Not Alone

by dougs

You didn’t crash-land alone, and you don’t have to build the factory alone either. Not Alone adds human teammates with different roles (miners, builders, carriers, and soldiers) to help build your factory. Check the in-game Factoriopedia if you're confused. Note that this mod is in very early alpha and will be updated frequently with bug fixes and new features so check for updated versions often! Make sure to check out the YouTube channel @not-alone.factorio for video updates on new features.

Content
11 days ago
2.1
142
Logistics Combat Environment Mining Logistic network Manufacturing Storage

Changelog

Version: 0.1.27
Date: 2026-10-03
  Features:
    - Soldiers can use every gun in the game, including Space Age and modded guns. Guns and their ammo are read from prototypes and ranked automatically.
    - Badly hurt Soldiers, and Soldiers whose guns are all empty, retreat to the nearest Habitat or Outpost to heal and restock, then resume their route or post.
    - Soldiers stationed at an Outpost build nearby turret, wall, gate and land mine ghosts and keep its ammo turrets topped up.
    - Builders fill the ammo, fuel, modules and equipment requested by revived ghosts, and empty slots a blueprint asks to clear.
  Changes:
    - Rewrote the README to describe the current roles, bases and Soldier features.
  Bugfixes:
    - Fixed the Builder crafting planner hanging the game.
    - Fixed fuel categories not being read on Factorio 2.1.
    - Fixed the 0.1.16 changelog entry being merged into 0.1.19.
Version: 0.1.26
Date: 2026-10-02
  Features:
    - Soldiers in modular, power, MK2, or mech armor fill their equipment grid like a player, fetching generators, batteries, shields, exoskeletons, personal lasers, discharge defense, and personal roboports from their logistic network.
    - Soldiers carry defender, distractor, and destroyer capsules and throw them at packs of enemies and enemy bases.
  Changes:
    - Personal roboports on Soldiers send construction robots to repair the Soldier, its squad, and nearby buildings.
    - Armor equipment is read from runtime prototypes, so Space Age and modded equipment of supported types also work.
  Bugfixes:
    - Fixed a load error when the command tool filter listed armored Soldier variants that the character prototype did not create.
    - Fixed Soldiers fetching stored team mates from the logistic network and spending them as repair packs.
Version: 0.1.25
Date: 2026-09-10
  Bugfixes:
    - Added a collection of Spidertron fixes covering waypoint travel, combat behavior, vehicle recovery, ammunition and fuel handling, ground collection, and prevention of abandoned vehicles.
Version: 0.1.24
Date: 2026-09-10
  Features:
    - Added a Cloner with role-specific recipes for producing new team mates from a Miner and raw ores.
  Changes:
    - Expanded Soldier waypoint control with looping patrols, shared-waypoint selection, persistent markers, and reliable Outpost arrival.
    - Soldiers can use Cars, Tanks, and Spidertrons for long travel, including continuous vehicle patrols and segmented pathfinding for distant destinations.
  Bugfixes:
    - Improved vehicle recovery after collisions and temporary pathfinding failures so Soldiers remain in their vehicles when routes become available again.
Version: 0.1.23
Date: 2026-09-09
  Features:
    - Added a Cloner with role-specific recipes that use a Miner and four ore types to produce new team mates.
  Changes:
    - Improved Soldier waypoint behavior with patrol loops, persistent route markers, combat resumption, and wandering at final non-loop waypoints.
Version: 0.1.22
Date: 2026-09-08
  Bugfixes:
    - Fixed a crash while updating building logistics caused by the hidden requester prototype not being registered.
Version: 0.1.21
Date: 2026-09-08
  Changes:
    - Improved team mate waypoint behavior so Soldiers hold their final position after combat instead of returning to a base.
    - Added shore-based fishing for Builders and recovery from unreachable construction and deconstruction targets.
Version: 0.1.20
Date: 2026-09-08
  Features:
    - Added Outposts with Soldier-only membership, request fulfillment, native idle wandering, and custom management UI.
    - Added native-style team mate management panels for Habitats and Outposts, including membership counts and inventory transfers.
    - Added command-tool quickbar placement and Soldier waypoint control with route resumption after combat.
  Changes:
    - Unified Habitat and Outpost lifecycle behavior through shared base policies and registries.
    - Soldiers now defend while wandering or following waypoints and can engage hostile units and team mates from other forces.
    - Soldiers can travel between compatible bases to satisfy Outpost requests, while Outpost membership is tracked as virtual inventory.
  Bugfixes:
    - Fixed Outpost Soldier removal, request replacement, exact base arrival binding, and quickbar migration errors.
Version: 0.1.19
Date: 2026-09-07
  Changes:
    - Soldiers now target hostile players and hostile teams' deployed team mates within logistic-network coverage, while respecting force friendships and cease-fires.
Version: 0.1.18
Date: 2026-09-07
  Bugfixes:
    - Repackaged the deconstruction inventory lookup fix for Factorio 2.1 compatibility.
Version: 0.1.17
Date: 2026-09-07
  Bugfixes:
    - Fixed a crash while scanning deconstruction targets caused by probing removed LuaEntity inventory accessor methods.
Version: 0.1.16
Date: 2026-09-07
  Bugfixes:
    - Fixed internal team mate items failing to load in Factorio 2.1 and kept them hidden from player-facing item selections.
