Mods introducing new content into the game.
Version: 0.2.9 Date: 2025-07-20 Changes: - Aaaaaand forgot to disable debugging lulz
Version: 0.2.8 Date: 2025-07-20 Changes: - Restructured the code a bit to make the "main loop" easier to understand for others. - Stop trying to expand or build anything if we run out of pavement items while processing. - Also some general cleanup and tiny fixes.
Version: 0.2.7 Date: 2025-07-15 Changes: - Whoops, never use more than 10% of the total bots, regardless of how many are available.
Version: 0.2.6 Date: 2025-07-15 Changes: - Continue checking networks even if the first one doesn't have enough available bots. D'oh! Thanks morganchristiansson https://github.com/folknor/factorio-tidypls/issues/1
Version: 0.2.5 Date: 2025-03-14 Changes: - Tiny bugfix for a bug that noone noticed - Removed debug print - No longer scans all roboports in the universe when a tech is researched
Version: 0.2.4 Date: 2025-02-01 Changes: - Hopefully works without Space Age expansion, only tested loading a new game without roboports.
Version: 0.2.3 Date: 2024-12-25 Changes: - No longer paves over growable tiles on Gleba - Can now pave over ice foundation and foundation foundation just like landfill - Even even better at clearing out cliffs and trees
Version: 0.2.2 Date: 2024-12-06 Changes: - Actually fix stone path building. Tested it this time, jeez. - We're not much more proactive about adopting "orphaned" roboports into neighbouring networks. - Clear areas much more thoroughly from trees and such, and count these orders properly against the allocated robots
Version: 0.2.1 Date: 2024-12-05 Changes: - Fix stone path building.
Version: 0.2.0 Date: 2024-12-04 Changes: - Initial release to mod portal.
Version: 0.1.0 Date: 2024-12-01 Changes: - Initial upload to github.