Custom worker drones with their own job priority system, reusing the vanilla robot models. Replaces both vanilla robot types: the construction and logistic robot items each place a drone.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Version: 0.1.0
Date: 20. 08. 2026
Features:
- Jobs carry a priority of 1 to 9. Drones do the highest priority first, and the nearest job
within it.
- A priority selection tool, from the shortcut bar or /pbot-tool: left-drag applies the
priority in the picker, right-drag resets to 5, and every job in range wears its current
priority as a number for as long as the tool is held.
- The mod supplies its own drones and removes both kinds of vanilla robot. The construction
robot item and the logistic robot item each place one, and each mines back into the item it
was placed from.
- Roboports become Bays: the same construction and logistic coverage, the same network, and
room inside for drones as ordinary items. An idle drone flies home and docks, and the doors
open when one docks or deploys.
- Seven kinds of work are queued and done: ghosts, deconstruction orders, upgrade orders,
cliffs, damaged entities, the module requests a blueprint leaves behind, and requester and
buffer chests that have gone short of what they asked for.
- Deliveries. A logistics drone fills a requester or buffer chest with the difference between
what it asked for and what is standing in it, a payload at a time. Nothing announces a chest
going short, so they are found by a poll of the network's requester points that costs a
fixed amount per tick however many chests a base has.
- Personal logistics. A logistics drone fills a character's and a spidertron's own requests
from the same poll, and follows a player who walks off while the delivery is in the air.
- Materials come from the vanilla logistic network. A job whose item nothing can supply leaves
the queue and waits filed under that item until a chest holds it again, rather than sending
a drone out on an errand that cannot be finished.
- Drones follow worker-robots-speed and worker-robots-storage research, up to the four trunk
slots the chassis has.
- Alt-mode draws what a drone is carrying over the drone carrying it.
- One setting, in the runtime settings: how long a drone hovers where it finished before it
flies home to a bay. Everything else the mod does is fixed at the number vanilla uses, and
work still reaches a drone that is already on its way home.
- Console commands for the rest of it: /pbot-scan registers work that already exists,
/pbot-priority sets a level over an area, and /pbot-status, /pbot-probe, /pbot-verify and
/pbot-references report what the mod believes is going on.
Info:
- The logistics half is complete: filling requester and buffer chests, the verb backwards --
draining an active provider chest and emptying a character's trash slots -- and a
character's and a spidertron's own logistic requests. A character has no logistic requests
at all until logistic robotics is researched, which is the engine's rule rather than the
mod's.
- A Bay has no charging pads, because nothing in the mod needs one: a drone is a vehicle
moved by script and has no energy to run out of. Two kinds of vanilla robot are affected
and neither has anything to do here: one introduced by another mod cannot recharge in a
base of ours, which is the same position the mod already takes by not letting one into a
Bay at all, and one already in the air in an old save now runs flat and crawls rather than
flying about delivering nothing.
- English only, single-player and single-force, and nothing has yet been run alongside another
mod that adds a robot or a roboport.
- Mod state is deliberately disposable: a state version bump resets the fleet and the job
registry rather than migrating them, and /pbot-scan builds the queue back.