Ground-based logistics: transport drones haul items and fluids between depots. Fork of Transport Drones (Continued) with a recipe compatibility fix.
Mods introducing new content into the game.
Version: 2.0.106
Date: 2026-08-16
Graphics:
- Circuit wires attached to a Supply, Active, Storage or Drone Dispatcher Depot now meet it at
a proper connector in the bottom-right corner, the same place Request and Buffer Depots have
always used, instead of running to a bare point in the middle of the building with nothing
drawn there. Wires that are already connected keep working exactly as they did; only where
they meet the depot changes.
Changes:
- Mining the road tile under a depot's road connection now says why the tile came back. The
tile was always restored and the road refunded back, but it happened silently, which looked
like the game had simply ignored the click. Remove the depot first, then the tile.
Version: 2.0.104
Date: 2026-08-16
Bugfixes:
- On a Request or Buffer Depot's circuit writer, turning off "Use signal value as max" no
longer also turns off "Force recipe from signal" and unlocks the recipe. Letting the wire
choose the recipe while the request size is left to the depot's own limits always worked;
the checkbox simply refused to let you set it up that way. Blueprints captured before this
fix may still have both boxes unticked -- tick the recipe one again once.
Version: 2.0.103
Date: 2026-08-16
Optimizations:
- Active Depots no longer rank every Request and Buffer Depot on the road network, once for
every item they are holding, only to throw nearly all of them away. Each network now keeps
an index of who has asked for what, so a push looks at the depots that actually want the
item. On a test network of 200 Request Depots the work of picking where to send something
dropped from about 172 to about 8 microseconds per item. What that is worth in your own
save depends on how many depots share a network and how many items an Active Depot holds,
so no promise is made beyond "the big networks stop paying for depots that never wanted it".
Changes:
- When two depots are an equal match for a delivery -- same priority, same distance -- the
winner is now decided consistently instead of being left to chance. Before, which one got
the delivery could change when an unrelated depot was built somewhere else on the network,
or simply when the save was reloaded. Nothing about which depots are eligible has changed.
Version: 2.0.102
Date: 2026-08-16
Bugfixes:
- Fixed the game becoming unloadable after switching a depot between item mode and fluid mode
while drones were already on their way to it. Those drones still ask for what the depot used
to hand out, and asking a fluid depot for an item -- or the other way round -- crashed the
game outright. Because the drone is saved mid-walk, loading the save just crashed again, so
one toggle could put a game beyond opening. A depot now answers "none" instead, and the
drone walks home empty and gives back what it had claimed.
Version: 2.0.101
Date: 2026-08-16
Bugfixes:
- Fixed circuit wires being cut off a depot, without a word, whenever its chest was swapped.
Ticking "Allow logistic bots" is the way you are most likely to have hit this, but every
chest swap did it, and so did one step of the mod-update migration -- so wires could vanish
on a save you had not touched. The wires were not disconnected; they were dropped while
being carried over to the new chest, and nothing on screen said so.
Version: 2.0.99
Date: 2026-08-15
Bugfixes:
- Fixed the game crashing the moment a save loaded, with "attempt to perform arithmetic on a
nil value". It needed a request depot that had lost the recipe holding its chosen item, and
that had been dispatching when the save was written. Nothing you did caused it and nothing
in game showed it coming.
- Depots that lost their chosen item this way now get it back. The recipe is still there; only
the depot's link to it was dropped, and that link is now rebuilt when the save loads. A
depot fixed this way says so in the log, naming the depot and the item.
- A depot whose item genuinely is not in your mod set any more now sits idle and KEEPS what it
was asked for, instead of being quietly reset. Put the mod back and the depot carries on.
Version: 2.0.98
Date: 2026-08-14
Bugfixes:
- Fixed a drone being destroyed on its way home after it had already finished its delivery.
Changing a depot's item or quality twice in quick succession killed the drone that completed
the first change's delivery and was walking back to its dispatcher, and the dispatcher lost
that drone's remaining fuel. Drones that are still bringing something are recalled as before.
Version: 2.0.97
Date: 2026-08-14
Bugfixes:
- Fixed a fluid active depot losing everything it was holding whenever the mod set changed.
This ran on every update, including updates with nothing to do with fluid, and it emptied
the depot without saying anything. An old migration was moving the depot's contents into a
box that holds one unit, and the rest was discarded.
- The migration is removed rather than repaired. It could never have done its job: it read the
wrong box from the day it was written, so it never once recovered the fluid it was meant to.
- Fluid active depots are also no longer destroyed and rebuilt on every mod update.
Version: 2.0.96
Date: 2026-08-13
Bugfixes:
- Fixed a drone's whole load being destroyed when the depot it was carrying to was mined or
destroyed mid-flight. The drone arrived, found nothing there, and flew home empty with no
spill, no log and no crash. It now carries the load back to the depot that sent it.
- This affected deliveries pushed by an active depot. Drones running from a dispatcher were
already recalled before they could arrive, so they were not affected.
- An active depot that cannot fit fluid handed back to it now says so in the log with the
fluid and the amount, instead of discarding the overflow silently.
Version: 2.0.95
Date: 2026-08-13
Bugfixes:
- Changing a storage depot's item while drones were already walking to it with the old one now
turns those drones around. They used to walk the whole way and be refused on arrival. Request
and buffer depots have done this for a while; storage depots were the type that could not.
- Drones already bringing the item you just switched to are left alone and deliver normally.
- Cargo from a turned-around drone goes back to the dispatcher that sent it, so items land on
the ground beside the dispatcher rather than beside the depot. Fluid cannot be handed back to
a dispatcher and is destroyed, but the depot, the fluid and the amount are written to the log.
Version: 2.0.94
Date: 2026-08-13
Bugfixes:
- Fixed a storage depot's fullness bar reading 100% while the depot was empty. Every item-mode
storage depot showed this: setting an item filters every slot in the chest, and the reading
counted a filtered slot as an occupied one. The depot itself worked fine -- only the bar in
its GUI was wrong.
- Fixed the same bars treating slots locked off by a chest limit as room the depot could fill.
A storage, supply or active depot with a limit set read emptier than it was and could never
reach 100% however full it got. A storage depot whose item had been cleared read empty as
well, since clearing the item locks the chest while the stock stays in it; it now reads full,
which is what it is.
Version: 2.0.93
Date: 2026-08-13
Bugfixes:
- Fixed the game crashing with "Unknown item name: <fluid>" when a drone dispatcher was handed
fluid back by one of its drones. Reaching it needs a fluid depot fed by central dispatch, and
then changing that depot's requested fluid or its quality, or mining it, while one of those
drones is carrying to it. Item depots, and depots running their own drones, were not affected.
- Fixed a knock-on of the same fault when such a depot was mined. The crash was swallowed
part-way through the recall, so every drone after it in the list was never recalled and flew
on to a depot that no longer existed. They are recalled now.
- Fluid handed back to a dispatcher this way is still destroyed -- a dispatcher's chest holds
drones and its only pipe holds drone fuel, so there is nowhere to put it -- but it is now
written to the log with the depot, the fluid and the amount, instead of disappearing without
a word.
Version: 2.0.92
Date: 2026-08-13
Bugfixes:
- Fixed 70 Angel's items and fluids having no request recipe, so they could not be picked in
a depot's recipe list at all. Most of Angel's was always requestable -- these were the ones
that appear, or become visible, late in the loading order, after this mod has already built
its request recipes. Among them Angel's Smelting's cobalt and tungsten plates, cobalt rolls,
tungsten ore and molten chrome, cobalt and manganese, and the Angel/Bob Space Age
rebalance's bioleached pulps, biomass, compost, ore aggregates, mineral sands, planet
brines and groundwaters. Counted on a 67-mod Angel's + Bob's + Space Age game; the 14
fluids among them were confirmed missing in game.
- Fixed heavy oil being unrequestable under Angel's. Angel's Petrochem hides it, because it
replaces vanilla oil processing, and the Angel/Bob Space Age rebalance brings it back for
use on Fulgora -- but it did that after this mod had already passed over it as a hidden
fluid. It is now picked up along with everything else above.
Version: 2.0.91
Date: 2026-08-13
Bugfixes:
- Fixed depots colliding with nothing but road tiles, so they could be placed on top of
belts, machines, other depots and anything else. Adding the road collision in 2.0.78 also
wiped out every collision a building normally has, because a building that does not spell
its collisions out is not one that collides with nothing -- it collides with whatever
buildings collide with, and overwriting that setting replaced the lot. Depots now collide
with roads in addition to everything they always should have, rather than instead of it.
Affected 2.0.78 through 2.0.90. Existing depots that were built overlapping something will
stay where they are; the game only checks placement when you build.
Version: 2.0.90
Date: 2026-08-13
Bugfixes:
- Fixed depots ordering items they already had on the way, after any mod update. A depot fed
by a Drone Dispatcher reserves the incoming amount the moment the drone is sent, but that
reservation was thrown away whenever the game loaded with a changed mod list, so the depot
forgot what was already walking towards it and ordered the same items a second time. It did
not repair itself, and the discarded reservation then went negative on delivery, which made
the depot advertise even more free space than it really had. Measured on a test setup, a
depot that correctly stops at 500 items finished with 700 after two mod updates. One mod
update was enough to cause it; further updates did not make it worse.
Version: 2.0.89
Date: 2026-08-12
Bugfixes:
- Fixed the "rebuild reservations" repair tool corrupting the reservations it was meant to
repair, when a depot was supplying an item of a quality other than normal. It rebuilt the
bookkeeping under the plain item name while everything else tracks item and quality
together, so the repaired entry was never cancelled when the drone arrived and went
negative, which made the depot advertise stock it did not have, while the entry it wrote
instead could never be cleared by anything. The tool is only reachable by another mod
calling it deliberately, and the damage clears itself the next time the game loads with a
changed mod list. Normal quality was never affected.
Version: 2.0.88
Date: 2026-08-12
Bugfixes:
- Fixed fluid being destroyed when a Request or Buffer Depot's "Max storage" was set higher
than the depot can actually hold. The field was never checked against the depot's real
capacity, so the depot kept ordering against the larger number and everything that did not
fit was deleted on arrival, silently. This needed no unusual map settings: measured at the
defaults, a depot set to 60,000 sent 2,000 units into 100 units of room and destroyed 5,900
of them in 25 seconds. A configured limit is now capped to what the depot can hold, and the
log notes it once when a limit is being capped.
- The same missing check let an item Request or Buffer Depot fill past its configured maximum.
Nothing was lost in that case, but the depot ignored the limit it was given.
Changes:
- A fluid Request or Buffer Depot's maximum storage is now reported as the full 25,000 unit
capacity it already targets by default. It was previously derived from the number of drones
in the depot, which came out at 2,500 -- ten times BELOW the amount the very same depot
requests when no maximum is set at all. This affects what you can type into the "Max storage"
field, what a circuit writer's limit signal is capped to, and the value read out on the
"Max capacity" signal if you have the circuit reader enabled. If you have built circuit
logic around the old 2,500 reading for a fluid depot, that number will change.
Version: 2.0.87
Date: 2026-08-12
Bugfixes:
- Fixed fluid being destroyed on delivery to a Request or Buffer Depot when the "Active Depot
overfill percent" map setting was raised above 100. The overfill allowance is extra room a
depot is willing to accept beyond what it asked for, which works for an item depot because
the chest can hold it, but a fluid depot's tank cannot grow. Above 100 the depot advertised
more room than it physically had, drones were sent to fill space that did not exist, and
everything that did not fit was deleted on arrival with no error and no message. Measured on
a test setup at the maximum setting of 200, a closed system lost 23,900 of its 74,900 units
in 25 seconds. Fluid depots now never advertise more room than their tank actually holds.
At the default setting of 25 there was no problem and nothing changes.
