Automatically build mining outposts. The tool will place the miners, power poles and belts before merging together the outgoing lanes. To use select an ore patch with the tool. By default the mod will clear trees and rocks in the area selected, if shift is held then friendly entities will be deconstructed as well, keep in mind that the resulting outpost may be bigger than just the ore patch itself. This mod depends on PlannerCore
The mod includes an in-game GUI to change some settings which can be accessed via a small button in the top left of the screen 'OP'.
From the left:
The advanced settings give you much more control over the mining layout, including support for custom blueprints.
More basic settings appear, click on the button with one of these items in your hand to use that entity instead.
This mod has a system for custom blueprints to alter the layout used. Click on the read blueprint button with a blueprint in your hand and the mod will parse and use that blueprint. Several example blueprints are provided, either to be used as they are or as a starting point for your own custom one. Looking at these examples in-game is likely the best way to understand this mod, but further explanation is provided below.
When an area is selected with the tool the ores are sorted by the product(s) of mining them and the ore(s) with the most common product(s) are selected. The mod then proceeds to place the current blueprint in rows over the ore.
Miners are only placed when:
Belts are only placed when miners have already been placed in that row. Electric poles are (by default, see below) placed later only as necessary to power all blueprint entities. Other entities (chests e.t.c.) are (again by default) placed when miners are placed from that blueprint.
The following constraints are placed on blueprints:
Additionally for pipes to be placed when fluid mining (Uranium):
For smart transport belt selection:
For determining the size of the blueprint Electric poles are ignored. A dummy entity (Wooden Chest by default) can be used to increase the size of the blueprint, but is not actually placed.
There are currently three options for electric pole placement:
If non-miner entities in the blueprint require power (e.g. Lamps) then Electric poles will always be placed in simple mode.
The config file (config.lua
) can be edited directly to change how the mod behaves (this must be the same between players in multiplayer). These options can also be changed for all existing players (multiplayer-safe) on a per-save basis with a command from the Lua console, e.g.
/c remote.call("OutpostBuilder", "config", {pole_name = "medium-electric-pole", run_over_multiple_ticks = false})
Planned improvements to the mod, in the order which I'm planning to implement them. Feel free to open a GitHub issue with a feature request if there's something you would like that isn't here.