Power, Lights, Logistics all in one.
Please report any issues on the Github issue tracker for more prompt attention.
Forked from the original to update to Factorio 1.0.
Designed for those with mild OCD. The powered area (blue square), logistic supply area and power line reach are each set to a specific length only one square apart from each other. Over lapping the powered area by one square results in an odd working area that is perfect for finding the center point (This is how I normally build my mega bases). Lining the blue areas side by side are for those times when an even work area is needed. At the max distance of 50 squares is reached the power lines will connect via click and drag however, both the blue as well as orange (logistics) are cut at 49, this is intentional so that you can create an isolated logistics network.
If you mine carefully.... You can remove just the logistics portion of the backbone in order to create a dead zone that bots aren't allowed to deliver to while keeping the normal spacing.
Due to how placement works (placing down the power poll spawns in 3 separate tile entities) blue printing over an existing pole requires you to hold shift. Unless you mine the pole, the other 2 entities might remain. Use deconstruction planner for easy clean up.
Logistic portion contains all the normal bells and whistles, circuit conditions, charging.... Does not have any inventory for bots or repair packs on purpose.
Light is an overpowered flood light with a range of 60, there shouldn't be any unlit areas inside your base.