Version: 2.0.86
Date: 2026-08-12
Bugfixes:
- Fixed Storage Depots set to an item never being filled. A Storage Depot holding a fluid
worked, but one set to an item reported that it had no room even when it was completely
empty, so no drone was ever sent to it and the depot sat unused forever. The reason was a
miscounted chest: setting the depot's item filter marks every slot as filtered, and the
check that counted free slots was skipping filtered ones. Storage Depots now report the
room they actually have, including partly filled stacks, and they correctly report no room
for an item they are not set to accept or for slots locked off by a red limit bar.
Version: 2.0.85
Date: 2026-08-12
Bugfixes:
- Fixed fluid being destroyed on delivery to a Storage Depot. When a drone was sent to a
Storage Depot that only had room for part of a load, it still collected a full load at the
other end, and everything that did not fit was quietly deleted on arrival - no error, no
message, nothing in the log. It did not need any unusual timing to happen: it occurred on
the last delivery of every fill cycle, whenever the depot had less room left than one drone
could carry. Measured on a test setup, a drone sent to collect 100 units of water picked up
500 and 400 of them ceased to exist. Drones now collect only what the depot they are headed
for can actually take.
- A Storage Depot that still cannot fit a delivery no longer destroys the remainder. Fluid it
cannot hold is passed to the pipe attached to it, items it cannot hold are dropped on the
ground the way the other depot types already did, and anything that genuinely has nowhere
to go is now reported in the log naming the depot, the fluid or item, and the amount.
- Three other ways a delivery could vanish without trace are now reported instead of ignored:
a delivery whose contents did not match the depot's filter, fluid sent to a Storage Depot
set to items, and items sent to one set to fluid. The last of those did not just lose the
delivery - it could crash the game.
Version: 2.0.84
Date: 2026-08-12
Bugfixes:
- Fixed a depot that asks for a quality item - uncommon iron plates, say - being sent the
normal version instead after a mod update. Any drone already on its way to collect when the
update happened forgot which quality it had been sent for and picked up whatever it found
first, so the wrong stack arrived and the depot carried on asking for the quality it still
did not have. This happened on every version bump - this mod's or any other mod's - to
every drone that was mid-collection at that moment.
- Fixed the same wrong-quality delivery when you change a depot's requested quality while a
drone is already on its way to it from a Drone Dispatcher. Changing the quality has always
recalled the depot's own drones so they can be sent out again for the new one, but a drone
sent by central dispatch belongs to the dispatcher rather than to the depot it is serving,
and those were left flying: they arrived carrying the quality you had just changed away
from. Central dispatch drones are now recalled to their dispatcher too, and the same fix
covers changing the requested item rather than its quality, on Buffer Depots as well as
Request Depots.
Version: 2.0.83
Date: 2026-08-12
Bugfixes:
- Fixed a rare bug where a drone destroyed in a way this mod could not directly see - by a
script or another mod, rather than finishing its delivery or dying in one of the ways this
mod already watches for - could leave its share of a supply depot's stock marked as
reserved for a delivery that was no longer going to happen. The window was under three
seconds and always closed on its own the next time the dispatching depot checked its
drones, so nothing was ever lost for good, but during that window the depot understated
its own stock and could hold back a delivery it had the goods to make. Drones are now
registered directly with the game's own destruction tracking, so the mod finds out the
instant a drone is gone regardless of what removed it, closing the window entirely.
- Fixed a rare case, reachable only through Factorissimo portal routing, where a drone sent
home after failing to reach its target could have its delivery reservation released twice
instead of once if its home depot had also become invalid at that exact moment. This has
no visible symptom in normal play: it needed both conditions at once, which nothing about
an ordinary delivery run causes.
Version: 2.0.82
Date: 2026-08-12
Bugfixes:
- Fixed fluid taking far too long to fill a Fluid Depot or an Active Depot in fluid mode from
an attached pipe. This is the other half of the problem 2.0.80 fixed for fluid leaving a
depot, and it was the worse half: a depot is not a pipe, so the game let fluid in at a rate
proportional to how much empty space was left, which meant the last of the tank filled ever
more slowly. A depot on a full pipe was only half full after 3 seconds and took the better
part of a minute to fill completely, while a storage tank plumbed into the same pipe fills
in a single tick. Depots now actively draw from the attached pipe on each depot update, so
a full storage tank of fluid next to a depot moves across in a fraction of a second instead
of a minute.
- Fuel piped straight into a Drone Dispatcher never arrived. Because a dispatcher has no
recipe, the game let in nothing at all through its pipe connection - not slowly, but never,
for as long as the map was open. Its fuel pipe now works.
- Fuel piped straight into a Request, Buffer, Fuel or Active depot now arrives several times
faster, for the same reason as above, and each depot counts the fuel it has just taken in
before deciding whether to call for a fuel drone, so it no longer sends for fuel it is
already standing in.
Changes:
- A depot now behaves much more like a tank sitting on your pipe: it takes whatever the
connected pipes are holding as soon as it has room. This applies to a Fluid Depot on its
fluid pipe and to any depot on its fuel pipe. If you have a pipe running past a depot to
something else that also wants what it carries, the depot will now win that race where
before it only sipped. To stop that, put a pump between the depot and the rest of the
line: a pump is what actually separates one pipe run into two, so the depot can only
draw from its own side. A plain branch off the same run will not do it - everything
connected without a pump is one shared pool, and the depot draws from all of it.
- Fluid keeps its temperature when a depot draws it in, and a depot never takes a fluid it is
not set up for: a pipe carrying the wrong fluid is simply ignored rather than mixed in.
Version: 2.0.81
Date: 2026-08-12
Changes:
- Replaced the rule 2.0.80 introduced for when a Buffer depot pushes fluid into its attached
pipe. 2.0.80 made that depend on whether a drone happened to be on its way to collect from
it, which is not something the game shows you anywhere: the depot fed its pipe sometimes and
not others for no visible reason, and if drones kept fetching from it, never. That rule is
gone. A Buffer depot now decides by its own request, which you can read straight off the
depot: while it still wants more fluid - it is holding less than the amount it is set to
request - it behaves like a Request depot and feeds its pipe. Once it is holding as much as
it asked for, or a circuit condition has switched it off, it behaves like a Supply depot
instead and keeps its fluid for drones. Put another way: a Buffer depot set to request a
fluid feeds its pipe, and one that is not holds its fluid for the road network.
- Because of that, a Buffer depot no longer holds fluid back for a drone that is already on
its way to collect from it. If the depot is still filling its own request and a pipe wants
the fluid, the pipe gets it, and that drone can arrive to a partial load or none at all. It
does not go on to strand anything - the depot immediately stops offering fluid it no longer
has, so no further drones are sent for it. If you want a Buffer depot to keep fluid for
drones, set its Supply threshold: fluid below the threshold is never pushed into the pipe.
Setting Max storage to less than the depot is holding has the same effect, since the depot
then counts as satisfied and stops pushing entirely.
Version: 2.0.80
Date: 2026-08-11
Bugfixes:
- Fixed fluid leaving a Request or Buffer depot far too slowly, especially once the depot was
nearly empty. A depot is not a pipe, so the game hands its fluid over to an attached pipe at
a rate proportional to how full the depot's tank is - which meant a depot topped up 500 at a
time by drones was always in the slowest part of that curve, trickling out at as little as
60 fluid per second, a twentieth of what a single pump moves. Emptying one full depot into a
hungry pipe network could take the better part of a minute, and the last of every delivery
would sit in the depot for ages. Both depot types now actively push their fluid into the
attached pipe on each depot update, which clears the tank several times faster and removes
the slow trickle at the end entirely.
- A Buffer depot hands fluid to drones out of the same tank a pipe drains, so it does not do
the push described above while a drone is on its way to collect from it. It holds its fluid
until that drone has been served, then resumes feeding the pipe. Note that this is a hard
stop, not a queue: if drones fetch from that depot continuously, a new drone can reserve the
fluid as soon as the last one is served, so the pipe may get little or nothing for as long
as that demand lasts - potentially never, not merely later. The drones are served first, by
design. Put a Request depot on the pipe instead if you want the pipe to win, or expect the
pipe to be fed only in the gaps. A Buffer depot also never pushes fluid you have held back
with its supply threshold. Request depots have neither restriction, since nothing else takes
fluid out of them.
- The "Request depot fluid output capacity" setting no longer claims that raising it increases
fluid throughput into connected pipes. It does not - it only lets the depot hold more - and
above 50,000 it actually makes the depot drain slower, by up to 20x at the maximum value.
The setting's description now says so.
Version: 2.0.79
Date: 2026-08-11
Bugfixes:
- Fixed a Fluid Depot's circuit reader freezing at its last value once the depot fully
drains. Factorio reports an empty fluidbox as nothing at all rather than a zero amount, and
the depot's update logic was skipping its own signal refresh whenever it saw that "nothing"
instead of writing a zero - so a reader watching a depot that emptied out kept broadcasting
whatever amount was last seen, sometimes well after the depot itself had nothing left. This
is what made a pump wired to top up a depot on a low-fluid signal fail to notice the depot
had actually drained: the reader kept reporting the old, larger amount until something else
forced a refresh. The reader now updates to 0 as soon as the depot is empty.
Version: 2.0.78
Date: 2026-08-11
Features:
- Added a "Road tile blacklist" startup setting to complement the existing "Road tile
whitelist". The whitelist could only add third-party tiles to the road set; there was no
way to remove one, so a broad whitelist pattern (or another mod's own road flag) could pull
in a tile you didn't want drones treating as a road. The blacklist uses the same
comma-separated pattern syntax (plain entries match item names, @-prefixed entries match
item subgroups) and is applied after the whitelist and auto-detection, so it always wins on
conflict. It cannot remove this mod's own road/fast-road tiles.
- The depot panel and the Road Network GUI now show a live reachability status line next to
the channel field ("Open to: all depots (default)", "Channels: 1+2", or a warning when the
channel is 0 and the depot is isolated from everything). The channel field's default (-1,
matching every other depot) and its 0 value (matching nothing, not even other default-channel
depots) were both easy to hit by accident with no visible feedback. The tooltip now also
spells out that isolating a group of depots requires moving every depot in that group off the
default, not just the ones you're trying to separate.
Bugfixes:
- Restored the collision between depots and road tiles. They could be freely built overlapping
each other, because the collision layer meant to prevent it was never actually applied - a
Factorio 2.0 naming change from before the stable release silently broke the check, so it has
never worked. Depots and road tiles now block each other's placement like any other solid
building would. This only changes what you can newly place: existing saves are unaffected, and
a depot and road tile that already overlap keep working exactly as before.
Version: 2.0.77
Date: 2026-08-09
Features:
- Added a "Default drone request for new request depots" map setting. Every newly built
request depot used to start at 0 requested drones, forcing you to open its panel and set
the same number by hand every time. New depots now start at the configured value instead;
existing depots and depots restored from a blueprint or undo/redo with their own saved
drone count are untouched. Default: 0 (previous behavior).
- The request/buffer depot panel now shows the depot's actual physical capacity next to the
"Max storage" field, and typing a value above that ceiling is now capped to it instead of
being accepted and silently wasted. A depot could physically hold only drone-slots x
stack-size items (or the fluid output cap for fluids), but nothing told you where that
ceiling was, so it was easy to set a fluid Max storage above the real limit and lose the
excess with no indication anything was wrong.
- The Road Network GUI now shows a live total drone count for the selected network, next to
the network dropdown. The dropdown already showed a depot count, but that's only accurate
as of when the dropdown was last built; the new drone total updates every refresh, so it's
usable for actually answering "how many drones do I have" when comparing performance
reports. Counts every drone owned by a request, buffer, fuel or active depot, or sitting
spare in the dispatcher, whether idle, active, or in transit.
Bugfixes:
- Fixed a crash ("attempt to concatenate ... a boolean value") when computing a request or
buffer depot's capacity before an item has been selected. The panel change above calls this
code on every depot the panel shows, including freshly placed, not-yet-configured ones,
which made the existing bug immediately reachable; the circuit reader's opt-in "Max
capacity" signal could already hit the same crash. Capacity is now 0 with no item selected,
matching "nothing requested yet" instead of erroring.
