Invulnerable android GPT with belt love letters, optional Unhinged Mode, guarded bug-extermination sweeps and a running-speed slider with optional teleport travel. Space Age Auto factory toward a rocket, local oil outposts, live HUD, decimal time speed, ninja combat, Guardian shields and hospital rescues.
Mods introducing new content into the game.
Version: 0.8.1
Date: 2026-10-10
Features:
- Keep GPT in her walking android form; remove timed spiderbot and evolution upgrades.
- Add a per-companion running-speed slider to the upper-left panel and Companion settings.
- Select 1-100 tiles/second, or Teleport at the far-right endpoint with no playtime requirement.
- Preserve alert overdrive, ninja movement, Guardian rescue and Auto factory behavior.
Bugfixes:
- Restore existing mounted androids without replacing their inventory/crafting character.
- Preserve quality items, crafting queues, Auto supplies, personality state and combat progress.
- Remove legacy spider bodies, legs and pace effects on upgrade; rebuild the android label and portrait.
- Brake high-speed character movement at destinations while retaining the normal steady stride.
- Migrate old menus while preserving collapse state and unfinished game-speed input.
Version: 0.8.0
Date: 2026-10-10
Features:
- Build I <3 your player name using supplied transport belts, with progress and cancellation.
- Optional Unhinged Mode: random remarks, tiny purposeless structures and comic contemplation.
- Deep-menu Total Bug Extermination with four confirmations, typed acknowledgement and visible Stop.
- Bounded sweeps of generated terrain on the current surface, using normal travel and combat.
- Permanent small/medium/enormous native walking spiderbots at 10/50/100 online simulation hours.
- Approximately doubled walking speed at every body upgrade; teleport travel unlocks at 150 hours.
- Credit previous online playtime and accelerated simulation time; preserve inventory and factory work.
- Personality and Evolution settings tabs; live camera follows the current native body.
Bugfixes:
- Keep spider follow speed matched to the moving player and accommodate native stopping distance.
- Route combat, recall, courier and rescue phase movement through the whole spider body.
- Park large spiderbots clear of the hospital footprint before deploying the cot.
- Recognize companion legs during site preparation and clear the full body before factory, artwork or ghost placement.
Testing:
- Native evolution, movement, belt construction, extermination, save/reload and permission checks.
- Oil, blue-science, construction, combat and rescue regressions, including evolved-body scenarios.
- GUI adapter checks; no graphical client playtest or new full rocket-launch run.
Version: 0.7.1
Date: 2026-10-10
Features:
- Live GPT camera in a separate right-hand HUD column, with all controls and text beside it.
- Local solar oil outposts and in-situ refining when walking or mainland power routes fail.
- Real solar research, panel crafting and conserved fluid deliveries with safe phase transport.
Bugfixes:
- Bound missing and repeatedly busy oil path callbacks; prefer accessible alternatives before phase access.
- Retain a usable pumpjack instead of repeatedly abandoning it after power routing fails.
- Discover local generators and poles beyond the main factory survey radius.
- Rebuild old quick menus and retain collapse preferences and typed speed values.
- Land phase couriers outside planned building footprints, including shoreline pumps.
Testing:
- Native headless blocked-oil, research, refining and courier scenarios plus progression regressions.
- GUI adapter and API checks; no graphical HUD playtest or new full rocket-launch run.
Version: 0.7.0
Date: 2026-10-10
Features:
- Upper-left quick controls for Follow/Scout/Auto, standby, recall, hunt and current activity.
- Native whole-map speed from 0.1x to 1000.0x, decimal entry, presets, one-click reset and Ctrl+Shift+T.
- Host/admin-only multiplayer speed changes, saved multiplier and collapsible quick controls.
- Companion, Combat and Factory tabs replace the crowded single settings page.
- New fitted Synth android skin with 18 frames per walking cycle; native player skin remains selectable.
Bugfixes:
- Prioritize a real powered pumpjack and native oil extraction before optional factory expansion.
- Do not treat cached courier oil as completion of the oil-processing discovery milestone.
- Reject misplaced pumpjack assignments and maintain owned boiler fuel during discovery.
- Add Recheck oil without changing the factory anchor, deleting buildings or discarding supplies.
Testing:
- 297 checks across native oil/blue-science progression, live speed and checkpoint reload,
GUI-adapter behavior, skin prototype, movement/combat, construction and rescue regressions.
- No graphical client playtest or new full rocket-launch run for this release.
Version: 0.6.1
Date: 2026-10-10
Bugfixes:
- Skip blocked crude-oil deposits and check walking access before committing to a pumpjack site.
- Reuse available same-force pumpjacks while respecting other companions' claims.
- Prospect oil up to 2,048 tiles in bounded generation batches without moving the factory anchor.
- Preserve real extraction and power requirements; show actual power and resource blockers.
- Step aside toward the factory work area when GPT herself occupies a planned construction footprint.
- Check drill placement and output-chest clearance together before committing to a mining site.
- Recover from factory enclosures with a short safe phase step after five seconds without movement.
- Recover existing Auto saves without resetting supplies, research, buildings or the anchor.
Testing:
- 218 native assertions across oil recovery, full Auto oil-to-blue-science progression, old-save upgrade,
active oil save/reload, movement/combat, construction/repair and obstruction recovery.
- Headless validation; a full rocket launch and graphical client playtest were not repeated for this patch.
Version: 0.6.0
Date: 2026-10-09
Features:
- Default-on proactive hunting in a player-centered radius: 64 tiles, adjustable from 24 to 128.
