Shoter Belt Planner

by shoter

Tools for planning and placing transport belt lanes.

Utilities
a month ago
2.0
108
Logistics

Changelog

Version: 0.2.2
Date: 2026-08-26
  Optimizations:
    - The preview follows the mouse far more closely. The cursor tracker's probe ladder is now
      32 -> 8 -> 1 rather than halving six rungs deep, and each rung costs a tick, so re-finding
      the pointer takes at most one tick anywhere in the current 32-tile cell - even over
      machines - and no time at all inside the 8x8 leaf field around it. A cold start converges
      in two ticks instead of five.
    - Re-planning reads less of the world. The survey asks the engine for only what can collide
      with a belt, so robots, items, ore and ghosts are rejected engine-side instead of one by
      one in script, and what a prototype means for a belt is remembered across re-plans rather
      than re-derived on every tile the pointer crosses.
Version: 0.2.1
Date: 2026-08-25
  Bugfixes:
    - The tool window is no longer far wider than the things in it. Its two status lines were
      single-line labels holding whole sentences, so the window stretched to fit the longest one
      it had shown; they now wrap at a fixed width. The window also took its width from the left
      GUI column rather than from its own contents, which with anything else in that column left
      it wide however narrow the text was, so it now sizes itself to what it holds.
Version: 0.2.0
Date: 2026-08-21
  Features:
    - Pointing at any row the bundle already covers now extends it straight, so a wide bus carries
      on from anywhere across its width instead of only from lane 1's exact row. No corner is
      possible inside the bundle's own width, so this is a definition of the target, not a guess.
    - Ghosts can be placed at a chosen quality. Where quality is in play the tool window shows a
      row of quality buttons, the vanilla quality-cycling controls step through them while the
      tool is held, and the preview label names any quality other than normal. Without quality
      nothing changes.
    - A "Blow up cliffs" switch in the tool window. With it on, cliffs in the way are marked for
      deconstruction the way a deconstruction planner marks them; with it off a run that meets a
      cliff is refused and the message names the switch. Greyed out until cliff explosives are
      researched, and the planner checks the research too, so a stale window cannot order what the
      robots would ignore. A per-player setting gives the switch its default for new players.
    - Undo and redo move the anchor with them. Ctrl+Z while holding the tool steps the run back to
      where the removed segment started, so the next click lays it again; redo steps it forward.
      The anchor only moves if you have not clicked on since.
    - The label at the cursor and the tool window say what a click will cost - belts, splitters,
      landfill, trees, rocks and plants to fell, cliffs to blow up, buildings of yours to remove -
      and how many items a second the bundle will carry. The window's status follows the preview
      live rather than only updating on clicks.
    - Ctrl+Shift+B steps back through the belt tiers, so overshooting no longer costs a full lap.
  Changes:
    - Water is bridged with the terrain's own cover tile instead of always landfill: foundation on
      Vulcanus lava and Fulgora's oil ocean, ice platform on Aquilo, platform foundation in space.
      The "Landfill over water" switch keeps its name; what it places is whatever the tile
      prototype says covers it.
    - Belt tiers your force has not researched are greyed out in the tool window and skipped by
      Shift+B, so you are never handed a ghost nobody on the force can build. The window updates
      as research finishes or is reversed. A mod set that leaves no tier researched offers them
      all.
    - Gleba's plants (yumako trees, jellystems) are cleared like trees instead of stopping the run.
      The engine keeps every plant on the neutral force, even one an agricultural tower planted, so
      there is no crop to tell apart from a weed.
    - Extending a run after changing quality replaces the shared tile's ghost at the new quality,
      the same way a belt tier change already did.
    - Remote view: the tool follows the player across controller changes, rebuilding its pointer
      tracking where the view has gone. A run on the same surface is kept; another surface cancels
      it as before. On the zoomed-out map, where nothing can be selected, the tracker stops
      re-seeding and the window says "Zoom in to plan".
    - The "Turn is too shallow" refusal is gone. It could only ever fire for a target inside the
      bundle's own width, and those are now straight runs.
    - The removal marker in the preview is scaled to the entity's footprint, so a cliff marked for
      removal gets a mark the size of the cliff.
  Bugfixes:
    - Water-layer terrain that nothing can cover (the map edge, for one) now stops the run instead
      of receiving a landfill ghost that could never be built, whatever the switch says.
    - A belt ghost at any quality other than normal was invisible to the check that replaces the
      shared tile between one run and the next, because a bare name in find_entity means "normal
      quality only". Found while adding quality; fixed for every lookup the tool makes.
Version: 0.1.0
Date: 2026-08-21
  Features:
    - Initial BETA release