Changes:
- Documented that "Transport drone fluid capacity" (how much fluid one drone carries per trip)
and "Request depot fluid output capacity" (the depot's whole tank) are two separate startup
settings, not one value with two names. Two players independently concluded the mod was
broken while tuning one setting and not the other. The two settings now sit next to each
other in the settings list instead of a dozen rows apart, and their descriptions now
cross-reference one another.
Version: 2.0.76
Date: 2026-08-08
Features:
- Absorbed Sgamez's Configurable_Landfill and Alt_Chemical_Processing addons natively, since
their own mod-gates can't see this fork. Added four startup settings - "Road walking speed
modifier", "Fast-road walking speed modifier", "Road recipe yield" and "Fast-road recipe
yield" - covering what Configurable_Landfill used to tune; all four default to the values
this mod always used, so nothing changes unless you opt in. Also ported
Alt_Chemical_Processing's Bob's-suite and pypostprocessing recipe/technology tuning for
roads, drones and depots into this mod's own compatibility layer, now gated on the actual
Bob's (bobplates + bobrevamp) and Py (pypostprocessing) mods rather than on the addon or on
any particular fork name. Where that tuning would otherwise collide with this mod's existing
Pyanodon compatibility, the existing Pyanodon tuning wins.
Bugfixes:
- Fixed a crash when Transport_Drones_Fuel_revived is installed alongside this mod. That
mod's fork-detection only recognizes a fixed list of other forks' mod names and does not
know this one, so its generated technologies ended up with a malformed prerequisites list
(a "holed" table from an unmatched lookup) that the engine only caught as a hard crash once
the whole data stage finished loading. This mod now repairs that malformed list after both
mods have finished their own data stage, restoring the missing prerequisite. No info.json
dependency was added on Transport_Drones_Fuel_revived; forcing that mod to load before this
one was tested and found to break its own data stage instead (it looks up this mod's base
technology before this mod has created it). The default load order already puts the repair
after both mods' data stages, so nothing else changes.
- Fixed rails, rail signals, train stops and rolling stock being unplaceable on road tiles
(direction-dependent, so it could look random) when Maraxsis is installed. This mod's road
tiles carry only their own collision layer, and Maraxsis blacklists its underwater tiles by
whitelisting every tile layer it knows about on a per-entity placement rule - a whitelist
that never included this mod's road layer, so those entities silently lost the ability to be
placed on roads. Every such placement rule from any mod is now also whitelisted for this
mod's road layer, a documented no-op when nothing populates that kind of rule. Road tiles'
own collision mask is untouched, so drone confinement to roads is unaffected.
- Fixed the "Transport drone fuel" startup setting not reliably being respected. The
configured fuel fluid was resolved and validated too early in the data stage, so a fluid
defined by a mod that hadn't registered it yet failed the check on scheduling alone and
silently fell back to petroleum-gas, discarding an explicit choice exactly as if it had
been invalid. The configured fluid is now used as-is when building recipes and the fuel
truck, and only validated once every mod has had its chance to register its fluids; if it
genuinely never turns up, every recipe reference is corrected and a one-time in-game
message now says so, instead of only a log line.
Version: 2.0.75
Date: 2026-08-08
Bugfixes:
- Fixed a crash when a drone tried to leave or return to a depot inside a Factorissimo
building whose road connection to the outside had been removed (or whose portal was
otherwise gone). The drone used to be handed a same-surface move order pointing at a
destination on a different surface, which the engine rejects outright. Depending on the
exact positions involved, the same missing-route condition could instead surface as the
drone silently teleporting/"delivering" without ever making the physical trip, or getting
stuck retrying a route that will never open. Drones that can no longer reach their target
now cleanly turn back, and if they can't route home either, they terminate instead of
retrying forever - crediting any cargo they were carrying back to their request depot
first rather than losing it.
- Cross-surface depots that Factorissimo can no longer route to (portal removed or never
connected) are now excluded from delivery selection instead of being scored as if they
were merely a flat, on-paper distance away - which used to make a currently-unreachable
depot look like a perfectly good, nearby candidate.
Version: 2.0.74
Date: 2026-08-08
Bugfixes:
- Fixed an established, previously road-connected depot being silently destroyed with no
refund when a mod update or settings change dropped its underlying tile out of the
road-tile set (for example a third-party tile losing road status). Reloading such a save
rebuilds the road network from the tiles that are still valid, and the depot's road node
simply no longer existed by the time the depot tried to reattach to it - it was then
destroyed with no trace, exactly like a depot that never managed to attach to a road at
all. Losing a depot that had been working a moment ago is a much bigger surprise than that,
so this case is now handled differently: the depot's placement item is refunded (spilled on
the ground, since there is no player or robot to hand it to at this point), any remaining
contents come back the same way a normal removal already returns them, and every affected
force gets a console message naming the depot and its position so it is clear what
happened and where. Depots that never attach at construction time still behave exactly as
before this release.
Version: 2.0.73
Date: 2026-08-08
Bugfixes:
- Fixed a parameterized blueprint's circuit writer never actually configuring a requester or
buffer depot, even though the writer GUI displayed the signal correctly (fixed in 2.0.70).
Such a blueprint puts a recipe signal on the wire whose name is already the depot's full
internal recipe name (for example "request-iron-plate"), but the writer always treated a
wire signal as a plain item or fluid name and prepended "request-" to it again, producing a
recipe name that never exists. The depot's recipe stayed locked and unconfigured, with
nothing to say why. The writer now recognises a recipe-typed signal for what it is and
applies it directly; item and fluid signals still work exactly as before. As a safety net,
a requester or buffer depot built with some other, unrelated recipe already bound to its
native recipe field - which can happen if a blueprint parameter is wired straight to that
field instead of through a circuit writer - now clears back to "pick an item" instead of
getting stuck in that foreign-recipe state.
Note: binding a blueprint parameter directly to a depot's own recipe field still cannot
work and is not fixed by this release - Factorio does not give mods any way to intercept
that kind of parameter substitution, and the depot's real recipes are internally prefixed
("request-<item>") in a way a raw item value can never match. Route parameters through a
transport-depot-writer's circuit connection instead; that is the supported path and is
what this fix addresses.
- Fixed the drone counts shown in the Road Network window's depot tabs going stale after
manually adding or removing drones in a depot's drone chest. Editing a chest through the
base game's inventory screens raises no event a mod can see, and the overview tabs read a
cached count that nothing in their refresh path cleared - the count healed only on the
depot's next scheduled update, which can be a long time on maps that raise the update
interval for performance. The tabs now read the live inventory, matching what the depot's
own window and the dispatcher already did.
Changes:
- A storage depot without a storage filter selected now says so: its entity status reads
"No storage filter set" and it shows a warning sticker in alt-mode, instead of silently
accepting nothing with no indication why. This was always the depot's behavior, not a bug -
a storage depot only ever accepts the single item or fluid selected as its filter - but
nothing in-game said so, so an unfiltered depot looked identical to a working one. The
status clears as soon as a filter is set and reappears if the filter is cleared again.
Version: 2.0.72
Date: 2026-08-08
Bugfixes:
- Fixed the priority slider in a depot's window doing nothing until the depot was rebuilt.
Dragging the slider wrote the new priority onto the depot but never marked the
priority-sorted dispatch list as needing a resort, so drones kept dispatching in the old
order until something else touched the depot. The slider now marks that list dirty as
soon as the value changes, so a new priority takes effect on the next dispatch.
- Fixed a request depot with both "Full stack only" and a storage/circuit limit set
trickling in single items instead of only ever accepting full stacks. As the depot neared
its cap, the limit calculation always shrank the minimum request size down to one item to
let the last few items through, silently overriding "Full stack only" instead of respecting
it. The limit now leaves the full-stack minimum alone and simply stops requesting once
fewer than one stack of room remains. Note: with this fix, a limit smaller than one stack
now blocks dispatch entirely rather than trickling single items in - this matches what
"Full stack only" is supposed to mean.
- Fixed changing a request or buffer depot's requested item or quality destroying every
drone already in flight for that depot, along with any cargo they were carrying home.
Drones flying back with a delivered item go through a code path that never learned how to
hand that cargo back, so forcing them out mid-flight - by changing the request, mining the
depot, or otherwise removing it - simply deleted the drone and its cargo together. Affected
drones are now recalled instead: cargo and unused fuel are credited back to the depot
before the drone is removed, so nothing is lost. This also fixes the same loss when a
depot with drones in flight is mined or destroyed - including active depots, whose
in-flight push drones now return their cargo to the depot's hidden chest (which then
spills to the mining player or onto the ground during removal) instead of triggering a
nil-method error that aborted cleanup and permanently leaked the depot's hidden entities.
Fluid carried by an active depot's push drone still cannot be recovered on removal (there
is no way to return fluid to a mined machine), but it no longer errors.
- Fixed a depot silently discarding items it could not fully accept when they were handed
back to it. Any delivery whose output inventory is filtered to a different item, or is
simply full, would drop the excess into the void - this affects normal overflowing
deliveries as well as drones recalled after their request changed mid-flight. The excess
is now spilled on the ground next to the depot instead, preserving the item's quality and
spoilage.
- Fixed active depots sending near-empty drones and starving every item but one when their
hidden chest held a mix of items. Active depots had no minimum load, so a sushi belt with
only a handful of an item queued up would ship it in single-digit loads instead of waiting
for more to arrive. Worse, whichever item happened first in scan order consumed the entire
per-tick dispatch budget whenever it had enough supply and demand to do so, so every other
item on the belt could go unshipped indefinitely. Active depots now skip a delivery that
would be mostly empty and wait for it to fill up (configurable, with a timeout so a slow
trickle still ships eventually instead of waiting forever), and rotate which item gets first
claim on the dispatch budget each tick so no single item can starve the rest.
Version: 2.0.71
Date: 2026-08-08
Bugfixes:
- Fixed a migrated storage depot's filter silently matching nothing. Reading Factorio 2.0's
storage_filter returns the item prototype rather than its name, and the 2.0.51 migration
that swaps an old logistic storage-depot chest for a plain container read it that way,
saving the prototype object as the depot's filter instead of the item's name. Every place
that checks the filter compares it against a name string, so the comparison never matched
and the depot behaved as if it had no filter at all - accepting and moving any item rather
than the one it was set to hold. The migration now extracts the item name correctly, and a
save that already ran the old migration has its filter repaired automatically the next
time it loads.
Version: 2.0.70
Date: 2026-08-08
Bugfixes:
- Fixed depots being unplaceable on Space Exploration platforms for anyone who had turned
off "Allow roads on space platforms". Those two things were never related: the setting is
about paving over Space Age platform foundations, and Space Exploration cannot be played
with Space Age at all, so in a Space Exploration game that setting does nothing else
whatsoever - it was only switching off the separate fix that lets depots sit on a
platform. Depots on Space Exploration platforms no longer depend on it. If you are playing
Space Exploration with that setting off, depots become placeable on platforms where they
were not before; nothing you have already built changes.
- Fixed the quality selector showing up in depot windows in games that do not have the
Quality mod, offering five quality levels that do not exist there. Picking one stored a
quality the game could not honour, and it was saved into blueprints and copied by
settings-paste as well. The quality row is now hidden altogether, and quality stays at
normal, whenever Quality is not active - which is what overhaul mods that switch Quality
off, such as Nullius, need. A save that had qualities set and then lost the Quality mod
has them reset to normal when it loads.
- Fixed mining fast-road out from under a depot handing back a free tile. A road tile with a
depot standing on it cannot really be removed, so the mod puts it straight back and takes
back the tile the game has just paid out - but it always took back ordinary road, whatever
had actually been mined. Mining fast-road therefore left you a fast-road tile and cost you
a road tile, making tiles out of nothing; paving over one with another tile had the same
hole. The refund now names whichever item actually places the tile, so road, fast-road and
any road tile another mod adds are each taken back correctly.
- Fixed items added by some other mods being impossible to request, with nothing anywhere to
say why - they simply never appeared in a depot's list. Deadlock's stacked items were the
reported case. The mod builds one request recipe per item while the game is loading, from
whatever items exist at that moment, and a mod that both loads later and creates its items
at the same late stage was never seen. Stacking and crating mods work exactly that way.
