I fixed the collision matrix of the main roboport. Previously the collision box of the main roboport laid too wide, covering part of the solar panels next to it. If you deleted those solar panels, you couldn't put them back down, in the same spot. Fixed...
I moved the oil spots in main a little closer to each other. Currently when you add the derricks and a storage container between them, you have to add one pipe. That should be tighter in the next release.
4-7-2023
Removed excessive logging, which should improve performance
Changed size of moat to increase by 1 space - from 8 space gap to 9. This should keep spitters from taking out pumps.
Update - NOPE - not enough, they can shoot pretty far - more testing needed. I went to 12 spaces - more testing needed.
Updated 4-8-2023
I noticed power on the Mega Roboport - can drop to zero very rapidly when alot of bots are charging. Quadrupling:
input flow limit, buffer capacity & energy_usage. The MegaRoboport is fully charged at the start of the game, a normal roboport
Since your bots will fly to your team mates base to charge - if your power goes to zero, I added a boiler and steam engine, as an option
pickable at start of the map by the map host. This will power bots all night and is removeable. BUT if you remove the water pump - you can not place it
again - it is a waterless waterpump, pick it up and it will need to be placed on water.
Increased bot storage from 8 slots to 10 in the Mega Roboport.
Leaving player name in their base after the Welcome disappears.
Added an option to automatically lay down an ADDITIONAL boiler and two steam engines, in the center. The water pump is NOT on water, so move it and lose the option to place it back where it was. This is mostly to aid those new players that like to remove all the trees, completely crashing power.
And it will help get through the first few nights, while you design your alternate power supply and base.
Moved level 3 modules, that otherwise are unavailable until after a launch into a not researchable until after the launch. It was not obvious that they would become available after the launch. Arty and Atomic bomb are locked as well, but shown as BLACK in the research tree - which is more understandable that they are locked until launch, so level 3 Modules go there now too.
4-10-2023
Lots of small additions are becoming significant enough to warrant a release. I've not fully tested all of the changes, so I'd appreciate a comment on any issues you may find.