
Date: 01. 06. 2019
  Bugfixes:
    - Fixed that you could sometimes lose some repair packs when a single robot both repaired and built/destroyed an entity. Thanks Nirahiel for reporting!
Version: 0.5.2
Date: 13. 05. 2019
  Bugfixes:
    - Fixed crash if the player died while the robots were out. Thanks Arcitos for reporting!
Version: 0.5.1
Date: 10. 05. 2019
  Bugfixes:
    - Upgrade planner will now return items. Thanks Nirahiel for reporting!
Version: 0.5.0
Date: 08. 05. 2019
  Features:
    - Destroyed entities will now leave behind a ghost after the first research (can be disabled in settings). Thanks Vandhal for the suggestion!
Version: 0.4.1
Date: 04. 05. 2019
  Bugfixes:
    - Fixed bug caused by mod API changes in 0.17.35. Thanks Vandhal for reporting!
Version: 0.4.0
Date: 26. 03. 2019
  Changes:
    - Robots are no longer killed, but instead destroyed. (They'll no longer show up under kills.)
    - Destruction of robots is delayed by one frame to workaround a bug in Factorio that causes incompatibilities between mods. Thanks muppet9010 for reporting!
Version: 0.3.0
Date: 23. 02. 2019
  Changes:
    - Update to Factorio 0.17.
Version: 0.2.0
Date: 19. 11. 2018
  Features:
    - Add compatibility with Bob's Electronics (require basic circuit board for the first tier).
Version: 0.1.0
Date: 19. 11. 2018
  Features:
    - Add early game robots.