The mod now loads after the common offenders, and where an item still slips through it is
named in the log file, together with the mod that added it, instead of silently going
missing. Note that no mod can add recipes once the game has loaded, so a reported item
stays unavailable until the ordering is corrected - please report it.
- Fixed space platform starter packs not being haulable by drones in Space Age. The list of
item kinds the mod builds request recipes for was written for Factorio 1.1 and never
updated, so eight kinds added since - the starter pack among them - were skipped. All of
them are now covered, and anything still missed is named in the log file rather than
quietly going unhaulable.
- Fixed the game refusing to start in heavily modded games, with "The given sprite rectangle
is outside the actual sprite size", naming an item's dark-background icon. Items can carry
a second icon used in alt-mode, and that icon has its own size setting; the mod copied the
dark-background picture onto the item's request recipe but paired it with the size of the
ordinary icon. Where a mod gave the two different sizes the recipe then asked the game for
a picture bigger than the file, which it refuses to load. The request recipe now takes the
picture and its size from the same place, and handles multi-layer dark-background icons
too. Nothing changes in an unmodded game. Where a modded item has both a dark-background
icon and a multi-layer ordinary one, its request recipe now shows the dark-background
version, which is the one the game itself uses for that item in alt-mode.
- Fixed every item in the game showing up in filter lists from the start, as though it had
already been researched, which made the "show all items in selection lists" interface
setting look broken. The mod builds a request recipe for almost every item so depots can
be configured, and the game treats an item as known once any enabled recipe touches it,
so nothing was left for that setting to hide. Those recipes no longer count towards what
the game considers known. Depot requests are unaffected: an item can still be requested
before it is researched, exactly as before.
- Fixed the game refusing to start, with "Invalid fluid pipe connections", when another mod
adds its own pipe connections to the depots. Assembler Pipe Passthrough is the known case:
it gives every assembling machine extra connections, and the mod then put a multi-pipe
connection on the same square of the buffer depot, which the game rejects outright. The
multi-pipe variants now leave a square alone if something is already connected there, so
the game loads and that side of the depot simply keeps the other mod's connection.
- Fixed a crash that repeatedly took down any save with a supply depot set to act as a
logistic chest. Once that depot ran empty and its circuit reader was showing the capacity
signal, the mod asked the chest for its logistic storage filter, which only a storage chest
has, and the game stopped every tick with "Entity is not a logistic storage container."
A supply depot's logistic chest is a passive provider, so the configuration could never
work. The filter is now only read from chests that actually have one, and a depot without
one falls back to reporting its capacity in slots. The same fault could be triggered from
the circuit reader window; that path is fixed too.
- Fixed a crash when opening a circuit writer attached to a requester or buffer depot that
was set up from a blueprint with parameters. Such a blueprint puts a recipe signal on the
wire, and the writer GUI assumed every signal that was not virtual or a fluid had to be an
item, so it asked for an item icon that does not exist and the game stopped with
Unknown sprite "item/request-<item>". The GUI now shows each signal with the icon and name
for its actual kind - item, fluid, virtual, recipe, entity, quality, space location or
asteroid chunk - and falls back to a question mark for anything it still does not
recognise, so no signal a player or another mod puts on a wire can crash the game.
- Fixed transport drone speed research above level 4 being thrown away, which left drones
capped at +60% no matter how many infinite levels you had researched. Factorio never
marks an infinite technology as "researched", so the recalculation that runs whenever the
mod configuration changes - every mod update - skipped the infinite tier entirely and
reset your bonus to the four fixed levels. The bonus is now recalculated from the
technology's level, so it survives updates. Existing saves repair themselves on load; no
research is lost. Drone stack capacity research was never affected.
- Fixed the infinite speed levels each granting one level too much bonus while they did
apply. Factorio reports an infinite technology's level as the next level to research, so
finishing level 5 was counted as level 6.
- Fixed a crash that could make a save permanently unloadable. A depot whose building was
destroyed without raising an event the mod handles - most often by another mod - stayed in
the save, and on load it came back stripped of its behaviour, because the only record of
what kind of depot it was had been the building itself. The next thing to touch it crashed
the mod, and because the crash happened again on every reload, the save could not be
recovered. Depots now remember their own type, so they survive their building being
destroyed, and anything left over is cleaned up on the first tick after loading instead of
being left to crash later. Depots that were never added to the update rotation - which
could happen when a depot lost its road connection during construction - are picked up by
the same pass rather than lingering forever.
Version: 2.0.69
Date: 2026-08-03
Features:
- Added "Diagnostic messages in chat": a per-player log level (off, error, warning, info,
debug, trace), so one player can debug without spamming a multiplayer server.
- Added "Diagnostic messages in log file": a game-wide log level for factorio-current.log,
defaulting to warning.
- Depots now report why they are not dispatching, logged when the reason changes rather than
every tick: no item requested, disabled by circuit writer, no free drone, storage full or
out of fuel, no supply on the network, or supply present but no source passing the size,
channel and reachability filters.
Bugfixes:
- The depot adoption tool no longer destroys your drones. Drones out on the road were
deleted outright; they are now recovered and spread evenly across the adopted depots,
keeping their quality. Drones taken from a depot's own drone chest also kept their
quality instead of all becoming normal, and any that no longer fit - because the chest
was full, or because the depot failed to adopt after its old chest had already been
destroyed - go into the same even redistribution instead of silently disappearing.
Whatever will not fit in any depot is handed to you. Each quality is levelled separately,
so no depot ends up hoarding the good drones. Anything a drone was carrying is still lost.
- Fixed depots physically disappearing from the map during normal play. Switching a depot's
fluid mode, multi-pipe or bot access destroys its building and creates a replacement; the
replacement was never checked, so if it could not be placed - most often because a
neighbouring building now overlaps the new variant's larger footprint - the depot was
already destroyed and simply vanished, with no refund. The original building is now put
back and the swap abandoned instead.
- Fixed request depots permanently going quiet while supply was available. Depots reserve
capacity before requesting a drone and release the reservation if no drone can be made,
but a depot missing its road connection marker raised an error instead of reporting
failure, so the release never ran. The depot then believed items were forever inbound and
stopped requesting. Affects the dispatcher and central dispatch most, since they reserve
on another depot's behalf.
- Fixed depots silently disappearing after a mod update. A save migration re-keyed depots
while iterating over them, which in Lua can skip or revisit others, so some depots could
miss the migration entirely. Re-keying now happens after the pass completes.
- Fixed a depot becoming permanently unreachable if a migration recreated its entity. The
depot kept the destroyed entity's id, so mining it neither removed nor refunded it. Depot
ids are now reconciled with their entities after migrating.
- Fixed depots removed without a normal removal event leaving stale road network entries, so
other depots could still see supply that no longer existed, and orphaning their chests and
markers. Such a depot is now fully cleaned up and the event recorded.
- Depots that cannot attach to a road network are refunded and removed, which looks like the
depot vanishing on placement. This is now reported rather than silent.
Version: 2.0.68
Date: 2026-08-03
Bugfixes:
- Fixed every click in the road network GUI doing nothing. The click handler only accepted
elements belonging to the upstream mod name, so after the fork rename it rejected this
mod's own elements and returned before handling anything.
- Fixed the remote interface's diagnostics always reporting the mod version as "unknown",
for the same reason.
- Both now read the mod name at runtime, so a future rename cannot reintroduce this.
Changes:
- Save migration now recognises Transport Drones (Continued), the mod this fork was
branched from, when offering to adopt existing depots.
Version: 2.0.67
Date: 2026-07-30
Bugfixes:
- Restored the full changelog. The 2.0.66 build truncated it to that release's entry alone,
losing the upstream version history and the 2.0.65 entry describing this fork's actual fix.
No code change; 2.0.66 and 2.0.67 are functionally identical.
Version: 2.0.66
Date: 2026-07-30
Bugfixes:
- Fixed the fork failing to load. Internal __ModName__ resource paths still pointed at the
upstream mod name, so require() and sprite lookups resolved to a mod that is not enabled.
All 8 self-references now use this mod's name, including the tf_util path-builder that
prefixes graphics paths at runtime.
Changes:
- Shortened the mod summary and author line.
Version: 2.0.65
Date: 2026-07-30
Bugfixes:
- Generated request recipes no longer set main_product to the requested item/fluid name.
Other mods that canonicalise item aliases rewrite recipe results but not main_product,
which left main_product naming an item absent from its own product list and made the
game refuse to load. These recipes already define their own localised_name and icon, so
main_product = "" (no main product) is sufficient and alias-proof.
Observed with AngelBob Space Age Rebalance 1.1.30 remapping limestone.
Version: 2.0.64
Date: 2026-02-24
Bugfixes:
- Fixed speed and capacity research bonuses being lost on save reload. Non-deterministic iteration could cause lower-level techs to overwrite higher-level bonuses (e.g. infinite speed stuck at 60% despite being level 13).
Version: 2.0.63
Date: 2026-02-23
Bugfixes:
- Fixed quality selection not preserved when copy-pasting or shift-clicking request and buffer depots.
- Fixed dispatcher depot endlessly requesting fuel when many drones are assigned. The fuel tank was hardcoded to 5,000 - now defaults to 50,000 and is configurable.
Features:
- Added "Dispatcher depot fuel capacity" startup setting (default 50,000) to control the dispatcher's fuel storage.
- Added "Transport drone stack size" startup setting to configure how many drones fit per inventory stack.
Locale:
- Synced missing locale keys across all 9 languages.
Version: 2.0.62
Date: 2026-02-22
Bugfixes:
- Fixed mining depot collision mask being wiped when Mining Drones is installed, allowing players and entities to pass through the depot.
- Fixed copy-of-copy not preserving drone logistic requests: copying a pasted depot before bots delivered drones would lose the request.
- Fixed copy-paste creating unwanted drone logistic requests when the depot had drones in stock but the drone request slider was set to zero.
Version: 2.0.61
Date: 2026-02-22
Features:
- Quality selection for request and buffer depots: a dropdown lets you choose which quality level to request from the road network (normal, uncommon, rare, epic, legendary). Uses a custom dropdown because the engine's native quality picker is unavailable for recipe-based depots.
- Quality overlay icon on depot buildings (alt-mode) showing the requested quality level.
- Wrong-quality items placed in a depot are returned to the player's inventory when closing the depot GUI.
- Depots with their own idle drones and fuel now self-serve before central dispatch intervenes.
Bugfixes:
- Fixed dispatcher depot not dispatching quality items from supply depots.
- Fixed road network GUI not showing items with non-normal quality (missing icons, names, and counts).
- Fixed network reader circuit entity not reading quality item counts correctly.
- Fixed quality dropdown not appearing until the depot was clicked a second time.
Changes:
- Moved "Allow logistic bots" toggle below the fuel progress bar in the depot panel.
Locale:
- Added quality dropdown translations for all 9 locales.
Version: 2.0.60
Date: 2026-02-21
Bugfixes:
- Fixed potential crash on active depots when the hidden item chest entity becomes invalid.
Version: 2.0.59
Date: 2026-02-20
Bugfixes:
- Fixed crash when opening a request/buffer depot with a fluid recipe (e.g. water). The transfer buttons were incorrectly trying to look up fluids as items in the player inventory.
Internal:
- Fixed rendering :destroy() syntax (dot to colon) in 3 files.
- Deduplicated get_or_create_control_behavior() calls in circuit reader updates.
Version: 2.0.58
Date: 2026-02-20
Features:
- "Transfer items" buttons on request/buffer depot panel: quickly move matching items from your inventory to the depot output. "All" transfers everything, "x1" transfers one stack. Buttons only appear when you have matching items.
