Let bots manage your garden **ahem** factory. This is a helper for factories with mixed quality buildings. Ghosts are matched to the best-available item in logistic storage, and bots automatically upgrade buildings to higher qualities when they become available.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Version: 1.1.0
Date: 29. 07. 2026
Features:
- Starved upgrade orders now self-heal. The mod remembers which upgrade marks it placed - and
only ever cancels those; your own marks are never touched - and cancels one that has waited
longer than the new Order Expiry setting (default 300 s) with its item out of stock, for
example after biter damage or your own upgrade passes consumed the stock the order was
counting on. The building becomes an ordinary candidate again on the next round. Orders whose
item is in stock but queued behind busy bots are left alone. Set the expiry to 0 to keep the
old never-cancel behavior.
Changes:
- The pass now runs every tick in correspondingly smaller slices; the Entities per Pass setting
is renamed Entities per Tick (default 1 - the same average throughput as before, delivered
perfectly smoothly). The order ledger is swept during the rest between rounds under the same
work budget, so nothing ever bursts.
Version: 1.0.0
Date: 28. 07. 2026
Features:
- Buildings are marked for upgrade when higher-quality versions of them sit in the logistic
network, and construction bots swap them out. Each building jumps straight to the best
quality on hand, and the displaced item returns to storage where it can lift an even worse
building - quality cascades through the base with no manual upgrade-planner passes.
- Ghost provisioning: a ghost requesting a quality the network does not stock is retargeted to
the best quality the network does have - even a lower one - so the building gets built
instead of waiting forever. Once built, it is an ordinary upgrade candidate and is raised
back up as better stock appears.
- Module provisioning: installed modules with a higher-quality version in storage are swapped
by the bots (the displaced module returns to storage), and module requests stuck on an
out-of-stock quality are retargeted to the best quality on hand - even a lower one - so the
slot gets filled at all. Quality-only: the mod never changes which module is installed or
requested, and installed modules are never downgraded.
- Everything placeable and upgradable is covered, modded buildings included - coverage is
derived from prototypes, with no per-type toggles. Quality chains are walked via the
prototype graph, so any quality mod works.
- Stateless by design: every round reads the world fresh, so nothing can get out of sync.
Existing upgrade marks (yours, the mod's, or another mod's) count as demand, so the same
item is never promised twice, and no mark is ever cancelled. Upgrades behave exactly like
player-ordered native upgrades.
- Smooth, constant cost: networks are visited round-robin in small slices, orders are capped
by available construction robots, and a rest between rounds gives bots time to pick up
ordered items. Settings: work per slice, a per-item supply reserve, and the round delay.