Robot start 2


Replace your character to roboport

Content
a day ago
2.0
373
Transportation Logistics Environment Storage

Changelog

Version: 1.2.3
  Features:
    - Dropped cargo pods can now trigger the construction of a cargo landing pad as a marker for deconstruction. If you're already stuck on a planet with dropped cargo pods, try the actions from this topic: [https://mods.factorio.com/mod/robot-start-2/discussion/690b8babef4c8a65a5dcf6e1](https://mods.factorio.com/mod/robot-start-2/discussion/690b8babef4c8a65a5dcf6e1)
    - Added compatibility with the aai-industry mod (if you don't want this, you can disable it in the settings)
Version: 1.2.2
  Features:
    - Added a remote interface to change starting items
    - Multiplayer now works (thanks ZiiroOne for testing)
Version: 1.1.0
  Features:
    - Added a setting to make all transportation remotely controllable
    - Added a setting that allows you to add an equipment grid for a transport that didn't have one
    - Added customization to change the quality of starter solar panels and batteries (requires DLC Quality)
  Major Features:
    - Control in remote mode has been significantly improved. Now in remote mode it is possible to place ghosts inside items as well as remove items from inventories
Version: 1.0.3
  Features:
    - Added a setting that allows you to increase the number of starting items to make the game easier to play
  Bugfixes:
    - Changing a recipe in the picker moved items to the player's inventory
    - In some cases, mining stones with multiple types of items as a drop moved some of the items into the player's inventory
Version: 1.0.2
  Features:
    - Added a mod setting to not remove steel tool technology. This may be necessary for compatibility with some mods.
    - Added compatibility with any planet start mod
  Bugfixes:
    - Crash when Space Age add-on is disabled
Version: 1.0.1
  Bugfixes:
    - On Aquilo, the roboport is no more frozen.