Version: 2.0.57
Date: 2026-02-19
Features:
- Math expressions in all numeric input fields (storage limit, supply threshold, channel, writer constant). Supports:
- Suffixes: "2k" = 2000, "1.5m" = 1500000
- Arithmetic: "20*50" = 1000, "2k+500" = 2500, "1000/4" = 250
- Bitwise (useful for channels): "1|2|4" or "1||2||4" or "1 OR 2 OR 4" = 7, "7&3" or "7&&3" or "7 AND 3" = 3, "!0" or "~0" or "NOT 0", XOR
- Parentheses: "(1|2)&4" = 0
- Press Enter to resolve the expression into a number.
Changes:
- Dispatcher depot now shows active/total drone count overlay on the building (alt-mode).
- Moved "Open drone inventory" and "Back to depot" buttons to the top of the depot panel.
- Centered drone count label in the depot panel.
Bugfixes:
- Fixed "Allow central dispatch" toggle not persisting when unchecked.
- Fixed fluid values showing decimal places in road network GUI tooltips.
Version: 2.0.56
Date: 2026-02-18
Features:
- Per-depot "Allow central dispatch" toggle: depots can opt out of dispatcher-driven delivery while keeping their own drone operations.
- Storage depots are now valid targets for central dispatch delivery.
- Active depots register in the supply index so central dispatch can pick up items from them.
- Depot contents are returned to the player's inventory when removing a depot (instead of being lost).
Bugfixes:
- Fixed central dispatch not working with storage depots and active depot fluid mode.
- Prevented players from rearranging the dispatcher chest inventory bar (red/blue slot boundary).
Locale:
- Removed 5 obsolete locale keys across all languages.
- Translated ~30 missing strings in all 8 non-English locales.
- Updated central dispatch tooltip to mention storage and active depots.
Version: 2.0.55
Date: 2026-02-18
Features:
- Slider text inputs: drone request, priority and central dispatch sliders now have a manual text field for exact value entry.
Bugfixes:
- Fixed fuel progressbar bottom padding in depot panel.
- Protected transport-drone stack size from bulk overrides by other mods (e.g. Silicon).
Version: 2.0.54
Date: 2026-02-18
Features:
- Central dispatch mode for dispatcher depot: sends its own drones to pick up items from supply depots and deliver them to request/buffer depots that don't have enough local drones. Configurable via per-depot toggle and drone allocation slider.
Bugfixes:
- Fixed crash when road network GUI tab has no depot_table after panel rebuild.
- Fixed to_be_taken reservation leak on central dispatch pickup.
- Fixed drone items not returning to dispatcher inventory after central dispatch delivery.
Locale:
- Added central dispatch translations for all 9 locales.
Version: 2.0.53
Date: 2026-02-18
Bugfixes:
- Fixed roads disappearing from Space Exploration space surfaces on save reload.
- Fixed depots not placeable on Space Exploration space platforms.
Version: 2.0.52
Date: 2026-02-18
Features:
- Dispatcher tab: blue and red progress bars showing input slot and return slot fill levels.
- Buffer depots without a recipe now show correctly in the road network GUI.
- Dedicated fast-road technology icon.
Bugfixes:
- Fixed fluid request depot ordering drones infinitely when fluidbox is full.
- Fixed crash on recipes with no products from other mods.
- Fixed storage depot slots not locking when no filter is set.
- Fixed dispatcher depot missing active drone tracking methods.
Internal:
- Major refactoring: extracted shared helpers to depot_base (wire save/restore, tag read/save, swap_chest_entity, create_drone_chest, dispatch engine, fuel methods).
- Removed ~370 lines of dead code across 7 files.
- State dispatch lookup table in transport_drone.lua (-78 lines).
- Merged on_configuration_changed depot loops into single pass.
- Cached settings.global reads and active drone counts.
Version: 2.0.51
Date: 2026-02-17
Features:
- Dispatcher depot now requires fuel to dispatch drones. Fuel bar visible in GUI.
- Multi-pipe toggle now gated behind "Multi-pipe connections" research (requires transport-fluids). Can also be disabled entirely via startup setting.
- Dispatcher GUI: description text explaining blue/red slot usage.
- Fuel bar tooltip now shows fill percentage.
Locale:
- Added missing translations for 9 keys across all 8 non-English locales.
- Added dispatcher description translations for all locales.
Version: 2.0.50
Date: 2026-02-17
Features:
- Multi-pipe toggle: extra E/W pipe connections for fluid-capable depots (fluid depot, request depot, buffer depot, storage depot, fuel depot). Toggle per-depot via the GUI panel.
- Active depot fuel progress bar visible in both item and fluid modes.
- Active depot fluid mode: virtual fuel tracking (fuel stored internally instead of in fluidbox), south pipe is now input-only.
- Buffer depot: auto-hide irrelevant toggles based on recipe type (hide multi-pipe in item mode, hide logistics bots in fluid mode).
- Storage depot fluid mode: delivered fluids now appear in the first GUI slot instead of the second.
- Storage depot: clear fluid when changing filter, reject in-flight deliveries that don't match the current filter.
Bugfixes:
- Fixed blueprint recipe override ignoring ghost recipe changes. Pasting a ghost with a manually changed recipe would revert to the original saved recipe.
- Fixed fluid depots with 0 drones unable to receive pushes from active depots.
- Fixed crash when switching storage depot between fluid and item mode (fluid name used as item filter).
- Fixed crash from set_recipe on furnace entities during migration.
- Fixed active depot fluid mode not reading from correct fluidbox on old saves (entity recreation migration).
- Fixed Creative Mod compatibility with multi-pipe entity swaps.
- Fixed caution corpses disappearing on save/load.
Version: 2.0.49
Date: 2026-02-16
Features:
- New building: Drone Dispatcher - holds transport drones and distributes them to depots on the road network. Includes drone request slider, priority-based distribution (higher priority dispatchers go first), locked return slots for excess drones, and full circuit reader/writer support.
- New building: Active Depot - push-based supplier for mixed item output. Automatically offers whatever items it contains to the network without needing a recipe.
- New building: Storage Depot - passive warehouse for the drone transport network. Accepts overflow and serves items back when requested. Prioritized over supply depots at equal score.
- Writer overhaul: rebuilt from pump to constant-combinator with full custom GUI. Recipe control via "Set Filter" mode (supports Anything/Everything signals), enable/disable condition with signal comparison, live signal tooltips with auto-refresh, merged signal values from both wires.
- Reader overhaul: merged filtered reader into depot reader as a mode option (old entities auto-migrated). Three modes: network total, depot local, network minus local. Now works on ALL depot types (supply, storage, active, mining, fuel, request, buffer, dispatcher).
- Reader: new signals - drone count (signal-D), active drones, fuel level, used stacks, max stacks, max capacity (signal-M), stack size. All configurable via toggles in the reader GUI.
- Writer status dot on depot cards in road network GUI (green = enabled, red = disabled).
- Right-click to clear item filter in road network GUI.
- Storage tab shows zero-count items (visible even when depleted).
- Depot panel: drone count display reordered to "active / in stock", storage limit override shown in orange, request tab max shown in orange when overridden.
- Drone chest panel moved to relative GUI with full depot panel layout.
- Active depot fluid mode: toggle between pushing items (from chest) and pushing fluids (from south pipe). Entity swaps to a furnace variant with auto-detecting fluid recipe. Confirmation dialog warns before switching when contents would be lost.
- New startup settings: enable/disable drone dispatcher, active depot, and storage depot. When disabled, the recipe is not unlocked (prototypes remain for save compatibility).
Bugfixes:
- Fixed speed and capacity research not applying on existing saves. Saves that already had the research completed before updating had empty bonus tables, so drones ran at base speed and carried only 1 stack.
- Fixed transport-active-supply technology not being auto-researched for existing saves that already had transport-buffering.
- Fixed get_bar() crash when connecting a depot reader to a mining depot or assembler-type entity.
- Fixed reader signals (used stacks, max stacks, capacity) showing 0 on mining depots. Capacity now correctly computed from Mining Drones settings.
- Fixed reader GUI crash on fluid depots (incorrect fluid sprite detection).
- Fixed used stacks signal counting virtual max instead of physical inventory slots.
- Fixed stack signals for active depot and non-logistic containers.
- Fixed migration crash when calling get_recipe() on non-crafting-machine entities.
- Fixed reader mode 3 (network minus local) subtracting supply table index instead of local content.
- Fixed GUI close crash when writer controls recipe and recipe picker is open.
- Fixed overfill and progress bar tooltip values.
- Fixed alt-mode icon position on supply/active/storage depots.
- Fixed storage limit override display in depot panel.
- Fixed road network GUI resizing and off-centering when switching surfaces. Now fixed at 1000x765.
- Auto-cleanup orphaned caution corpses left by disabled mods on configuration change.
- Hidden transport-drone from request depot recipe picker (still craftable in normal assemblers).
- Hidden internal "Unknown fluid" (fluid-unknown) from fluid depot recipe picker.
- Reader network mode now sums fuel depot amounts instead of item supply index.
- Fixed fluid depot inventory icon being non-square (231x146) causing display issues. Regenerated as proper 216x216 to match all other depot icons.
Changes:
- Default drone sound volume lowered to 80%.
- Increased redispatch interval default to 10 ticks (was 5), max to 120.
- Dispatcher tab placed before fuel tab in road network GUI.
- Circuit attached notification colored green, shown only to the placing player.
- Show_capacity enabled by default for newly placed readers.
- Override tooltips now show exact value when the displayed number is abbreviated.
Locale:
- All new buildings, signals, and GUI elements translated in all 9 languages.
- Dispatcher priority description translated in all 9 languages.
- Removed 17 unused locale keys.
Version: 2.0.48
Date: 2026-02-14
Bugfixes:
- Fixed request depot fluid capacity not matching the setting. The internal recipe buffer was 1,000,000 which overrode the fluidbox volume, causing depots to accumulate far more fluid than intended.
- Fixed road network GUI showing inflated capacity for fluid request depots (drones × capacity instead of the setting value).
Version: 2.0.47
Date: 2026-02-14
Bugfixes:
- Fixed very slow fluid output from request depots. Increased output fluidbox volume from 1,000 to 25,000 (matching a storage tank). Fluid now flows into connected pipes at normal rates.
Features:
- Added "Request depot fluid output capacity" startup setting (default 25,000). Controls the output buffer size — larger values increase fluid throughput into connected pipes.
Version: 2.0.46
Date: 2026-02-14
Bugfixes:
- Fixed supply depots not being removed by Ctrl+X (cut) or deconstruction planners. Existing saves are migrated automatically.
Version: 2.0.45
Date: 2026-02-14
Bugfixes:
- Fixed road network GUI: selecting a different network from the dropdown was ignored when a larger network existed on the same surface.
Version: 2.0.44
Date: 2026-02-14
Features:
- Roads can now be placed on space platform foundations (Space Age). Enabled by default; can be toggled off in startup settings.
- Added "Fluid depot storage capacity" startup setting (default 25,000, was hardcoded at 20,000). Configurable from 1,000 to 1,000,000. Higher capacity allows more drones to be dispatched before the depot is full.
Bugfixes:
- Fixed road connector caution marker rendering far from its depot when another mod pollutes the global `shift` variable during the data stage.
Locale:
- Added missing setting descriptions for 6 settings across all 9 locale files.
Version: 2.0.43
Date: 2026-02-13
Compatibility:
- Added native Pyanodon mod suite compatibility: technology research costs are automatically adjusted when Pyanodon science packs are detected.
Bugfixes:
- Fixed fluid temperature not being preserved when drones deliver to connected pipes/tanks (e.g. 250° steam was delivered as 15° steam).
Locale:
- Cleaned up all 9 locale files: added missing translation keys, removed unused legacy keys.
- Added complete translations for new settings (redispatch interval, max dispatches) in French, German, Spanish, and Russian.
Version: 2.0.42
Date: 2026-02-13
Features:
- Depots now dispatch multiple drones per update tick instead of one at a time, significantly reducing ramp-up time for depots with many drones.
- Rapid redispatch: depots with remaining demand re-attempt dispatching every few ticks (configurable) instead of waiting for the next full update cycle (default 1 second). Eliminates visible 1-second gaps between dispatch batches.
