This is a very simple mod that adds a special combinator that outputs the items of all ghosts in the logistics network it is placed in.
Allows you to save and switch between custom logistic request presets, as well as request blueprints. Optionally presets can be pushed to constant combinators to use the circuit network to manipulate requests.
Allows the player to make a special chest that can be turned into any of the base game logistic chests.
Material Expensive, balanced, oil-free, tech-early logistic and construction robots. #robots #logistics #early-game #resource-intensive #construction-robots #roboport
Deliver nuclear fuel by logistics bot. Update of illysune's Logistics Reactor.
Adds more technologies for roboports and robots, including additional roboports charge pads and expanded bot power cells. Instead of giving them out for free like many other mods, this one strives to blend into the existing game balance. Updated to 1.1.x by jollywalrus and Walkman100
Adds a construction/logistic network extender and customisations for roboports.
Adds communication channels to logistic networks. Logistic entities can be assigned to different channels, and will only form a network with other entities on the same channel. This allows for creating separate logistic networks in areas where they would normally overlap and be merged by the game into one network.
Changes the "Logistic System" research to not require utility science.
Fixes trains so that roboport equipment deploys robots when the train is in automatic mode.
It helps improve your robots and storage situation! What else could be more useful for a speedy expansion? hmm.
Adds a quickbar shortcut for toggling the personal logistics so that the status can be seen without opening the inventory.
Allows saving of different logistic request setups Enable autotrash only in certain logistic networks Load your spidertron with different setups with a single click Load one or more preset after respawning Trash unrequested items
Your Roboport comes with a big pole that connects energy directly to another Roboport with his max area. No more putting big poles between Roboports.
Adds a 1/4 sized roboport with smaller working radius and less charging ports. Useful if you want to limit the coverage to not overlap with another base, or if you want to cover an entire ore patch with logistics and mines.
Simply adds a 2x2 building that just charges bots. It can charge six bots at the same time. It has a small 10x10 logistics and construction area. It requires 10 batteries, 15 steel, 25 copper wire, and 10 advanced components.
Tactical Construction provides a per-player toggle that - when enabled - prioritizes the local player's roboport for construction requests (as opposed to allowing construction requests to be satisfied by any logistics network that overlaps inside the player's mobile roboport). CAUTION: This mod applies force changes to any game loaded with the mod active; these changes are not reverted if you disable the mod w/o first instructing it to undo the changes to your file(s). Read the mod description.
Nuclear powered robots that don't need to recharge. Forked from Buggi's Nuclear Bots and changed to have a more balanced formula, not have 3x the speed of normal bots, fire immunity, and some acid resistance for construction bots. Finally a use for all that Uranium that piles up! The recipie was scaled to require as much energy as a normal bot would use in 21 years - about the same time that a nuclear submarine reactor core lasts.
Updated version of a 0.17 mod by Emmote. Unlocks multiple tiers of Worker Robot Speed. For use with other Bot Start mods. New feature: A setting to adjust the number of tiers unlocked to your liking.