- Attack biters, spitters, worms and spawners, prioritizing threats close to the player.
- Redirect native enemy attacks toward an invulnerable projection following GPT.
- Rapid phase dashes, curved cyan trails, afterimages and impact bursts use the existing unlocked arsenal.
- Hunting checkbox, radius slider, /gpt hunt on/off/tiles and saved per-companion preferences.
- Rescue takes priority; Auto, standby, recall and disconnect release hunting aggro and delayed attacks.
Bugfixes:
- Keep the rescue seat's native update active so the seated character and camera follow the moving carrier.
- Repair disabled carriers from existing v0.5.0 saves and return from remote view on pickup when possible.
Testing:
- 235 native assertions across hunting, genuine hunt save/reload, rescue and old-save upgrade,
movement/scout/ten-style regression, and core construction/repair/inventory behavior.
- Headless validation covers real character positions and rendering calls; no graphical camera/GUI playtest.
Version: 0.5.0
Date: 2026-10-09
Features:
- Guardian Aegis shield intercepts incoming damage, including an otherwise lethal first hit.
- Protective formation and charged knockback counterattacks prioritize the player's safety.
- Critical injuries and sustained shield pressure trigger a super-speed emergency carry.
- Safe-site search checks generated terrain, a clear hospital footprint and an 80-tile hostile perimeter.
- Deploy a cot, medical station and lamp; heal the original character and defend or relocate the hospital.
- Get up control, rescue-origin map marker and separate Guardian/medevac toggles and commands.
- Preserve the original character, inventory, armor, quality, equipment and blueprint data during transport.
- Save active rescues and restore player state on discharge, cancellation and disconnection.
Testing:
- 52 Guardian checks, five genuine mid-carry reload checks and 222 existing-feature/upgrade checks passed.
- Headless engine validation; graphical animation and interactive GUI still need client playtesting.
Version: 0.4.1
Date: 2026-10-09
Bugfixes:
- Only attach frost movement stickers to units and spider units that support them.
- Frost Bloom and Gravity Snare still damage worms and hostile combat robots without crashing.
- Preserve mixed-group splash damage and worm kill credit.
Testing:
- Reproduced the original sticker crash, then passed 82 native combat regression assertions.
- Passed five upgrade checks from a v0.4.0 save for identity, preferences, unlocks and delayed attacks.
Version: 0.4.0
Date: 2026-10-09
Features:
- Predictive Follow mode with a per-companion distance from 2 to 24 tiles.
- Scout mode with adjustable forward distance, stationary patrol, local charting and threat interception.
- Ten lifetime-kill unlocks: Twin Fang, Arc Shuriken, Cyclone Glaive, Rail Lance, Frost Bloom,
Shadow Relay, Plasma Fan, Gravity Snare, Orbital Needle and Singularity Dance.
- Automatic combo or manual style selection, unlock progress and an arsenal panel.
- Follow, scout and style chat commands; saved preferences and retroactive kill credit.
Bugfixes:
- Keep existing obstacle paths while asynchronous replacements are pending.
- Use collision-tested direct steering and match owner speed during ordinary pursuit.
- Add stationary arrival hysteresis and constrain prediction at the minimum follow gap.
- Preserve delayed strike ownership across save/reload; exclude allies, neutrals and player structures.
Version: 0.3.1
Date: 2026-10-09
Bugfixes:
- Auto salvages trees, rocks, crashed ships, wreckage and loose items at building and pole sites.
- Preserve wreck inventory contents, quality and item metadata, including on supply withdrawal.
- Extend power from generator-connected networks instead of stopping at isolated nearby poles.
- Add missing generator poles and bounded pole-route detours using native wire reach.
- Retain factory buildings and respect other forces and unmineable entities during clearance.
- Existing Auto factories resume without resetting the anchor or discarding supplies.
Version: 0.3.0
Date: 2026-10-09
Features:
- First-rocket Auto progression: oil, chemicals, blue science, research, silo and platform starter-pack launch.
- Dedicated production machines, larger mining and smelting banks, and expanded steam power.
- Resource-conserving item/fluid courier and persistent Auto supply cache; /gpt supplies withdraws items.
Changes:
- Native player powered-armor walking animation, cyan tint and steady per-tick steering by default.
- Optional original android artwork with corrected stride cadence.
- Auto reserves drill output chests before wiring and collects obstructing loose items.
- First launch is the goal; interplanetary industry and campaign victory remain outside Auto's scope.
Version: 0.2.0
Date: 2026-10-09
Features:
- Actual character walking with pathfinding, obstacle collisions, and original animated walking art.
- Optional Nauvis starter-factory Auto: real mining, crafting, smelting, steam power and red/green science.
- Nearby factory survey, missing-supply objectives, and compatible machine reuse.
- Occasional personalized praise and cooldown-limited enemy taunts, with a mute setting.
Changes:
- Preserve crafting cargo during cross-surface body transfers.
- Approach large repair targets from outside their footprint.
- This version does not automate oil, advanced science, other planets or campaign victory.
Version: 0.1.1
Date: 2026-10-08
Compatibility:
- Target Factorio 2.1 and Space Age 2.1; correct the 2.0-only manifest rejection.
Version: 0.1.0
Date: 2026-10-08
Features:
- Invulnerable female android GPT with original eight-direction sprite art.
- Inventory-funded, quality-aware entity and tile ghost construction.
- Self-powered repairs, all-alert overdrive, and three ninja blade techniques.
- Remote damage response across planets and space platforms.
- Companion panel, recall hotkey, standby, construction toggle, and status counters.