Concreep Redux

by utoxin

Automated concrete placement and upgrading for Factorio 2.0. Your roboports automatically tile and upgrade floors (stone brick → concrete → refined concrete) within their construction areas. Features multiple tiling modes including pattern replication, construction/logistic area differentiation, and automatic obstacle clearing. Set it and forget it – your factory floor tiles itself as you expand!

Utilities
30 days ago
1.1 - 2.0
4.50K
Logistic network

b Stopped working entirely after update

a month ago

Hey, I'm playing SE+K2 on 2.0 with this mod, I just updated it today and it stopped placing concrete entirely. I can send the save file and/or screenshots and other details if you need. I've tried /concreep-update and the other commands.

a month ago

That's odd. Yeah, I'll some additional info to help with solving that. Probably your save would be the easiest way to get what I need to solve it, if you don't mind sharing it. If you have a way to share it (Dropbox link, or something similar) you can post it here, or you can email it to me at utoxin@gmail.com with a subject line that mentions Concreep. I should be able to dig into this this weekend.

a month ago

I figured it out, user error, sorry! I think you lowered the default value of roboports per cycle in the update, and it's a very big base, so they were just incredibly slow. Maybe the value should be able to change dynamically with the amount of roboports in the map? (or just a higher default) I'm not sure how it was set in the previous version, but it was working fine. I bumped the setting up to 50 and now it's back to normal. Haven't seen any performance impact yet. Thanks for the mod and sorry again for not investigating further!

a month ago

I can still send you the save if you would like to try out different default values and see what keeps it functional.
Another default setting that I think should be changed is the "Minimum Items Available," because having it as low as 100 makes concreep interfere a lot more with mall crafting (think rocket silos and pads) and such.

a month ago

Also one last thing, could you add an option to disable placing Space Scaffold? It's expensive so you kind of only want it under your buildings usually.

a month ago

Hmmm. Okay, that makes sense. It probably would have stabilized out once it had processed for a while (and put roboports to sleep properly again), but yes, it does take a while on large bases. The issue was that previously once a roboport went to sleep the mod completely forgot about it and could never go back to it, which was an issue, so this update had to re-scan all roboports and wake them up.

But: Good suggestions, and I'll definitely add them to my list. Especially the optional scaffolding in space. It should be treated the same as ice platform / platform, probably.

Might sneak out another 3.x update before my major 4.0 update, to get some of those updates in.

a month ago
(updated a month ago)

(Interestingly, I'm suddenly having issues getting it to creep on Aquilo, when I definitely tested it there in development. But in my actual playthrough it's refusing to creep there, and I'm not sure why yet.)

DOH. Just figured that out. LOL. Also a user issue. ;) My settings required 1000 spare concrete, and Aquilo wasn't there yet.

30 days ago

3.3.1 has a new setting for SE that I think should meet your needs, and also sets new defaults for the active tower and minimum items config options. (Although that won't override values in existing saves, as far as I know.)

29 days ago

That's awesome! Thank you so much!

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