A mod that adds upgradable research for two new roboports! Every 'tier' or upgrade adds the same value, Vanilla is 100%, level 2 would be 200%, and level 3 300%, level 4 is 400%. The mod is balanced around your module research, and works for SA
Mods introducing new content into the game.
Version: 2.6.0
Date: 2026-07-02
Changes:
- Updated for Factorio 2.1 (now requires base >= 2.1).
- Removed the manual Roboport Updater tool and shortcut; roboports are now tracked and
upgraded automatically, so the tool is no longer needed.
- Logistical roboport upgrades are now a late-game progression. With Space Age: tier 1
requires the axis's planet science pack, tier 2 adds Aquilo (cryogenic) science, tier 3+
adds promethium science, and tier 4+ additionally require science packs from other mods.
Without Space Age: tier 1 requires utility science, tier 2 adds space science, tier 3+
adds other-mod packs. Each tier's ingredients now include its prerequisite science packs.
- Added the research-cost-multiplier setting (default 2): logistical research cost scales as
cost * (1 + level * multiplier).
- Added the research-tier-seed setting: deterministically assigns other-mod science packs to
higher logistical tiers, consistent across multiplayer clients.
- Moved technology effect descriptions into locale files.
- Fixed a long load-time hang while building roboport variants
Version: 2.5.0
Date: 2026-07-02
Changes:
- In short: big performance improvement, especially for games with many roboports.
Rewrote roboport tracking: all mod roboports are now recorded in a storage-backed registry,
seeded by a full surface scan on first install and kept in sync via build/removal events.
- Research now updates only the affected force's roboports from the registry (no full surface
rescan on every research), throttled through a batched upgrade queue.
- Added the upgrade-batch-size setting and made upgrade-timers to control how much and
how often roboports are upgraded after research.
Bugfixes:
- Fixed hr-uninstall crashing; it now reverts all roboports to vanilla and suppresses
re-upgrades for 10 seconds.
- Fixed blueprint/ghost handling to use the correct inner_name when resolving ghosts.
- Fixed module tier detection to use the max tier per module type and no longer crash when
module types have differing tier counts.
- Guarded all entity replacements against failed creation.
Version: 2.4.0
Date: 2026-04-12
Changes:
- Internal code changes.
- Updated the display name of the roboports to be properly localized.
- Fixed issue with technology levels not being calculated correctly.
Version: 1.0.1
Date: 2025-01-01
Changes:
- Locale is now properly set up.
Version: 1.0.0
Date: 2026-01-01
Notes:
- Re-upload of the mod, and a new version number to reflect the changes.
- The older version had some naming issues.
- This new mod is now a dependency for the old mod. for automatic migration.
Changes:
- Big changes to the codebase, to make more use of the library mod.