Mining patch planner
Adds a planner that creates a mining drill layout on a resource patch. To start, find the button in the shortcuts bar or press Ctrl+M keybind.
Features
- Easily cover a resource patch with mining drills to connect it to your factory
- This planner makes an attempt to create an optimal miner placement layout that doesn't use more miners than necessary, meaning a more steady flow of resources.
- Landfill is automatically added if entities end up over water tiles.
Option explanation
- Entity choice hiding. Shift+Right-click on an option to hide/unhide.
- Undo button. Removes last placed entity ghosts.
- Automatically place landfill over water and water-like tiles.
- Don't place landfill. Shore friendly!
- Automatically deconstruct everything around the patch that interferes with placement.
- Don't deconstruct around the patch. Rail and tree friendly! (Still has to remove ghosts)
- Fill mining drill with selected module. (Right click to clear selection)
- Overfill the patch with mining drills. Covers the edges of a resource patch more aggressively.
- Pipe type option. Automatically places pipes if resource requires mining fluid. Right click to disable pipe placement.
- Simple printout for mining drill and belt lane count.
- Lane saturation overlay to show if transport belt is capacity usage for current choices. Is shown in ALT mode. Time duration is set in mod settings.
Advanced options
- Force pipe placement. Won't work if no pipe type is selected.
Layouts
- Simple - just your run of the mill mining drill lanes separated between belts and power poles.
- Compact - uses underground belts to omit the dedicated power pole lane.
- Super Compact - Maximum mining drill density, no wasted space for belts or power poles.
- Sparse - use as few mining drills as possible to cover a resource patch.
- Logistics - Simple, except logistics chests instead of belts.
- Compact Logistics - Super Compact, except logistics chests instead of belts.
- Sparse Logistics - Sparse, except logistics chests instead of belts.
- Blueprints - Use your own custom defined layouts.
Blueprint explanation
Belt saturation overlay
This overlay shows how much of a belt lane's capacity is used by the mining drills. Numbers over 1x mean that the belt isn't fast enough to transport all the items. The number is calculated according to the transport belt speed, mining drill speed, researched productivity bonus and module choice.
Mod support
The hardcoded layouts have some caveats with supporting mod entities. Use custom blueprint layouts to avoid these limitations.
Mining drills
- Mod mining drills that deviate from the norm a lot might produce weird layouts but should still be usable none the less.
- Miners with insane area reach will take longer to process.
Electric poles
- Only 1x1 tile electric poles are supported. Use blueprints for bigger ones.
- Electric poles with very large supply areas might give unexpected results.
Logistics
- This mod supports all transport belt variants added by other mods.
- Underground belts work if mod has properly defined
related_underground_belt
in its prototypes.
Other
Consider using Module Inserter mods for more complicated module configurations or use a blueprint layout.
Space Exploration
Special compatibility when placing patches on space surfaces.
- Option to select which space scaffolding to use
- Option to select which space belt to use
Pyanodons mods
- Use custom blueprint layouts with inserters to handle the fuel.
Industrial Revolution
- You might need to use the "Force pipe placement" option in the advanced settings to connect steam mining drills.