Releases: kyranf/robotarmyfactorio
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.
Robot Army v0.4.1
changes from 0.4.0 to 0.4.1:
-Adding Unit Control as an optional dependency for the mod - if detected as active,
it disables the automatic squad control so the player has full freedom to command the units with the Unit Control mod GUI and tool instead.
- disabled the acid fire per-tick damage from worms and spitters, to help restore balance. it was too OP.
- fixed script error (needs confirmation) when deselecting a squad after some time has passed
- fixed script error trying to spawn/change units to an enemy force (needs confirmation) - they will be killed if they try to join a lua unitgroup whose force isn't the same as theirs. This is a temporary fix.
need better way of handling squads anyway, need to think about this case while doing that code re-work. - bug fix for when trying to pick up droids with the pickup tool, if your inventory is full they were disappearing (no items returned, but droids removed).
Robot Army v0.3.8
This is a 'hot fix' version to fix the fact that the code running on a new game always fails because we are trying to check/make all the force tables, without first checking/making all relevant global tables.
This fixes that! Happy gaming!
Robot Army v0.3.7
There are two bugs which have been plaguing users of the mod for many months now, though rare it still happens to a lot of people.
First is the retreat table being nil, i have put guards in against that to catch the issue and fix it.
Second is the squad removaltick value not being there for a particular member of a squad - this has been caught in code and should self-correct.
Thank you for playing the mod!