Persistent guard drones that follow the player, fight nearby enemies, and return to inventory on recall.
Mods introducing new content into the game.
Version: 0.23.0
Date: 2026-06-27
Bugfixes:
- Fixed drones draining the roboport but never recharging (a v0.22 regression dropped the line
that added the drained energy to the drone's battery). Recharge works again.
Changes:
- Disarmed drone marker is now the vanilla "low power" machine icon, and it is hidden while the
drone is actively charging (the recharge glow shows instead) — shown only while flying back or
when there is no roboport power.
- Removed the abandoned ammo/reload system entirely: the Guard Drone Magazine item and recipe are
gone, along with the dormant reload code and the v0.17 energy debug probe.
Version: 0.22.0
Date: 2026-06-27
Changes:
- Recharge sound is now the actual robot-charging hum (same robot-charging-*.ogg files robots use
at a roboport), played continuously while a drone charges. Dropped the separate plug-in/unplug
zaps. Visual glow + this hum together, like a logistic bot charging.
Version: 0.21.0
Date: 2026-06-27
Changes:
- Recharge FX now draw ON TOP of the drone (render layer "air-entity-info-icon"; were hidden
behind the drone sprite).
- Disarmed drones show the vanilla "no power / unplugged" icon (was the battery item icon).
- Two distinct recharge sounds: a "plug in" zap when charging starts, an "unplug" zap when
fully recharged (configurable via CHARGE_SOUND_START / CHARGE_SOUND_DONE).
Version: 0.20.0
Date: 2026-06-27
Features:
- Disarmed (out-of-power) drones now show a red "low battery" icon above them the whole time they
are depleted, including while flying back to the player to recharge.
Changes:
- Recharge glow raised onto the drone body (was sitting below the drone).
- Battery balance: consumption doubled (energy_per_tick 3->6kJ, energy_per_move 10->20kJ; ~28s
idle autonomy) and recharge speed halved (RECHARGE_PER_SCAN 0.5->0.25MJ/scan).
Version: 0.19.0
Date: 2026-06-27
Features:
- Recharge illusion: a drone refilling its battery now shows the roboport's recharging spark glow
(reused vanilla sprite) and plays a short electric zap when it finishes and re-arms. Toggle via
CHARGE_FX in drone-manager.lua.
Version: 0.18.0
Date: 2026-06-27
Features:
- Battery system (replaces the abandoned reload). Drones carry a 10MJ battery the engine drains
natively as they fly/fight (combat drains faster). At empty a drone disarms (hotswaps to its
weaponless twin, truly can't fire) and flies back to orbit the player. There it recharges by
DRAINING the player's personal roboport equipment, then re-arms once ~full. The battery charge
is preserved across recall (no free refill). No charged roboport -> an "out of power" alert.
- Energy probe from v0.17 turned off (ENERGY_DEBUG=false); kept for future debugging.
Notes:
- Recharge currently pulls only from personal roboport equipment; tune RECHARGE_PER_SCAN /
ENERGY_* in drone-manager.lua (and max_energy in drone.lua, kept in sync). Charging visual/
sound effect (like logistic bots) is planned next.
Version: 0.17.0
Date: 2026-06-27
Experiment (temporary, debug):
- Energy/battery test on the CANNON drone only: max_energy 2MJ, fast drain, slows to 20% when
empty (no crash). A console probe (~every 2s) logs the drone's energy to check whether the
engine actually applies energy to a combat-robot (docs say it shouldn't). Toggle off via
ENERGY_TEST (drone.lua) and ENERGY_DEBUG (drone-manager.lua) once the question is settled.
Version: 0.16.0
Date: 2026-06-27
Features:
- Drones are now 100% fire-resistant (they fly): the flamethrower drone's ground fire no longer
damages other drones or itself. (Note: the player is still flammable — see known limitation.)
Changes:
- Both drone recipes: destroyer-capsule 2 -> 1, plus 1 flying-robot-frame.
Version: 0.15.0
Date: 2026-06-27
Features:
- New "Drone Cannon" intermediate item (tank-cannon icon), crafted from steel/pipes/circuits/
submachine-gun, and now required to build the cannon Guard Drone.
- Composite item icons: tinted destroyer (blue cannon / yellow flamethrower) with a weapon
badge in the bottom-right corner (cannon vs flamethrower).
- Per-type target priority: the cannon drone steers toward the BIGGEST nearby enemy (focus big
threats); the flamethrower drone steers toward the NEAREST enemy.
Changes:
- Flamethrower drone orbits much tighter (range_from_player 10 -> 4) so it closes in for
short-range fire, and its fire origin is raised on the sprite.
Version: 0.14.0
Date: 2026-06-27
Features:
- New drone variant: Flamethrower Guard Drone (yellow). Uses the player flamethrower stream
with a larger attack zone (range 22 vs cannon's 18). Separate item/recipe (unlocked by the
same Guard Drones tech). NOTE: its fire is NOT friendly-fire-safe yet (vanilla stream burns
all forces) — refine later.
