Automatically feeds construction materials from your character inventory into the trunk of the vehicle you are riding, so personal construction robots can build without you leaving the vehicle. Borrowed items are returned when you exit.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Version: 0.3.0
Date: 2026-10-27
Compatibility:
- Updated for Factorio 2.1. The mod now requires Factorio 2.1 (base 2.1.0 or newer); stay on
0.2.2 for Factorio 2.0
- Every runtime API the mod uses was checked against Factorio 2.1, and none of them changed, so
behaviour is identical to 0.2.2
- As with every mod update, items lent out before the update stay in the vehicle trunk instead
of being returned. Leave the vehicle before updating to get them back automatically
Version: 0.2.2
Date: 2026-08-22
Bugfixes:
- Overflow reclaim now moves wood out of a full spidertron while clearing trees. Wood has
fuel_value, so it was treated as vehicle fuel and never left the trunk — robots stalled
even when the player inventory still had space
- Ore, stone and other spoils the player does not already carry are reclaimed too. That extra
filter was leftover from before the boarding baseline existed
- Spare coal or wood that was already in the trunk when you boarded is still left alone; real
burner fuel lives in the fuel inventory and was never scanned
Version: 0.2.1
Date: 2026-08-19
Bugfixes:
- Two players sharing one vehicle no longer steal each other's borrowed items on exit. The
boarding baseline is now per vehicle, and a return is capped by the vehicle stock plus every
other occupant's still-open ledger
- Recalling robots on exit now targets the debt plus the protected amount, so robots that were
already in the trunk when you boarded are not subtracted twice
- Destroying a vehicle now forgets passengers who had boarded but not yet been scanned, instead
of leaving their ledger attached to the next vehicle they enter
- Overflow reclaim no longer counts a newly emptied barred slot as free space
Optimizations:
- Deconstruction probes check the player's own force first (limit 1) before scanning neutral
trees and rocks
- Distance sorting of oversized ghost scans computes each entity's position once instead of on
every comparison
Changes:
- Dead robot reverse-lookup and insert-plan request parsing were removed; item_requests is the
2.0 ItemWithQualityCount array
Version: 0.2.0
Date: 2026-08-17
Bugfixes:
- Borrowed items are now returned even when the trunk already held the same item. Insert merges
the lent items into the existing stack, and the whole-stack-only return rule meant nothing at
all came back in that very common case
- Returning on exit is now capped by the surplus above the boarding baseline, so materials the
robots already consumed reduce the debt instead of being made up out of the vehicle's own stock
- Items are moved instead of recreated when pushed into the trunk, so spoilage, durability and
ammo remaining are preserved rather than silently reset
- Construction robots are shared again while the vehicle sits inside base roboport coverage: the
robot count is no longer taken from the merged base network
- Recalling robots on exit no longer destroys robots belonging to a shared base network, and a
refused destroy no longer duplicates a robot
- Robot lending is capped by what the ledger says was already lent, so robots that are out flying
no longer read as missing and drain the player's stock
- Module and other insert requests recorded on entity ghosts are now supplied, instead of only
after the machine has been built and an item request proxy exists
- Ghosts that are also marked for upgrade are no longer counted twice
- Leaving the game while riding a vehicle returns the borrowed items instead of donating them
- Updating the mod now clears the stale ledger along with the baseline it was recorded against
- Cache, ledger and baseline of a departed player are fully released instead of leaking into the
save file
- Malformed item request payloads are ignored instead of crashing the needs scan
- /vsi-debug no longer errors when run from the server console
Optimizations:
- on_entity_died is filtered to vehicles, so it no longer runs for every biter, tree and rock
- Build and deconstruction events only invalidate the caches of vehicles near the event, instead
of every tracked player on the map
- The ghost scan no longer counts and finds the same entities twice
Changes:
- Trunk slots blocked by the inventory bar or by a slot filter no longer count as free space when
deciding whether to reclaim spoils
Version: 0.1.0
Date: 2026-08-16
Features:
- Automatically moves construction materials from the character inventory into the trunk of the
vehicle being ridden, so personal construction robots can build without leaving the vehicle
- Supports spidertrons, cars and tanks (including modded vehicles of those prototype types)
- Handles entity ghosts, tile ghosts, item request proxies and upgrade orders
- Lends construction robots up to the vehicle roboport capacity whenever there is construction
or deconstruction work nearby, highest quality first
- Supplies cliff explosives for cliffs marked for deconstruction
- Reclaims deconstruction spoils back into the player inventory when the trunk runs low on free
slots, limited to surplus above a boarding baseline so the vehicle's own stock is never taken
- Quality aware: items of different qualities are tracked separately
- Borrowed items are returned when leaving the vehicle; the vehicle's own stock is never taken,
and ammo, fuel and robots are never reclaimed
Bugfixes:
- Overflow reclaim no longer steals the vehicle's original stock or already-satisfied
construction materials
- Item moves preserve durability, spoilage, blueprint contents and nested inventories
- Deconstruction queries now ignore other forces' orders and include tile deconstruction
- Per-player settings for update interval, robot sharing, return-on-exit, overflow reclaim
threshold and roboport requirement
- /vsi-debug command reports tracking state, roboport radius, nearby work and computed needs