- Per-quality drone breakdown in the road network GUI: when a depot has mixed-quality drones, each quality tier is shown separately with its own progress bar.
- Road network GUI: channel filter and item filter moved into the title bar for a cleaner layout.
- Road network GUI: circuit override values for channel and supply threshold are now shown inline in depot panels.
Changes:
- Drone progress bar now shows availability (blue = available drones) instead of usage. Tooltip shows percentage.
- Mixed-quality drone dispatch now prefers higher-quality drones (legendary first), tracking per-quality availability.
Settings:
- Added "Max dispatches per depot per tick" runtime setting (default: 100). Safety cap on how many drones a single depot can dispatch per update cycle.
- Added "Redispatch interval" runtime setting (default: 5 ticks). Controls how often depots with pending demand re-attempt dispatching between regular update cycles.
Bugfixes:
- Fixed priority value label width causing layout shifts when switching between tabs.
- Fixed mining depot drone bar calculation and capacity display.
Version: 2.0.41
Date: 2026-02-13
Bugfixes:
- Fixed drones ignoring roads and going offroad in a straight line when Combat Mechanics Overhaul is installed. CMO detected the "flying" collision layer on drone prototypes and replaced their entire collision mask, turning ground drones into flying entities.
- Fixed drones unable to pathfind on roads when mods like Space Exploration or alien-biomes add planet_tile/static_tile collision layers to their tiles. These engine-default layers were being included in the drone collision mask, causing drones to collide with road tiles at runtime.
Version: 2.0.40
Date: 2026-02-13
Features:
- Road network GUI: added surface/planet selector dropdown to filter depots by world. Factorissimo factory surfaces are resolved to their parent planet.
- Road network GUI: remembers selected tab when reopening the GUI.
- Road network GUI: mining depot tab now shows item progress bar and correct max capacity (computed from Mining Drones settings).
- Road network GUI: Contents tab items now display "/ max" capacity label matching the Supply depot style.
- Road network GUI: progress bar tooltips now show percentage instead of redundant count/max values.
Changes:
- Road network GUI: reordered tabs (Contents, Supply, Mining, Fuel, Request, Buffer). Mining tab is hidden when no mining depots are present.
- Road network GUI: redesigned fuel depot layout with shared helpers for priority, channel, and drone sections.
- Road network GUI: depot panels are now capped to a maximum width so single depots don't stretch across the full GUI.
- Road network GUI: planet names are now capitalized in the dropdown.
Bugfixes:
- Fixed mining depots not connecting to road networks placed after the depot. Roads placed adjacent to an existing mining depot now trigger auto-connection.
- Fixed mining depots losing road network registration on save reload when no mod configuration changed.
Version: 2.0.39
Date: 2026-02-12
Bugfixes:
- Fixed transport drones flooding the Bonuses GUI with hundreds of truck icons. Drone prototypes incorrectly declared ammo_category "bullet", causing every base game combat research (physical projectile damage, weapon shooting speed) to list all 50+ drone variants as affected entities. Changed to a mod-internal ammo category since drones never attack.
Version: 2.0.38
Date: 2026-02-12
Features:
- Factorissimo 3 integration: road networks now bridge across factory building surfaces. Place road tiles at both sides of a factory door to connect inside and outside networks. Drones automatically teleport through factory entrances.
- Cross-surface distance estimation: depot scoring accounts for travel distance through factory portals, preferring closer factories over distant ones.
- Visual indicators: "Road connected" / "Road disconnected" floating text appears when factory portals activate or deactivate.
- Road network GUI minimap now navigates to the correct surface when clicking a depot inside a factory.
- Circuit override indicators for channel (signal-C) and supply threshold (signal-T) signals in the depot panel.
Bugfixes:
- Fixed crash when removing road tiles from portal-linked networks (premature network deletion).
- Fixed drone count getting stuck after cross-surface delivery (depot drone table key mismatch).
- Fixed crash from orphaned drone objects missing metatables after portal transit.
- Fixed Factorissimo portal selection in multi-factory setups. Factorissimo places all factory interiors on a single shared surface with large gaps between them (0, 512, 1024...), so multiple portals connect the same surface pair. Previously, drones picked the portal closest to their destination, ignoring the distance to the portal entrance — which could be in a completely different factory's isolated interior, unreachable by road. Now drones pick the portal with the lowest total travel cost (entry distance + exit distance), ensuring they always use a nearby, reachable portal.
Version: 2.0.37
Date: 2026-02-12
Features:
- Merged three depot GUI panels (Drones, Priority, Logistics) into a single unified "Transport Drones" panel.
- Supply threshold for supplier depots (supply, buffer, fluid, mining): reserves items below the threshold, only offering excess to the network. Settable via GUI or circuit writer using signal [virtual-signal=signal-T].
- Road network GUI: supply depot tab now shows item names and capacity progress bars.
- Road network GUI: depot entries now show line separators, priority override indicators, and blue drone progress bars.
- Road network GUI: supply depot tab shows max inventory capacity per depot.
- Comprehensive tooltips added across the road network GUI and depot panel.
Changes:
- Replaced custom virtual signals (depot priority, depot channel, supply threshold) with vanilla signals (signal-P, signal-C, signal-T). Existing saves are migrated automatically.
- Number formatting simplified to match Factorio's native style (k, M, G suffixes).
Locale:
- Updated all 9 translations (en, fr, de, es, ru, ja, ko, zh-CN, pl) with new tooltip strings and supply threshold labels.
Version: 2.0.36
Date: 2026-02-12
Features:
- Added fork migration: when loading a save from another Transport Drones fork (e.g. Meglinge Fork), a button appears to adopt all unregistered depot entities into this mod. Preserves recipes, items, fuel, and circuit connections.
- Added "Load balance threshold" runtime setting (default: 0). When greater than 0, supply depots with similar scores are treated as equivalent and one is chosen randomly, spreading load across nearby depots.
- Added "Priority weight" runtime setting (default: 0). Replaces the absolute priority system with a weighted bias, making priority a soft preference that can be outweighed by distance.
- Expanded remote interface with diagnostic functions for debugging depot state, network details, update buckets, and supply breakdowns.
Version: 2.0.35
Date: 2026-02-11
Bugfixes:
- Fixed Dectorio colored concrete tiles (red, green, blue, etc.) being incorrectly treated as transport drone roads, causing massive road networks and very slow save loading.
Features:
- Added "Prevent diagonal crossing" startup setting (default: enabled). Prevents drones from connecting road networks diagonally through non-road corners.
- Replaced per-mod road compatibility toggles with a single "Road tile whitelist" text field. Accepts comma-separated Lua patterns to match item names, or @-prefixed entries to match subgroups. Users can whitelist tiles from any mod.
Locale:
- Updated all 9 translations (en, fr, de, es, ru, ja, ko, zh-CN, pl) with missing GUI strings and new setting descriptions.
Version: 2.0.34
Date: 2026-02-11
Features:
- Redesigned road network GUI: Supply, Fuel, and Request depot tabs now use a consistent 2-column layout with minimap and structured depot info.
- Supply tab: items row, inline priority slider, editable channel field, and "Allow logistics bots" checkbox.
- Fuel tab: drones progress bar, fuel icon with progress bar, priority slider, and channel field.
- Request tab: item icon with name and compact max count (e.g. 2k, 1.5M), item/drone/fuel progress bars, priority slider, and channel field.
- All priority sliders in the overview GUI update depot priority in real-time.
- Channel fields in the overview GUI update depot channel in real-time.
Version: 2.0.33
Date: 2026-02-11
Features:
- Compatible depots are now highlighted when placing circuit entities (writer, reader, filtered reader).
- Depot writer now shows the green connection indicator circle, matching the reader and filtered reader.
- Depot reader no longer attaches to supply depots (redundant — wire directly to the supply chest instead).
Bugfixes:
- Fixed crash when opening the road network GUI shortcut ("Unknown sprite/style" errors from 1.1 leftovers).
Version: 2.0.32
Date: 2026-02-11
Bugfixes:
- Fixed crash on load when Mining Drones mod is not installed ("Unknown entity name: mining-depot").
Version: 2.0.31
Date: 2026-02-11
Features:
- Mining depots now show the yellow/black caution stripe at their road connection point, matching all other depot types. Existing saves are migrated automatically.
Version: 2.0.30
Date: 2026-02-11
Bugfixes:
- Fixed stone bricks, concrete, and other floor tiles being unplaceable due to the mod adding its road collision layer to their placement conditions.
Version: 2.0.29
Date: 2026-02-10
Features:
- Mining Drones interoperability: mining depots from Klonan's Mining Drones mod (and Remastered fork) automatically connect to the transport drone road network when placed adjacent to road tiles.
Bugfixes:
- Mining depots placed without nearby road tiles are no longer destroyed. They function normally and can be connected later by building roads.
Version: 2.0.28
Date: 2026-02-10
Features:
- Network channel segregation (LTN-style bitmask). Assign depots to channels so they only interact with matching channels on the same physical road network. Default -1 (all channels) preserves existing behavior.
- New virtual signal "Depot channel" for circuit-based channel override via depot writer.
- Channel field added to the priority GUI panel for all depot types.
- Fuel depots respect channels — only deliver fuel to depots sharing a matching channel.
- Channel persisted in blueprints and save/load.
- Remote API: get_depot_info returns channel/base_channel; new set_depot_channel() function.
Locale:
- Added channel translations for all 9 languages.
Version: 2.0.27
Date: 2026-02-10
Features:
- Added Dectorio compatibility: gravel, wood floor, and concrete grid tiles are treated as transport drone roads (paint and landscaping tiles excluded).
- Added PyIndustry compatibility: all py-tiles (asphalt, limestone, coal, iron, steel, aluminium, etc.) are treated as transport drone roads.
- Consolidated the three per-mod compatibility settings into a single "Third-party road compatibility" toggle (default: enabled). Covers Asphalt Roads, Dectorio, and PyIndustry.
Locale:
- Updated all 9 languages with the consolidated road compatibility setting.
Version: 2.0.26
Date: 2026-02-10
Bugfixes:
- Fixed depot writer circuit wire connection points using pump defaults instead of constant-combinator positions. Wires now attach at the correct visual location matching the 1.0 behavior.
Version: 2.0.25
Date: 2026-02-10
Features:
- New circuit entity: "Road network reader (excluding depot)". Reads network supply totals minus the attached depot's inventory. Prevents circuit feedback loops when using network signals to control a supply depot.
- Unlocked by the Transport Depot Circuits technology alongside the existing circuit entities.
Locale:
- Added translations for the new entity in all 9 languages.
Version: 2.0.24
Date: 2026-02-10
Features:
- Built-in Asphalt Roads (AsphaltRoadsPatched) compatibility. New startup setting "Asphalt Roads compatibility" (default: enabled) treats all Asphalt Roads tiles as transport drone roads automatically.
Bugfixes:
- Fixed custom road tiles (from other mods) being overwritten at depot connection points. Depots now preserve existing road tiles that already have the transport drone collision layer.
Locale:
- Added translations for Asphalt Roads setting in 8 languages (fr, de, es, ja, ko, zh-CN, ru, pl).
Version: 2.0.23
Date: 2026-02-10
Bugfixes:
- Fixed request/buffer depots unable to select recipes (2.0.22 regression).
Version: 2.0.22
Date: 2026-02-10
Bugfixes:
- Hidden internal request recipes from factoriopedia (were showing as "Request Unknown-key..." with duplicate entries).
- Hidden all drone unit entities (~368) from factoriopedia. Only the transport drone item remains visible.
Version: 2.0.21
Date: 2026-02-10
Features:
- "Full stack only" checkbox: when enabled, drones only pick up full stacks from supply depots, preventing small partial deliveries.
Bugfixes:
- Fixed on_load crash when loading existing saves ("Detected modifications to the storage table").
Locale:
- Added translations for all new UI strings in 8 languages (fr, de, es, ja, ko, zh-CN, ru, pl).
- Fixed French locale using literal translations instead of gaming jargon (tampon → buffer).
