Tune your robots and roboports: speed, cargo, battery, range and more. Optionally get robots early, with cheaper recipes and a quick start kit.
Small changes concerning balance, gameplay, or graphics.
Version: 0.1.2
Date: 2026-10-16
Changes:
- Version 0.1.1, ported to Factorio 2.0.
Compatibility:
- [Krastorio2-spaced-out] The quick start kit's extra boilers and steam engines also come with Krastorio 2 Spaced Out.
Version: 0.1.1
Date: 2026-10-16
Compatibility:
- [aai-containers] Loads after AAI Containers & Warehouses, so Early robots always unlock its small logistic chests with the cheap recipes.
Bugfixes:
- Fixed that with Early robots on, buildings could not connect to the logistic network until robotics was researched.
- [factorissimo-2-notnotmelon] Fixed that the roboport settings also changed the hidden roboports inside factory buildings.
Version: 0.1.0
Date: 2026-10-16
Major Features:
- Robot World Continued by thinkong, ported to Factorio 2.1.
Features:
- Added a setting to start wearing power armor MK2 with a reactor, personal roboports, batteries, an exoskeleton and night vision.
- With Early robots on, destroyed buildings leave ghosts for robots to rebuild from the start.
Changes:
- Fewer settings: robots are tuned per type, early robots are one choice, roboport charging includes energy storage, and the fixed roboport radius settings are gone.
- Settings and early research from Robot World Continued do not carry over.
- Cannot be enabled together with Robot World or Robot World Continued.
Compatibility:
- [Krastorio2] The quick start kit adds 2 boilers and 4 steam engines, and 100 wood for basic tech cards when they are in use.
- [Krastorio2] The starting power armor's reactor comes loaded with uranium fuel cells.
Bugfixes:
- Fixed that the quick start kit only reached the host, and only when the intro was skipped. Every new player now gets it.
- Fixed that a fractional robot cargo size or stack size stopped the game from loading.
- Fixed that a higher robot cargo size or speed stopped the game from loading when another mod caps them.
- Fixed that hidden robots from other mods were changed too.
- Fixed that robot stack size skipped robots from other mods whose item has a different name.
- Fixed that a robot from another mod with no health value set stopped the game from loading.
- Fixed that a robot health multiplier of 0 stopped the game from loading. The lowest value is now 0.01.
- Fixed that cheap early robots, chests and roboports recycled into the ingredients of their normal recipes.
- Fixed that roboports with less energy storage could stay off for good after a blackout.
- [bobelectronics] Fixed that cheap early recipes used Bob's old circuit name and stopped the game from loading.