- Deploy now supports multiple drone types from inventory: fills up to the 5-drone limit,
cannon first then flamethrower (mixing types). A "drone backpack" loadout is planned to
replace this first-available selection.
Changes:
- Cannon drone: ROF reduced (cooldown 20 -> 30, ~2 shots/s) and HP doubled (400 -> 800).
- Casing ejection: cannon now ejects a big artillery-style shell casing (custom particle,
60s on-ground lifetime) instead of the small machine-gun casing.
Version: 0.13.0
Date: 2026-06-27
Changes:
- Reload/ammo mechanic disabled (RELOAD_ENABLED = false): too fragile (combat robots fire
autonomously with no per-shot hook, so depletion can't be tracked accurately). Drones
now have unlimited ammo again. Code and prototypes kept dormant for a possible redesign.
Version: 0.12.0
Date: 2026-06-27
Features:
- Out-of-ammo drones now hot-swap to a weaponless variant (range 0, desaturated tint),
so they truly stop firing. They fly back to the player and only reload once close
(RELOAD_RANGE), then re-arm. Closes the point-blank firing leak.
Version: 0.11.0
Date: 2026-06-27
Features:
- Reload mechanic: each drone has a 20-shot magazine that depletes while engaging.
Empty drones return to orbit and reload from a Guard Drone Magazine item in the
player's inventory; if none, a blinking "out of ammo" alert is shown.
- New item Guard Drone Magazine (20 cannon shells -> 1 magazine), unlocked by the tech.
- Health AND magazine are now preserved across recall (no free-refill exploit).
Notes:
- Combat robots have no native ammo or per-shot event, so depletion is a time proxy
(while engaging). A fully-empty drone can still fire point-blank (native firing can't
be disabled); ammo gates active hunting, not point-blank defense.
- Dev-stage: a mod update now clears all deployed drones (clean state migration).
Version: 0.10.0
Date: 2026-06-27
Features:
- Aggression: each drone hunts the nearest enemy to itself, leashed to 50 tiles from the
player; returns to orbit when none. Recall still overrides. Scan handler is dynamic
(registered only while drones are deployed -> zero idle cost).
Balancing:
- Autocannon fire rate reduced to 3 shots/s (cooldown 20).
Version: 0.9.0
Date: 2026-06-26
Features:
- Experimental aggression: drones leave their orbit to engage enemies near the player
(owner-swap test). Recall still overrides.
Version: 0.8.1
Date: 2026-06-26
Balancing:
- Autocannon now uses a dedicated ammo category: fire rate is FLAT (no ROF research
scaling, no unrealistic cadence), while damage still scales with cannon-shell damage
research (mirrored in data-final-fixes).
Version: 0.8.0
Date: 2026-06-26
Features:
- New weapon: explosive autocannon (replaces the destroyer beam). 4 shots/s, small
blast radius, cannon-shell sound + muzzle flash. Distinct from the player's laser.
- Friendly fire OFF: the blast never damages the player or their own drones (force = not-same).
Version: 0.7.0
Date: 2026-06-26
Optimizations:
- on_tick is now registered dynamically (only while drones are returning), so the
mod has zero per-tick cost when idle. Re-established on_load from saved state.
Version: 0.6.0
Date: 2026-06-26
Features:
- Deploy/recall animation: drones now emerge from the player on deploy and fly
back to the player on recall before despawning (item + saved health land on arrival).
Version: 0.5.0
Date: 2026-06-26
Changes:
- is_military_target is now permanent (drones correctly draw enemy aggro).
Balancing:
- Recipe adjusted: 2 destroyer-capsules + 10 low-density-structure + 5 processing-unit.
Version: 0.4.0
Date: 2026-06-26
Changes:
- Drones now have truly infinite lifetime (time_to_live = inf instead of max uint32).
- Slowed down further (~51% slower than the destroyer overall).
- Experiment: drones flagged as high-priority enemy targets (is_military_target).
Version: 0.3.0
Date: 2026-06-26
Features:
- Shortcut-bar buttons for deploy and recall (addable to the quickbar).
Changes:
- Guard drones are now repairable (removed the inherited "not-repairable" flag).
- Wider orbit (range_from_player 6 -> 10), ~30% slower, max_health 200 -> 400 (+100%).
Version: 0.2.0
Date: 2026-06-26
Changes:
- Drone size reduced (scale 1.6 -> 1.2).
- Drones now persist indefinitely (time_to_live set to max on deploy; removed periodic refresh).
Features:
- Dedicated "Guard Drones" technology (requires the Destroyer technology).
Balancing:
- Recipe gated behind the technology and made ~10x a single destroyer (2 destroyer-capsules + chassis).
Version: 0.1.0
Date: 2026-06-26
Features:
- Initial scaffold: Guard Drone item, combat-robot entity (recolored/enlarged destroyer).
- Manual deploy (ALT+G) and recall (ALT+H) hotkeys.
- Persistent drones via time_to_live refresh; health saved on recall.