-Added migration data for transport belt recipes.
-Added roboport logistic radius customization.
-Changed science pack 2 recipe to default.
-Updated red and green wire recipe to use copper wire instead of insulated wire.
-Added optional dependency to even-distribution to fix mod conflict with character logistic slots technologies.
-Cleaned up tech tree.
-Removed transport belt toggling as it caused issues with certain recipes.
-Removed early inserter capacity bonus research.
-Added inserter capacity bonus to make item transport easier.
-Added technology description to robotics.
-Removed a lot of stuff that could cause mod conflicts. Apologies if this removes some features that existed before.
-Added optional dependency to MoreSciencePacks.
-Added logistic mining drills back.
-Added optional dependencies to various mods to fix a mod clash regarding express transport belts.
-Made the transport belt cost multiplier code execute only if enable_transport_belts is on.
-Changed recipe definition format for express-type transport belts.
-Moved circuit network research to the bottom of the tech tree.
-Changed default robot carry size to 10.
-Removed overclocked inserter.
-Removed logistic mining drills.
-Cleaned up some settings.
-Increased default robot movement speed to 0.25 meters per tick.
-Decreased logistic drill selection size to 2x5 so the logistic box can be accessed reliably.
-Changed time per science flask from 5 to 15 for Robotics research.
-Increased the logistic mining drills' selection box sizes to 5x5.
-Increased robot charging speed by a factor of 10.
-Changed default robot max carry size to 100.
-Added dependencies to 017_science.
-Changed 0.17 high tech science pack recipe to use speed modules instead of flying robot frames.
-Decreased logistic mining drill collision box size to allow squeezing through.
-Made logistic mining drill power usage identical to a regular mining drill's power usage.
-Added option to disable overclocked inserters.
-Removed optional dependency to bobtech.
-Made logistic mining drill equal in behavior to a regular mining drill, with the exception of its built-in logistic chest.
-Added description to overclocked inserter.
-Moved overclocked inserters into Automation technology.
-Logistics research effects are now removed when enable_transport_belts is disabled.
-Added more recipe support for bobelectronics.
-New item: Overclocked Inserter.
-Like a fast inserter, but much faster.
-Same recipe cost as a fast inserter for now.
-Same power usage as a regular inserter per item for now. More items being moved means more power being used. Doesn't use nearly as much power as it says it does.
-Unlocked by researching Robotics. May eventually be moved higher up the research tree and given its own technology prototype.
-Overclocked inserters are intended to be used for high-throughput manufacturing and unloading.
-Removed inserter stack size customization.
-Plans to include an overclocked inserter for high-throughput manufacturing.
-Adjusted roboport recharge minimum.
-Re-enabled inserter stack bonus research.
-Added inserter stack size customization.
-Added robot speed customization.
-Added robot payload customization.
-Added robot power usage customization.
-Rebalancing to avoid changing things unnecessarily.
-Removed extra assembly machine unlocks.
-Removed stack inserter early unlock.
-Added inserter stack size research back into the game.
-Fixed an issue that prevented roboports from recharging their buffer after losing all their power.
-Removed stack inserter capacity bonus research.
-Decreased power consumption of stack inserters.
-Added hand crafting back. I didn't realize it at first, but not having any hand crafting really sucks.
-Kept inserter behavior at default and allowed stack inserters to be used much earlier.
-Changed recipe of assembling machine 3 to not use productivity modules as a requirement.
-Technologies are now better structured. To maintain inter-mod compatibility, critical technologies like Logistics and Automation have not been disabled.
-Inserters and robots can now do a lot more work. This is quite generous, so I hope to make it more balanced in the future however I can.
-Fixed logistic mining drills.
-Changed starter assembling machine 2 to assembling machine 3.
-Fixed fatal bug that would crash the game when a roboport was placed.
-Fixed scripts in control.lua.
-Added mod settings for enabling transport belts and scaling their costs.
-Added mod settings for enabling hand crafting.
-Changed lab recipe to cost the same, regardless of belt settings.
-Fixed issue with enabling hand crafting.
-Changed data to data-updates.