Yeah, the original mod searched the surroundings every nth tick and scaled the radius to exactly what's needed, but that was extremely slow.
My version is a complete overhaul.
It works completely differently by only working with data already exposed by the game, like: how many drones does the player have available,
how many jobs are there to do,
how many drones are already flying, how many are charging, and so on.
And I just use the differences with some delays and dampening to grow and shrink the radius of the roboports to match the demand.
And that can sometimes OVER or UNDER shoot.
That's the drawback, but on the other hand, the mod is basically FREE in terms of performance.
You can use this with 50 players at the same time, no problem.
Also, it's very hard to tweak the values for every occasion, so yes, the mod is probably NOT at its best yet.
For example, if a player walks by a FULL chest selected for deconstruction, the drone supply vs. job demand SPIKES into the thousands, and the algorithm thinks you moved into an area with thousands of buildings to build and scales the construction radius back.
And then one sec later, no jobs at all because the chest moves out of reach, and then it's just oscillating back and forth.
But for normal building with some bots with a small max range to hundreds of bots with HUGE ranges, this mod should work fine.
I'm using it myself in a current run to check if it works in most situations.
As I said, it's hard to cover every case in an implementation that is so limited, but I try to make it work! If it is behaving weirdly in some situations, you could just turn off the shortcut temporarily to get around that!
Almost done with the uninstallation problem, btw!