Not Alone

by dougs

Autonomous Miners, Builders, Soldiers, and Carriers powered by Habitat logistics networks.

Content
2 hours ago
2.1
0
Logistics Combat Environment Mining Logistic network Manufacturing Storage

Changelog

Version: 0.1.4
Date: 2026-09-02
  Changes:
    - Added thumbnail.png using the Habitat artwork so the Mod Portal profile displays the Habitat as its canonical thumbnail.
Version: 0.1.3
Date: 2026-09-02
  Features:
    - Added Miner, Builder, Soldier, and Carrier team mate roles with colored torso icons.
    - Added Soldier weapon kits, tiered ammunition fallback, armor upgrades, and melee fallback.
    - Added deterministic crash-site spaceships with mixed team mate crews and a guaranteed nearby wreck.
    - Added automatic logistics requests for assemblers, furnaces, boilers, rocket silos, and labs.
    - Added Factoriopedia descriptions for player-facing Not Alone items and entities.
  Changes:
    - Removed roboport proxy entities from deployed team mates so they no longer draw misleading network lines.
    - Restored docked team mates as visible Habitat inventory items and fixed logistics network accounting.
    - Made Soldiers collect weapons, armor, and ammunition from logistics storage and attack enemy bases after enemy units.
    - Improved Soldier attack animations and sounds for ranged weapons and punches.
    - Reduced distant crash-site density with exponential distance falloff while keeping one visible starter wreck.
Version: 0.1.0
Date: 2026-08-28
  Features:
    - Created the initial mod skeleton.
    - Added the autonomous team mate proof of concept.
    - Converted team mates to player-shaped units with native pathfinding and combat commands.
    - Added a command tool for selecting team mates and assigning movement destinations.
    - Added Shift-right-click waypoint queues with visible route lines and destination markers.
    - Added map exploration with the default player's 5x5 chunk reveal area as team mates travel.
    - Allowed scout orders into fogged and uncharted terrain with progressive hidden chunk generation.
    - Gave every team mate native live radar coverage and a consistent friendly map marker.
  Changes:
    - Removed formation, automatic follow, and teleport behavior.
    - Limited free wandering to team mates with no active or queued destination.
    - Made queued routes start the next leg immediately when an intermediate waypoint is reached.
    - Added a research-gated Iron Miner role with a role assignment panel and furnace delivery loop.
    - Made the Iron Miner technology available from the default research tree.
    - Removed the token crafting requirement and added a selected-teammate count to the role panel.
    - Automatically researched the Iron Miner technology for player forces.
    - Fixed Iron Miner crashes when a resource patch was fully depleted.
    - Fixed Iron Miner furnace inventory access for Factorio 2.1.
    - Added the native player mining animation while Iron Miner teammates are mining.
    - Added a role-panel control to spawn additional teammates.
    - Matched Iron Miner collection to one ore per normal mining interval and added mining sounds.
    - Generalized resource mining and added Copper Miner, Coal Miner, and Stone Miner roles.
    - Added resource-specific furnace delivery, including fuel-inventory delivery for coal.
    - Moved logistic chest recipe unlocks to Electronics and changed their ingredient to one iron chest.
    - Allowed the command tool to select team mates while they are mining.
    - Added autonomous logistic-network hauling for unassigned team mates.
    - Added automatic item-ingredient and compatible-fuel requests for covered buildings.
    - Added a power-free, non-charging Logistics coverage hub crafted from five wood.
    - Added one starter hub south of each force spawn and placed initial team mates in its network.
    - Enabled the logistic-network GUI for player forces from the start.
    - Made each team mate an engine-recognized logistic network member through a following interface.
    - Replaced closest-building deliveries with engine-selected logistic requester deliveries.
    - Exposed automatic building requests to vanilla logistic robots as well as team mates.
    - Prioritized move orders, combat, and assigned roles over default logistic hauling.
    - Required carried logistic cargo to be returned before an assigned role resumes.
    - Made assigning a mining role clear pending move orders again.
    - Fixed team mates stalling on waypoints the pathfinder finishes slightly short of.
    - Made team mates drop undeliverable return cargo instead of freezing in place.
