Robots Build Closest First


Personal construction robots now prioritize building and deconstructing entities closest to the player. This change makes a player twice as fast at building and deconstructing with the exact same equipment setup. This mod is a complete rework of similar existing mods and offers a massive performance increase. A shortcut is available to toggle the mod, and the maximum construction area can be limited in the settings. Should work with other mods adding new personal roboports.

Utilities
5 months ago
2.0
2.51K
Armor Logistic network

i Please integrate with Construction Drones mod

2 months ago
(updated 2 months ago)

Personally I use the mod called Construction Drones (https://mods.factorio.com/mod/Updated_Construction_Drones) but it lacks the integration with Closest First feature (or at least I was unable to config it).

2 months ago

I will look into it

2 months ago
(updated 2 months ago)

Updated the link to factorio v2 fork

2 months ago

I have looked at the mod! I dont know how much experience you have in modding factorio. One problem is the fact that my mod works only by scaling the personal roboport range to limit what the robots can see. This other mod does not use any preexisting robot implementation. Also no personal roboports. So the only way to implement that they build closest first is to fork the mod and add it in the logic. If i find time i can check how much work that would be and publish a forked version for you

a month ago

So the integration with Closest First should be inside Construction Drones mod ?
I think I can write that mod author too.

a month ago

Yes. I thing 90% of all factorio mods use this structure:
You want a new granade? A new vehicle? A new assembly machine or a new faster belt?

All you have to do is, make a deepcopy of an EXISTING “prototype (that are the classes that the devs make for us to use)
For example capsule(granade), vehicle, assembly-maschine or conveyor-belt.
We only implement a new version of these classes.
This other mod does not really do that.
I think it takes an empty prototype (so no logic at all) and does it all himselfe. Via events and regular checks searching the area for objects and managing jobrequests for the new type of robots.
So yes we have to implement the logic there because my mod ONLY works with other mods that use the preexisting prototype “personal-roboport”. And as i said this mod does not do that. I can look into it next week

New response