Fast Start 2


Gives the player a balanced fast-start kit on first join. Includes personal bots, power armor, exoskeletons, red belts, electric miners, blue assemblers, and a radar scan of the starting area. Designed for Space Exploration runs but works in vanilla too. All features and quantities are configurable.

Tweaks
a month ago
2.0
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Changelog

Version: 0.2.4
Date: 20. 03. 2026
  Bugfixes:
    - Fixed incorrect item name for burner turbine generator (was se-burner-turbine,
      correct name is burner-turbine from AAI Industry which is bundled with the SE modpack).
Version: 0.2.3
Date: 19. 03. 2026
  Features:
    - Added 1 SE burner turbine generator when Space Exploration is loaded.
      SE makes offshore pumps require electricity, creating a bootstrap deadlock
      with steam power. The burner turbine requires no water and breaks the cycle.
      Silently skipped on vanilla. Tear it down once the steam plant is running.
Version: 0.2.2
Date: 19. 03. 2026
  Changes:
    - Changed default armor to power-armor (mk1) for vanilla compatibility.
      mk1 fits a fission reactor, 1 roboport, and 1 exoskeleton within its 7x7 grid.
      SE players can switch to mk2 in settings for a larger grid.
    - Reduced default roboport count from 2 to 1 to match mk1 grid constraints.
    - Reduced default exoskeleton count from 2 to 1 to match mk1 grid constraints.
    - Reduced default construction bot count from 50 to 26 to match single roboport capacity.
      Extra bots beyond roboport capacity sit unused in inventory.
      SE players using mk2 with 2 roboports can set this to 52.
Version: 0.2.1
Date: 19. 03. 2026
  Features:
    - Added electric labs (default: 8) to avoid burner lab coal micromanagement at game start.
    - Increased default belt quantity from 200 to 500 to better cover multi-patch layouts and a main bus.
    - Increased default underground belt quantity from 40 to 80.
    - Increased default splitter quantity from 20 to 40.
    - Reduced default blue assembler quantity from 20 to 12 for a more balanced start.
    - Reduced default fast inserter quantity from 100 to 60.
    - Raised all setting maximums to eliminate red inputs for high quantity preferences.
  Bugfixes:
    - Fixed thumbnail not displaying in-game due to incorrect dimensions (was 1024x1024, now 144x144).
Version: 0.2.0
Date: 17. 03. 2026
  Bugfixes:
    - Fixed kit not being delivered when mod is added to an existing save.
    - Added on_configuration_changed handler to deliver kit to all current players on mod install.
Version: 0.1.9
Date: 17. 03. 2026
  Bugfixes:
    - Fixed changelog format to display correctly in-game.
    - Fixed missing 0.1.8 changelog entry for thumbnail addition.
Version: 0.1.8
Date: 17. 03. 2026
  Features:
    - Added thumbnail.
Version: 0.1.7
Date: 17. 03. 2026
  Features:
    - Initial working release.
    - Starting inventory: red belts, pipes, power infrastructure, miners, furnaces, assemblers, fast inserters.
    - Radar scan on first join with configurable radius (default 448 tiles).
    - Power armor (mk1 or mk2 configurable) with fission reactor, personal roboports, and exoskeletons.
    - Construction bots delivered to inventory on first join.
    - All three feature groups independently toggleable via Mod Settings.
    - All item quantities individually configurable via Mod Settings.
    - Persistent per-player tracking prevents kit from being given more than once.
    - Multiplayer and dedicated server compatible.