Use your rockets as a cargo to quickly send a payload to a distant outpost.
To establish a transportation path :
– Research the “Cargo rockets” technology.
– Build a Cargo departure chest on the side of a rocket silo (or a simple dedicated cargo rocket silo). Open it and rename it if you want.
Verify that the silo checkbox is checked : it means that the nearby silo was recorded and linked.
The content of this chest will be sent as a payload.
– Build a Cargo arrival chest at the delivery location. Open it and rename it if you want.
Open one of the chests and use the “To” or “From” button to link them together (it opens a list of possible departures or arrivals).
To send a payload :
– when the rocket is built and ready, you can manually launch the payload using the Launch button of the Departure Chest (do not use the Launch button of the silo !).
– or you can check the “autolaunch” option. In this case, the rocket will be launch as soon as it is ready (i.e. constructed) and every stack of the departure chest is full.
Note that you can use the red cross to limit the size of the chest.
PocketBots will give you access to a new armor module, PocketBots. This module acts just like a portable roboport.
This version works with multiplayer.
The roboport will only activate when you are outside other roboport range and there are things for your robots to do, like repair a building or build a wall. Also make sure you have enough power in your armor to run the thing. It will use 700w when in use. (This is not true. there is a bug. they only use power when you are running around.)
–PocketBots will give you access to a new armor module, PocketBots. This module acts just like a portable roboport.
-This version works with multiplayer.
-The roboport will only activate when you are outside other roboport range and there are things for your robots to do, like repair a building or build a wall. Also make sure you have enough power in your armor to run the thing. It will use 700w when in use. (This is not true. there is a bug. they only use power when you are running around.)
Do you rely on ghost (blueprint) placement to help you plan your factory, and are tired of waiting until you’ve researched all the way down to Automated Construction? Ghosts From the Start starts you out with 1 minute of ghost lifetime (extendable to the normal 5 minutes after you’ve researched Automated Construction).
This is my first mod so any comments would be greatly appreciated, I think the tech cost may need tweaking in the near future. I had said that i would look into increasing the energy capacity and consumption of the robots but as far as i can see the technology modifiers (logistic-robot-storage and logistic-robot-speed) are hardcoded in at the moment so i don’t think its possible. Please correct me if i am wrong.
The mod increases the number of technologies for robot carrying capacity and speed up to 10. The cargo increases by 1 each time and the speed increases by 20% each time.
Do you like using blueprints? I sure have started using them a lot, but it sure does take awhile to get them. This mod provides you with 1 blueprint and deconstruction planner, along with Automated Construction researched when you start a new game.
This way you can utilize blueprints you have already made to help visualize layouts (with blueprint managing mods such as Foreman), but not have the mid-game benefits of having construction bots build things for you.
Foreman is a mod for managing blueprints in game. You can manage a list of blueprints in your save game, export them to text and import blueprints others have shared. Multiplayer support has been removed as it was too buggy.
If you are updating to 0.11.3 you might see “Unknown key…” on the buttons (like so). If this happens please unzip the mod and use the folder instead. I am not sure what is causing this issue as it does not happen for me.