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Releases: kyranf/robotarmyfactorio

v2.4.21 Released!

02 Apr 05:15
e9175f2
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Version: 2.4.21
Date: 2025.04.01
Changes:
- completely removed patrol poles from the mod, will replace with something else in the future, maybe.
Bugfixes:
- Fixed german locale file encoding
- added more unitgroup/commandable validity checks to reduce crashing

v2.4.19

04 Jan 14:11
61b9ad1
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Version: 2.4.19
Date: 2025.01.05
Changes:
- Adding mod conflict for Combat Robot Overhaul mod (#190)
- temporarily disabled patrol post processing to prevent crashing user's games, until a new system can be made. (#189)
Bugfixes:
- Fixed flamebot not able to be manufactured due to stack size changes for light armour (#191)
- Fixed new api change for spill-item-stack when making multiple settings modules (#188)

v2.4.18

14 Dec 04:51
6042436
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What's Changed

New Contributors

Full Changelog: v0.4.17...v2.4.18

Version: 2.4.18
Date: 2024.12.13
Changes:
- ported to support v2.0, thanks greatly to
- changed target type to search&destroy for more direct fighting behaviours. can change target type back to 3 if you want.
- reducing flame droid fire resist from 100% to 95%, so they can eventually kill eachother if they get into friendly fire or against other forces
Bugfixes:
- much better AI update rates which you can tune in the config.lua sanity-check seconds and distance multiplier.

V0.4.17 released!

07 Jun 05:57
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Version: 0.4.17
Date: 2022.06.06
Changes:
- adding Polish translation thanks to Ziomek24
- updated Russian translation by Varoga, issue #180
- reducing flame droid fire resist from 100% to 95%, so they can eventually kill eachother if they get into friendly fire or against other forces
Bugfixes:
- bugfix for invalid unit group during attack orders with command tool

v0.4.16 released!

31 Oct 22:32
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Date: 2021.10.23
Changes:
- (snouz)
- 9 new technologies
- Buildings visual adjustments (combinators, loot chest, patrol pole).
- New building icons.
- Sorted recipe/item order.
- Description improvements.
- (kyranzor)
- fixing issue #173
- adjusting migration for 0.4.12 to consume less RAM again.

v0.4.14 released!

23 Oct 00:29
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Changes:
- snouz joining force to work on the mod.
- Added HR versions for all robots (Upscaled using ESRGAN).
- Removed the artificial tint to apply some custom ones in the images.
- Attacking bots now use 22 directions animation instead of 8.
- Standardized and redrew shadows.
- Fixed flying bots shadows, used HR version from vanilla.
- Removed unused images and optimized PNGs.
- New 64px icons for bots and signals.
- Deployment icons now don't display in player crafting.
- Standardized/renamed changelog (so it displays in the mod portal).
- New mod thumbnail.
- HR version of buildings (temporary upscale).
- Visually shifted robots up, so it looks more natural.
- Some code and file structure improvements.

Welcome @snouz !

v0.4.13 released

23 Oct 00:28
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Changes:
- attempting to fix github issue #164
- attempting to fix github issue #172
- fixing migration script issue with the 0.4.12 migration where it would chew up peoples RAM and break their computers. made it do +-1000 tiles instead of +-15000 tiles for each surface, and each force.

Note the commit this is relevant to in the codebase is actually 081e86e

081e86e

V0.4.12 released!

01 Sep 19:57
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changes from 0.4.11 to 0.4.12:

  • added Brazilian Portuguese language translations thanks to Felipe Bueno Aliski Alves
  • added Russian language translations thanks to Varoga on Github
  • added migration script to detect and add all droid units to script-tracked array
  • added AI distraction custom commands for selecting nearest target instead of random target (overriding default ai behaviour of biters) thanks to Klonan

V0.4.11 released!

17 Aug 03:18
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changes from 0.4.10 to 0.4.11:
Thanks for Silly_Warlock for the first two improvements listed below!

  • added a for-each-force loop instead of specific forces, during init routine to set up each force
  • added a handleOnScriptRaisedBuilt function for script-spawned entity event handling.
  • adding migration file to help players who add mod after starting game to auto detect existing techs and unlock recipes properly for them.

V0.4.6 released!

29 Nov 07:31
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This update allows the mod to be used with Factorio v1.1.1 which brought some changes to tech names and other minor re-naming the developers did, and this marks the first v1.0+ compatible release.