Version: 2.0.20
Date: 2026-02-10
Features:
- Per-depot storage limit: "Max storage" textfield in the Priority panel caps total items a request/buffer depot will request. Also settable via circuit writer and remote API.
- "Ignore capacity research" checkbox: when enabled, drones carry only their base capacity (1 stack), ignoring stack capacity research bonuses.
- Road network reader now supports multiple signals simultaneously. Set item/fluid signals in multiple slots to track different items at once.
- New startup setting "Transport drone sound volume" (0-100%, default 100%) to control drone working sound volume.
Bugfixes:
- Fixed spoilable item timers being reset when transported by drones. Items like nutrients and biter eggs now preserve their spoil progress through drone delivery.
Version: 2.0.19
Date: 2026-02-10
Optimizations:
- Depot update buckets are only re-sorted when a priority actually changes (dirty flag), instead of every tick.
- Drone inventory count is cached per update cycle, avoiding repeated get_contents() calls.
- Drone validity checks run every 5th cycle instead of every cycle.
- Supply and mining depot contents tracking reuses table buffers instead of allocating new tables each cycle.
- Circuit writer evaluation simplified: uses behavior.disabled flag instead of full condition evaluation for non-limit mode.
- Hoisted closure allocations to module level across request, buffer, supply, and fuel depot heuristics.
Version: 2.0.18
Date: 2026-02-10
Features:
- Added "Allow logistics bots" toggle on buffer depots. When enabled, a shadow buffer chest mirrors the buffer contents so logistics bots can distribute items locally.
- Setting is preserved in blueprints and copy-paste.
- Only available for item buffers, not fluids.
Version: 2.0.17
Date: 2026-02-10
Balancing:
- Fast Road recipe changed to 20 Roads + 10 Iron Sticks + 50 Crude Oil (was 10 Concrete + 50 Crude Oil), creating a natural upgrade path from Roads to Fast Roads. Based on JATMN's td-fastroads mod.
Version: 2.0.16
Date: 2026-02-10
Features:
- Blueprints now save and restore the requested item recipe on request/buffer depots.
- Blueprints now create a logistic request for the total drone count (inventory + active) so logistics bots can deliver drones to pasted depots.
- Drone chest logistic slots increased from 1 to 5 to support per-quality drone requests.
Bugfixes:
- Fixed crash when blueprinting depots with other mods (Creative Mod, Blueprint Sandboxes) due to invalid item-request-proxy format.
- Fixed blueprint drone count only including inventory drones, ignoring dispatched drones.
Version: 2.0.15
Date: 2026-02-09
Features:
- Progressive technology tree: fluid depot, buffer depot, and bot logistics toggle each require their own research.
- Transport Fluids tech (requires fluid handling) unlocks the fluid depot.
- Transport Buffering tech unlocks the buffer depot.
- Transport Logistics tech (requires logistic robotics) gates the "Allow logistics bots" toggle on supply depots.
Balancing:
- Rebalanced recipes: fuel depot now requires pipes, fluid depot uses pipes instead of iron sticks, buffer depot requires steel plates and electronic circuits.
- Circuit entities (writer, reader) now require advanced circuits.
- Smoothed quality speed curve: +15/+30/+50/+80% (was +20/+40/+65/+100%).
Bugfixes:
- Fixed speed tech description showing +20% when actual bonus was +15%.
Internal:
- Migration auto-researches new technologies for existing saves.
- Added tech tree tests to automated test suite (67 total tests).
Version: 2.0.14
Date: 2026-02-09
Features:
- Enriched remote interface API: 12 functions for mod-to-mod integration (network queries, depot info, drone info, priority control).
- New function: set_depot_priority() to control depot priority from other mods.
- Pathfinder settings are now configurable at runtime (max steps per tick, max work per tick, path cache toggle).
Optimizations:
- Optimized drone pathfinder flags: enabled path caching and low-priority mode for better UPS.
Bugfixes:
- Fixed pathfinder flags using wrong field name (use_cache → cache) for Factorio 2.0 API.
Internal:
- Centralized all migration logic into script/migrations.lua with version annotations.
Version: 2.0.13
Date: 2026-02-09
Features:
- Added "Allow logistics bots" toggle on supply depots. When enabled, the chest becomes a passive provider so logistics bots can take items from it.
- Setting is preserved in blueprints and copy-paste.
- Bot toggle has its own "Logistics" panel in the depot GUI.
Bugfixes:
- Depot GUI no longer closes when toggling the bot access checkbox.
Version: 2.0.12
Date: 2026-02-09
Features:
- Added depot priority system (0-100 slider on all depot types, default 50).
- Higher-priority supply/fuel depots are preferred by requesters over closer low-priority ones.
- Higher-priority request/buffer depots claim scarce supply first within the same update tick.
- Priority can be overridden via circuit network using the "Depot priority" virtual signal connected to a transport depot writer.
- Priority override signal is configurable per depot (choose-elem-button in GUI).
- Priority is preserved in blueprints and copy-paste.
- Blueprints now preserve per-quality drone counts (e.g. 3 epic + 2 legendary drones request the correct qualities).
Version: 2.0.11
Date: 2026-02-09
Bugfixes:
- Fixed check_drone_validity() exiting on first valid drone, skipping remaining drones.
- Fixed buffer depot crash when suiciding drones with invalid entities.
- Fixed transport drone falling through to invalid depot after fuel delivery.
- Fixed fuel depot not suiciding active drones on removal (orphaned drones).
- Fixed buffer depot not updating network when changing requested item (stale supply).
- Fixed make_request() decrementing supply before confirming drone creation succeeded.
- Fixed N² fuel truck prototype generation (100 prototypes instead of 10).
- Fixed typos: overload_multipler, localised_named, states.deliver_fuel.
Optimizations:
- Extracted shared depot_base.lua module, eliminating ~800 lines of duplicated code.
- GUI on_tick now uses game.connected_players instead of game.players.
- Buffer depot output inventory is now cached.
- Removed ~150 lines of dead code across runtime and data files.
Changes:
- Replaced hardcoded English strings in drone GUI with locale keys.
Version: 2.0.10
Date: 2026-02-09
Bugfixes:
- Fixed very slow fluid output from request depots (~15/s). Fluid is now pushed directly into connected pipes/tanks, bypassing assembler throttling.
Version: 2.0.9
Date: 2026-02-09
Bugfixes:
- Fixed supply depot inventory bar being draggable to bypass quality capacity limits.
Balancing:
- Supply depot inventory rebalanced: 80/100/125/175/250 slots (was 100/125/150/200/250).
Version: 2.0.8
Date: 2026-02-08
Features:
- Depot quality now matters: higher quality depots get more capacity.
- Supply depots: inventory scales with quality (100/125/150/200/250 slots).
- Request/buffer/fuel depots: drone slots scale with quality (5/6/7/8/10 slots).
- More drone slots = more concurrent deliveries = higher throughput.
Version: 2.0.7
Date: 2026-02-08
Features:
- Drones are now stored in a separate drone inventory (5 slots), decoupled from depot recipe quality.
- Any quality drone can be used in any quality depot (e.g. legendary drones in a normal depot).
- Drone inventory supports logistics robot delivery for automated drone restocking.
- New GUI: "Open drone inventory" button on depot, "Back to Depot" button on drone chest.
Bugfixes:
- Fixed legendary depots forcing all requested items to legendary quality.
- Fixed drone count display showing 0 for non-normal quality drones.
Version: 2.0.6
Date: 2026-02-08
Features:
- Quality support for transport drones: higher quality depots spawn higher quality drones.
- Quality drones get speed bonuses: +20% uncommon, +40% rare, +65% epic, +100% legendary.
- Quality drones get fuel efficiency: 90% uncommon, 80% rare, 70% epic, 55% legendary.
- Quality depots accept drones of any quality.
Balancing:
- Transport drone speed research reduced from +20% to +15% per level.
Bugfixes:
- Fixed crash when circuit reader clears slot (set_slot nil not supported in Factorio 2.0).
Version: 2.0.5
Date: 2026-02-08
Bugfixes:
- Fixed crash when placing depot writer or reader (flying-text entity type removed in Factorio 2.0).
- Fixed crash when depot reader updates circuit signal (set_slot requires explicit quality in 2.0).
Version: 2.0.4
Date: 2026-02-08
Bugfixes:
- Fixed road network reset taking 10+ seconds due to broken collision mask detection in Factorio 2.0 (table_size/pairs don't work on CollisionMask objects).
Optimizations:
- Road network reset algorithm changed from O(N²) to O(N) using BFS flood-fill.
- Mining depots with circuit readers no longer read inventory twice per update cycle.
- Network GUI caches item sums during sort pass instead of computing them twice.
- Drone follow camera caches sticker box offset and reduces table allocations per tick.
Version: 2.0.3
Date: 2026-02-08
Changes:
- Initial port to Factorio 2.0.
- Migrated all prototypes (recipes, collision masks, graphics, circuit connectors).
- Replaced deprecated runtime APIs (global, prototypes, rendering, commandable, statistics).
- Custom collision layer system for road tiles.
- Updated wire/circuit network API (constant combinator sections, wire connectors).
- Improved road tile visuals (better contrast, decorative removal on placement).
Version: 1.0.16
Date: 2024-01-07
Changes:
- Fix loading older saves (thanks Reka for the save).
Version: 1.0.15
Date: 2024-01-07
Changes:
- Fixed loading for 1.1.101.
- Fixed loading when some resources have no map color defined.
- Fixed loading when other mods add upgrade for pump.
- Fixed issue with corpse entity being cleared during runtime.
Version: 1.0.14
Date: 2023-01-22
Changes:
- Fixed making request proxies for drones with 0 item count.
Version: 1.0.13
Date: 2023-01-03
Changes:
- Fix crash when making blueprint with no entities.
Version: 1.0.12
Date: 2023-01-02
Changes:
- Different method of blueprint tag setting that should be more robust.
- Supply depots will keep their 'bar' when copied with a blueprint.
- Removed mod incompatible with Bulk rail loader, as it was fixed.
Version: 1.0.11
Date: 2023-01-01
Changes:
- Fix updating road tiles with 'next_direction' in the prototype.
- Removed Oil processing requirement for the technology.
- Allowed to request armor with the road network (But it will lose equipment so be careful).
- Item request to add drones will be created by blueprints.
- Added mod incompatibility with Bulk rail loader, as it breaks the blueprint tags.
Version: 1.0.10
Date: 2022-09-21
Changes:
- The second output signal for the circuit reader is the number of drones. (Contributed by anud12)
Version: 1.0.9
Date: 2022-07-09
Changes:
- Fixed crash when migrating from older version and depot node is invalid.
Version: 1.0.8
Date: 2022-07-07
Changes:
- Fixed issue with depot mode being set to the wrong type (item vs fluid).
Version: 1.0.7
Date: 2022-06-07
Changes:
- Fix collision mask issue introduced with version 1.1.60
Version: 1.0.6
Date: 2022-01-16
Changes:
- Fix crash when mining somehow invalid supply depot.
- Fix drones not using the tile speed bonus properly.
- Added Polish translations, courtesy of S3BA-pl.
- Added locale for the mod settings, courtesy of PlexPt.
Version: 1.0.5
Date: 2021-12-23
Changes:
- Other tiles can't be built over roads. You have to mine the road first then mine it.
- Fixes for compatibility with space exploration.
- Added fast road tile. Faster for walking and for drones!
- Other mods can add their tile as a road tile by setting `is_road_tile = true` in the item prototype with the place_as_tile for that tile.
Version: 1.0.4
Date: 2021-01-14
Changes:
- Fixes for new mining drone version.
Version: 1.0.3
Date: 2021-01-07
Changes:
- Another Industrial revolution 2 icon fix (dependency order related).
Version: 1.0.2
Date: 2021-01-06
Changes:
- Fix some collision layer things, like not being able to build over rail, landfilling roads, etc.
- Ghost road tile will try to mark for deconstruction to be placed.
- Attempt at fixing crash when loading with removed mods.
- Fix loading with Industrial revolution.
