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
9 days ago
1.1 - 2.0
4.43K
Logistic network

b Stopped working entirely after update

12 days 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.

12 days 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.

12 days 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!

12 days 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.

12 days 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.

12 days 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.

12 days ago
(updated 12 days 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.

9 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.)

8 days ago

That's awesome! Thank you so much!

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