    - Limited miner resource searches to the logistic network the team mate is part of.
    - Made newly placed roboports immediately trigger resource searches for looking miners.
    - Fixed team mates spawning on one exact spot, which froze all engine movement commands.
    - Spread team mate spawns into a ring to prevent stacked team mates.
    - Disabled path caching and allowed paths through own entities for team mate movement.
    - Added wander-based recovery for team mate paths that fail repeatedly.
    - Removed teleport-based team mate recovery.
    - Fixed automatic building request slots requiring an explicit normal quality filter.
    - Converted smelting furnaces into recipe-selecting machines so they request ingredients.
    - Requested burner fuel that assigned miners are collecting, not only chest-stored fuel.
    - Batched building ingredient requests so carriers deliver loads instead of single items.
    - Removed automatic initial team mate spawning; team mates are added manually from the role panel.
    - Renamed Logistics coverage hubs to Habitats.
    - Added Team mate items with a stack size of 20 and the basic armor icon.
    - Gave each player ten Team mate items and one Habitat item initially and made deployment consume one Team mate item.
    - Gave Habitats one material slot capable of holding one Team mate stack.
    - Replaced idle and miner wandering with returning to the nearest Habitat.
    - Removed wander-based movement recovery.
    - Removed automatic starter Habitat placement.
    - Added a Habitat roster GUI for assigning residents and job roles.
    - Added Security team mates that defend the area around their Habitat.
    - Added Builders that collect materials from logistic storage and construct entity ghosts.
    - Added Scouts for directed long-range exploration with queued waypoints.
    - Fixed newly added and transferred team mates not appearing immediately in an open Habitat roster.
    - Removed the legacy top-left Add Team Mate and job-role panel; deployment and roles now live in Habitat rosters.
    - Made Habitat rosters mirror the Team mate items stored in each Habitat.
    - Removed the Deploy Team Mate button and made choosing a working role deploy one stored team mate automatically.
    - Removed deployed team mates from Habitat inventories and rosters.
    - Added resource and role icons to Habitat roster dropdowns.
    - Added a selected-team roster for reassigning deployed team mates to any job role.
    - Kept command-tool selections stable while miners switch between visible and hidden entities.
    - Centered the selected-team roster and added a close button that clears the selection.
    - Added native resource-chip particle bursts when team mates complete mining cycles.
    - Made idle team mates enter the nearest Habitat and return to its stored roster on arrival.
    - Kept Builder assignments while idle team mates are stored inside Habitats.
    - Automatically dispatched stored Builders for covered construction jobs and redocked them afterward.
    - Made Builder pickup, return, and construction preserve item quality.
    - Fixed ghost revival detection and kept Builders managed after returning cancelled-job materials.
    - Added Builder handling for force-specific deconstruction orders inside construction-network coverage.
    - Made Builders return mined entities and their contents to logistic storage without losing quality.
    - Kept filled-entity deconstruction lossless by sizing Builder cargo before mining.
    - Fixed Builders ignoring marked neutral resources, trees, and rocks.
    - Kept docked Builders identified by role and allowed Habitat reassignment without duplicating them.
    - Let Builders deconstruct marked entities inside Habitat logistic coverage despite its zero native construction radius.
    - Automatically marked all loose items spilled from Builder deconstruction cargo for collection.
    - Made Builders collect manually marked loose ground items while preserving stack quality and metadata.
    - Prevented Builders repeatedly collecting and respilling single items when no storage could accept them.
    - Fixed Builders freezing in place after dropping cargo that no storage could accept.
    - Made Builders release marked targets they cannot physically reach so other Builders can take them.
    - Required Builders to reach loose stacks and the edge of solid targets before deconstructing them.
    - Refreshed building requester proxies from Habitat networks even when no team mate is active.
    - Made miners drop carried resources when changed to another role without resetting same-role work.
    - Fixed a crash when a stored Builder's Habitat was destroyed before its next update.