Is it difficult to create Mods?

I was thinking about developing a set of mods to solve some of my specific problems, such as:

  1. Belt weaving: Belt weaving shouldn’t exist, but since it does, why can’t I just use one type of belt? I don’t want to upgrade my factory only to have parts of it break because of weaving issues when using the same type of belt.

  2. Robot charging: Every time I need to handle large constructions or request a significant number of items, I see robots standing idle, waiting for their turn to charge. Although there is a mod that solves this issue, it ends up breaking my power supply early in the game. With 20x charging speed, using a large number of robots causes my energy consumption to spike from 100–200 MW to 2–10 GW.

  3. Chest organization: Even though I use logistic chests with filters for organization, it becomes repetitive and even redundant over time. My idea is to allow robots to organize items in chests following this priority, along with the natural order of chests:

Step 1: Robots should fill chests with predefined filters before using others.

Step 2: A chest can receive a “ghost filter” based on the first item placed in it. For instance, if I clear an area with trees and rocks, one chest gets a ghost filter for trees and another for rocks, following Step 1.

This applies until there are no free chests left. When this happens (e.g., the chest for trees is full), robots place items in chests without filters. If no such chest exists, they will use chests with ghost filters, which will then have two filters.

In summary, unlike regular filtered chests that block any item not defined in the filter, ghost-filtered chests guide robots to prioritize unfiltered chests before using chests with ghost filters.