Tidy Please!

by folk

Robos tidy things tip top in the trenches of their territory. Terrific!

Content
a month ago
2.0
948
Environment Logistic network

Changelog

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.