- Made a bigger request depot buffer, so people playing with stack size mods might end up not losing items.
- Adjusted depots so you can have max 100 drones in a depot, sorry if that hurts you.
- Moved the informatron stuff to base game tips and tricks.
- Fix related to specific circuit request and minimum pickup counts.
Version: 1.0.1
Date: 2020-11-26
Changes:
- Fix temperature of fluids (maybe).
Version: 1.0.0
Date: 2020-11-25
Changes:
- 1.1 update maybe something else.
Version: 0.7.12
Date: 2020-08-03
Changes:
- Fix the thing you know
Version: 0.7.11
Date: 2020-07-30
Changes:
- Whoops
Version: 0.7.10
Date: 2020-07-30
Changes:
- Fix error on load.
Version: 0.7.9
Date: 2020-07-16
Changes:
- Temporary workaround for 0.18.36 changes. Drones sprites won't show cargo now...
Version: 0.7.8
Date: 2020-06-14
Changes:
- Added some safety checks to loading config changed events.
Version: 0.7.7
Date: 2020-06-06
Changes:
- Added in-game documentation using the 'Informatron' mod.
Version: 0.7.6
Date: 2020-06-04
Changes:
- Fix error when trying to read mining depot.
- Fix error when trying to load after config changed with invalid depots.
- Buffed the character walking speed of road tiles to 150%.
Version: 0.7.5
Date: 2020-05-26
Changes:
- Fix road network logic regarding script raised tiles event.
- Fixed an issue with supply depots getting stuck not supplying.
Version: 0.7.4
Date: 2020-05-26
Changes:
- Fixes for GUI update and raise event things.
Version: 0.7.3
Date: 2020-05-21
Changes:
- Fixes for Space exploration.
Version: 0.7.2
Date: 2020-05-21
Changes:
- Fix another error with circuit reading fluid depots.
Version: 0.7.1
Date: 2020-05-20
Changes:
- Fix error when using a circuit reader with a depot with no contents.
Version: 0.7.0
Date: 2020-05-19
Changes:
- Added transport depot writers, transport depot readers, and road network readers.
- Added technology to unlock the transport depot circuit network stuff.
Version: 0.6.5
Date: 2020-05-12
Changes:
- Fix depots not requesting fuel properly.
- Fix loading when road tile under depots gets changed to another tile somehow.
Version: 0.6.4
Date: 2020-05-12
Changes:
- Fix error when mining a depot with fuel on the way.
- Fixed fluid tanker graphics had an extra bit of the fluid mask showing.
Version: 0.6.3
Date: 2020-05-10
Changes:
- Fix rail collision layer things a bit more.
- Fix compatibility with omni fluid and omni compression.
Version: 0.6.2
Date: 2020-05-10
Changes:
- Fix wrong logic deciding when depots should dispatch drones.
Version: 0.6.1
Date: 2020-05-10
Changes:
- Fix full ore trucks had no shadow.
- Fix valid error when mining supply depots and things.
Version: 0.6.0
Date: 2020-05-09
Changes:
- New graphics! Special thanks to Bubbles from the Factorio discord.
Version: 0.5.16
Date: 2020-05-05
Changes:
- Fixed error when tile under road tile lonely node was nothing.
Version: 0.5.15
Date: 2020-05-03
Changes:
- Fixed compatibility with SeaBlock and SpeaceBlock.
Version: 0.5.14
Date: 2020-05-03
Changes:
- Changed fluid per drone settings minimum to 0. Setting it to 0 will basically mean you don't need any fuel.
Version: 0.5.13
Date: 2020-05-02
Changes:
- Fixed issue with delivering fluids.
- Fixed localisation of item requests of equipment and other things.
- Added settings for fluid capacity, fuel type, fuel capacity, fuel consumption, and pollution.
- Attempt to fix compatibility with Space exploration rails.
- Buffed fluid depots from 10k storage to 20k storage.
- Another method of fluid temperature handling.
Version: 0.5.12
Date: 2020-04-25
Changes:
- Fix road network loading issue if another mod alters the road tile collision mask.
Version: 0.5.11
Date: 2020-04-24
Changes:
- Fix loading issue with road grid mod.
Version: 0.5.10
Date: 2020-04-24
Changes:
- Fix locale mixup.
Version: 0.5.9
Date: 2020-04-24
Changes:
- Added the 'consider-tile-transitions' mask to the transport drones. This should help them path a bit smoother.
- Changed how riding drones works. Now its more like riding behind them with a bungee cord.
- Enabled diagonal neighbors in the road network.
Version: 0.5.8
Date: 2020-04-22
Changes:
- Fix error related to not clearing invalid depots from the global lists.
Version: 0.5.7
Date: 2020-04-20
Changes:
- Fix error related to buffer depot output fluidbox.
Version: 0.5.6
Date: 2020-04-20
Changes:
- Fix error related to remove depots from the wrong networks.
- Fix extra new networks being created when mining road tiles.
Version: 0.5.5
Date: 2020-04-20
Changes:
- Fixed script error related to reading an invalid fluid depot's fluid temperature.
Version: 0.5.4
Date: 2020-04-19
Changes:
- Some safety checks for invalid depots when opening the GUI.
- The GUI will try to determine a nearby network, and will show that if it can.
- When the GUI is opened, the contents page will be sorted from high to low, it won't be sorted during the refresh/update logic.
Version: 0.5.3
Date: 2020-04-18
Changes:
- Properly fix clearing of wrong networks.
Version: 0.5.2
Date: 2020-04-18
Changes:
- Fix GUI refresh error when you don't have any of a category of depot.
- Fix trying to place road over opened gates.
Version: 0.5.1
Date: 2020-04-18
Changes:
- Fix GUI size with large display scales.
- Fix error clearing networks when after merging networks.
Version: 0.5.0
Date: 2020-04-18
Changes:
- Added a GUI to see road network status. Contents, depots, etc.
- Internally refactored how depots are added to road networks.
- Change how 'riding' drones works, now you are just teleported each tick. This is to prevent issue like construction robots flying off the map.
- Road network data will now be reset and recalculated each time the config changes.
- Minimum request count determination is changed slightly. This should help prevent the situation of many drones going to pick up tiny amounts of items.
- Drones will try to preserve fluid temperature when transporting fluids.
Version: 0.4.1
Date: 2020-04-15
Changes:
- Fixed script error when building buffer depots.
Version: 0.4.0
Date: 2020-04-14
Changes:
- Rewrote the logic regarding how depots choose where to send drones.
- Changed update logic so it has a fixed interval, within which all depots will be updated. It defaults to 60 ticks.
- Added a runtime global mod setting to adjust this interval. Lower values mean more script update time, but the depots are more responsive. Higher values mean reduced UPS usage, at the cost of less responsive depots.
Version: 0.3.12
Date: 2020-04-13
Changes:
- Fix error when supply depots are killed.
Version: 0.3.11
Date: 2020-04-13
Changes:
- Fix error related to clearing single tile nodes.
Version: 0.3.10
Date: 2020-04-12
Changes:
- Drones will now make a little bit of pollution as they drive around.
- The enter drone hotkey won't activate if it thinks you might be doing something with a nearby vehicle instead.
- When riding a drone, that drone will have a 50% speed boost.
Version: 0.3.9
Date: 2020-04-12
Changes:
- Fixed requesters ordering from buffers with already reserved items.
Version: 0.3.8
Date: 2020-04-12
Changes:
- Fixed error when a fuel depot drone was killed.
Version: 0.3.7
Date: 2020-04-11
Changes:
- Switched from recursive road network functions to accumulator ones, because someone made a map with a 280,000 tile square and it broke the stack limit.
Version: 0.3.6
Date: 2020-04-11
Changes:
- Added a simple heuristic related to item count to the buffer selection function. This should help the situation of requesters always taking from the closest buffer even if it has a very small amount of available items.
Version: 0.3.5
Date: 2020-04-11
Changes:
- Fixed error trying to refund bad tile placement with Construction drones built tile event.
Version: 0.3.4
Date: 2020-04-10
Changes:
- Somewhat fixed drones getting stuck and suiciding at the entrance to the depots.
- Fixed script error related to buffer depots with no item set.
Version: 0.3.3
Date: 2020-04-09
Changes:
- Fixed buffer depots providing fluids.
- Readded minimum request amount logic, with some better logic. If the request depot has less that 1 stack of the item, the minimum request will be 1 item. If there is more, the minimum will be 1 stack.
- Adjusted logic of requesting from buffers. Request depots should tend to request from nearest buffers more reliably.
Version: 0.3.2
Date: 2020-04-09
Changes:
- Fixed a script error when removing a depot which was holding a reference to a dead drone.
Version: 0.3.1
Date: 2020-04-08
Changes:
- Fix a script error related to dead supply depots.
- Fixed handling of dying supply depots.
Version: 0.3.0
Date: 2020-04-08
Changes:
- Added buffer depot. The buffer depot has priority over normal request depots. Request depots also won't take from supply depots if they have been offered the same items from a buffer depot.
- Supplying depots (supply, fluid, mining, buffer) will offer to the closest request depots first.
- Fixed some issue with modded rails and gates not being placeable on roads.
- Buffed fuel depot capacity to 10k.
- Removed 'minimum request amount' logic.
Version: 0.2.13
Date: 2020-04-05
Changes:
- Fix fuel on the way count not being cleared properly when drones fail their commands.
Version: 0.2.12
Date: 2020-04-05
Changes:
- Fixed crash when removing two depots with the exact same node position.
Version: 0.2.11
Date: 2020-04-04
Changes:
- Fixed getting free tile products when placing road over minable tiles.
- Fixed mining depots with blocked placement leaving the caution corpse.
- Fixed some APM recycling items not showing up.
Version: 0.2.10
Date: 2020-04-02
Changes:
- Buff fluid depot capacity from 2k to 10k.
Version: 0.2.9
Date: 2020-04-02
Changes:
- Fixed previous fixing leading to infinitely sized requests.
Version: 0.2.8
Date: 2020-04-02
Changes:
- Fixed an issue where supply depots would have the wrong count of items to be taken.
Version: 0.2.7
Date: 2020-03-31
Changes:
- Another compatibility fix with Alien biomes.
Version: 0.2.6
Date: 2020-03-31
Changes:
- Fix some script errors related to depots somehow being in the wrong road networks.
- Fix compatibility with Alien biomes.
Version: 0.2.5
Date: 2020-03-30
Changes:
- Fix fuel request logic when depots have very few drones in them.
Version: 0.2.4
Date: 2020-03-29
Changes:
- Fix for Angels methane gas.
Version: 0.2.3
Date: 2020-03-29
Changes:
- Fix script error related to removing fluid from a request depot.
Version: 0.2.2
Date: 2020-03-28
Changes:
- Added feature to hitchhike on the transport drones. Just press 'enter' (or something else if you rebound the base game hotkey).
Version: 0.2.1
Date: 2020-03-28
Changes:
- Fix missing changelog.
Version: 0.2.0
Date: 2020-03-28
Changes:
- Added fuel depots. They will deliver fuel to request depots. Request depots now need fuel to function, and transport drones will consume fuel based on how far they travel.
- Added fluid depots, and fluid requests.
- Added integration with Mining depots.
- Added German locale (By LuziferSenpai).
Version: 0.1.6
Date: 2020-03-17
Changes:
- Fixed some deadlock stacking item requests not showing.
- Fixed units being selectable in some circumstances with the unit control mod.
Version: 0.1.5
Date: 2020-03-16
Changes:
- Fix error when transport drone was killed by biters.
Version: 0.1.4
Date: 2020-03-16
Changes:
- Fix trains being hard to select.
Version: 0.1.3
Date: 2020-03-15
Changes:
- Fix compatibility with more weird mods that don't define subgroup on their items.
Version: 0.1.2
Date: 2020-03-15
Changes:
- Fix compatibility with some weird mod.
Version: 0.1.1
Date: 2020-03-15
Changes:
- Fix compatibility with Cargo Ships mod.
Version: 0.1.0
Date: 2020-03-15
Changes:
- Initial release.