    - Fixed Soldiers not deploying to attack worms positioned just outside a logistic network's boundary.
    - Fixed the Habitat Factoriopedia page linking to a nonexistent Soldier entity.
  Changes:
    - Optimized marked-resource assignment for large Miner crews, removing a quadratic claim scan and reducing unnecessary game API calls.
Version: 0.1.15
Date: 2026-09-06
  Bugfixes:
    - Fixed deployed cars never moving: sharp-turn braking at standstill deadlocked freshly boarded cars, which cannot rotate while stationary. Cars now only brake for sharp turns while moving.
    - Fixed stationary cars silently replanning routes forever; failed replans now count and end with the driver getting out.
    - Fixed team mates endlessly hopping in and out of cars: saves carrying an old car travel threshold below the enlarged parking radius made every trip "arrive" the moment the car was boarded. Stale thresholds are migrated, and trips must now always be longer than the parking radius.
    - Fixed abandoned trips being retried at the same destination the moment the car was recovered; a failed destination now rests before another drive is attempted.
    - Fixed cars being left on the ground when their hidden driver was destroyed mid-trip; the car is now reclaimed into the team mate's inventory.
Version: 0.1.14
Date: 2026-09-05
  Changes:
    - Team mates now collect fuel from the logistics network before deploying their car, refuel it on deployment, and reclaim unburned fuel when the car is picked back up.
    - Cars now park farther from their destination and require clear space around the boarding spot before deploying.
    - Driving cars steer around other cars and team mates, brake when boxed in, and reroute after a collision; if avoidance stays impossible the driver gets out and walks, and repeated collisions replan travel from scratch.
  Bugfixes:
    - Fixed team mates staying visible next to their deployed car instead of appearing to get in.
    - Fixed cars never moving because they were deployed without fuel, and manual refueling being undone by car recovery.
    - Fixed cars never moving because they were deployed without fuel, and manual refueling being undone by car recovery.
    - Fixed vehicle travel wedging permanently when a save was reloaded while a car path request was outstanding.
    - Fixed cargo icons flashing behind moving cars; they now ride on the car and include the collected car fuel.
    - Fixed cars repeatedly ramming buildings: routes now keep clearance around the car, corner-cutting is reduced, cars brake while a post-collision route is computed, and crash loops end with the driver getting out.
Version: 0.1.13
Date: 2026-09-05
  Bugfixes:
    - Fixed a non-recoverable error when car steering treated Factorio pathfinder waypoints as direct map positions.
Version: 0.1.12
Date: 2026-09-05
  Bugfixes:
    - Fixed existing saves retaining the old 80-tile car travel threshold, which made Carriers walk for most logistics trips despite carrying a car.
    - Fixed car deployment stalling at the deployment point or being blocked by the hidden team mate proxy.
    - Fixed scripted car paths rejecting their own vehicle at the starting position, and kept the hidden team mate synchronized with the moving car.
Version: 0.1.11
Date: 2026-09-05
  Changes:
    - Added optional long-distance car travel for team mates using cars collected from the logistics network.
    - Added carried-car deployment, native vehicle pathfinding, proxy driving, recovery, and walking fallback.
    - Split the runtime and data-stage Lua code into functional modules and renamed the runtime bootstrap to not-alone.lua.
Version: 0.1.10
Date: 2026-09-03
  Changes:
    - Fixed the Lua startup crash by removing the file-scope local declaration overflow that caused the required file to fail under the Factorio runtime.
    - Split the module bootstrap into a lightweight constants/utilities layer so the project is easier to extend without hitting the 200-local limit again.
    - Kept the current gameplay behavior intact while making the codebase more maintainable for future releases.
Version: 0.1.9
Date: 2026-09-03
  Changes:
    - Replaced thumbnail.png with new artwork featuring the Miner, Builder, Carrier, and Soldier team mates.
Version: 0.1.8
Date: 2026-09-03
  Changes:
    - Fixed Builders rejecting valid construction plans when required materials were split across multiple logistic sources.
    - Fixed Builders continuing to request an entire material quantity after a partial source withdrawal.
    - Added guarded carrier fulfilment from furnace and assembling-machine outputs for active requester chest demands.
    - Prevented producer outputs from being treated as generic logistic storage.
Version: 0.1.7
Date: 2026-09-02
  Changes:
    - Improved Factoriopedia team mate previews with centered player-style animations and a green grass background.
Version: 0.1.6
Date: 2026-09-02
  Changes:
    - Corrected Factoriopedia team mate icons to use the tinted in-game torso icons.
    - Corrected Factoriopedia team mate previews to use player-style role and armor animations.
Version: 0.1.5
Date: 2026-09-02
  Changes:
    - Added a compact Team mates panel beside the logistics network interface with deployed, docked, and activity counts.
    - Matched the Team mates panel to native Factorio logistics UI styling and corrected its Remote view placement.
    - Made hidden building requesters display the localized name of their actual target building.
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.