Tidy Roboports


Roboports keep their surroundings tidy. Hover over a roboport to see how much debris (items on the ground, trees, rocks, cliffs) is in its construction range. Each roboport marks that debris for deconstruction one piece at a time, so robots clear the area gradually; a map setting raises how many pieces may be marked at once (0 turns it off). Debris robots cannot remove is skipped, and roboports without full power pause.

Tweaks
a day ago
2.0
13
Logistics Environment Logistic network
Owner:
InternalError
Source:
https://github.com/pgatzka/tidy-roboports
Homepage:
https://github.com/pgatzka/tidy-roboports
License:
MIT
Created:
a day ago
Latest Version:
1.0.0 (a day ago)
Factorio version:
2.0
Downloaded by:
13 users

Tidy Roboports

Roboports keep their surroundings tidy. They tell you how much debris lies around them and have their robots clear it away, little by little. You never have to place a deconstruction planner.

Features

  • Debris count on hover. Hover over a roboport and its info panel shows how much debris is inside its construction range (the green area). Debris means items on the ground, trees, rocks and cliffs.
  • Automatic, gradual cleanup. Every roboport marks debris inside its own construction range for deconstruction, and the network's construction robots remove it. By default only one piece is marked at a time, so cleanup never swamps your robots while you are building.
  • No stalling on things robots cannot remove. Cliffs are left alone while the network has no cliff explosives. Items on the ground are left alone while the network has no storage space for them. Such debris does not block the rest of the cleanup, and it is picked up once it becomes removable.
  • Stays inside the green area. A piece of debris is in range when its center is. Pieces that only overlap the edge from outside are neither counted nor marked.
  • Only working roboports clean up. A roboport with low or no power pauses. Debris that is already marked stays marked.
  • Built for big bases. At most one roboport is looked at per game tick, so the mod's cost does not grow with the number of roboports. With many hundreds of roboports, each one gets its turn a little less often.

Setting

Maximum marked debris per roboport (map setting, default 1)

How many pieces of debris in a roboport's range may be marked for deconstruction at once.

  • Raise it for faster cleanup.
  • 0 turns automatic marking off. The debris count on hover keeps working.
  • Debris you marked yourself counts toward the limit.
  • The setting can be changed in a running game.

Compatibility

  • Factorio 2.0. Needs only the base game; Space Age is not required.
  • With Quality enabled, cliff explosives of any quality count.
  • Trees, rocks and cliffs added by other mods are recognized when they use the usual prototype types. Rocks are found through the same flag the deconstruction planner's "trees and rocks only" filter uses.
  • Safe to add to and remove from an existing save. Debris that is marked when you remove the mod stays marked.
  • Multiplayer: while someone hovers over a roboport, the debris count replaces that roboport's status line. The status light keeps showing the real state.

Good to know

  • Robots need somewhere to put what they collect: wood, stone and picked-up items go to storage chests in the roboport's network.
  • A roboport only looks at its own construction range, not the whole network's.
  • With the default limit a roboport gets its turn about every 10 seconds. Cleanup is deliberately unhurried.

Source and license

Source code and issue tracker: https://github.com/pgatzka/tidy-roboports

License: MIT