Releases: kyranf/robotarmyfactorio
v2.4.21 Released!
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
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
What's Changed
- 2.0 migration by @cyril-orlov in #187
New Contributors
- @cyril-orlov made their first contribution in #187
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!
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!
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!
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
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
V0.4.12 released!
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!
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!
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.