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.