A mod that adds upgradable research for two new roboports! Every 'tier' or upgrade adds extra value to already placed roboports!
Mods introducing new content into the game.
Version: 2.8.0
Date: 2026-10-01
Features:
- Added a setting for charging pads per Roboport Productivity level (default 4).
- Added an energy research cost multiplier setting (default 1).
Changes:
- Energy roboports have 4 robot slots (was 0).
- Idle robots rest and recharge there instead of queueing at the single pad of logistical roboports.
- Roboports gain charging pads from quality.
- Roboports restart after running out of power at 30MJ for energy roboports and 50MJ for logistical roboports (vanilla 40MJ). Removed the Recharge Minimum Modifier setting.
- Fixed Roboport input flow being too low in certain cases.
- Research levels default to 6 per (was 9). The hard limit is 12. Changed settings are kept.
- Technology levels that need the same science packs are one multi-level technology. Research cost per level is unchanged.
Bugfixes:
- Fixed robots piling up at logistical roboports when the network is overloaded. Busy energy roboports ran out of power and stayed off until they recharged.
- Fixed robots and repair packs being deleted when a roboport is replaced by hr-uninstall, hr-reset, or a research upgrade.
- Items that no longer fit are spilled and marked for deconstruction.
Info:
- Existing research carries over. Roboports above the new limit drop to it. Robots and repair
packs that no longer fit are spilled and marked for deconstruction. To keep levels 7 to 9, set
Research Maximum and every per-axis limit to 9 before loading your save.
Version: 2.7.1
Date: 2026-07-15
Changes:
- Recipes use 25 electronic circuits instead of 100 steel plates. Energy roboports also need
75 batteries, logistical roboports 1 storage chest.
- Requires heroic-library 2.1.0.
Version: 2.7.0
Date: 2026-07-05
Changes:
- Requires heroic-library 2.0.0. No gameplay changes.
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.