Mods introducing new content into the game.
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.