Better Bots Technologies

Adds more technologies for roboports and robots, including additional roboports charge pads and expanded bot power cells. Instead of giving them out for free like many other mods, this one strives to blend into the existing game balance.
2 months ago
0.16 - 0.17
11062

Changelog

Version: 1.3.2
Date: 2019.06.05
  Minor Features:
    - Added new icons for each level of the Advanced Roboports technology, to distinguish
      them more easily when filtering a Deconstruction Planner
  Bugfixes:
    - Fixed a bug with blueprints containing only tiles.
    - Fixed a bug with placing a blueprint from a blueprint book.
              

Version: 1.3.1
Date: 2019.06.04
  Major Features:
    - The Pipette Tool, Deconstruction Planner and Blueprint Tool now work as intended
    - Building roboports from blueprints now correctly retains all planned circuit network
      connections.
  Balancing:
    - The Worker Robot Power Cells technology now requires Utility Science Packs for tech
      level 3 and 4 to conform with other robot related technologies.
    - The Advanced Roboports 2 technology now requires Utility Science Packs instead of
      Production Science Packs.
    - The Roboport Sensor Array 1 technology now requires Utility Science Packs instead of
      Production Science Packs.
  Bugfixes:
    - The roboport upgrade procedure now correcly keeps the inventory exactly as it was
      before instead of simply adding the same number of items
              

Version: 1.3.0
Date: 2019.05.24
  Changes:
    - Added Factorio 0.17 support
  Bugfixes:
    - Reduced the performance hit of the charting procedure on maps with very high number of
      roboports. This should fix the occasional stutter that some players were experiencing
      exactly every 5 seconds
              

Version: 1.2.0
Date: 2018.03.08
  Changes:
    - Added a new Technology: "Roboport power field". Allows roboports to power nearby structures.
  Bugfixes:
    - Fixed an issue occuring when upgrading roboports connected to entities with more than one
      circuit connection (like combinators)
              

Version: 1.1.1
Date: 2018.02.27
  Bugfixes:
    - Fixed a small issue that could have happened after researching the Roboport sensor array tech
      (error in on_nth_tick)
	- Fixed a migration problem from version 1.0 to version 1.1 spawning unknown entities when
      destroying roboports
              

Version: 1.1.0
Date: 26. 02. 2018
  Changes:
    - Added a new Technology: "Wired Roboports". Allows roboports to be wired directly to nearby
      power poles and roboports.
	- Added a new Technology: "Roboport sensor array". Allows roboports to scan and reveal nearby
      sectors on the minimap.
	- Added a scheduler to any upgrade or reset operation on roboports to prevent the game from
      freezing in maps with a very high number of roboports. This scheduler comes with its own
      interface for monitoring the process of queued tasks. There are also two settings in the
      "Mod settings" section to enable or disable the GUI and to change the number of tasks to be
      processed per in-game tick.
              

Version: 1.0.3
Date: 2018.02.23
  Bugfixes:
    - Improved compatibility with other mods that create new entities based on roboports
              

Version: 1.0.2
Date: 2018.02.22
  Bugfixes:
    - Fixed the wrong signaling when upgrading or resetting roboports
              

Version: 1.0.1
Date: 2018.02.22
  Bugfixes:
    - Researching the roboport charge pads technology won't disconnect them from the circuit
      network anymore
              

Version: 1.0.0 - First public release
Date: 2018.02.21
  Major Features:
    - Initial release