Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Version: 2.0.7
Date: 2026-07-23
Changes:
- Planted the crop implied by each Gleba agricultural-soil marker across every available agricultural-tower growth-grid position.
- Filled seed requests in revived logistic containers up to their configured item, quality, section multiplier, and count.
- Deferred crop creation until every selected blueprint layer finishes so later obstacle cleanup cannot remove planted crops.
Version: 2.0.6
Date: 2026-07-23
Changes:
- Replaced blueprint-anchor patches with one grid-size, absolute-offset, build-position, and rotation transform shared by cleanup, resources, tiles, and marker removal.
- Removed probe builds and runtime anchor inference so every blueprint layer is built exactly once.
Version: 2.0.5
Date: 2026-07-23
Changes:
- Fixed absolute-grid blueprints being shifted twice when their content anchor was passed back as the build position.
- Avoided the probe build for non-Mining layers, eliminating duplicate ghost creation for large base and power blueprints.
Version: 2.0.4
Date: 2026-07-23
Changes:
- Fixed agricultural-tower terrain placement to cover the complete growth grid derived from the rotated collision box, agricultural radius, and growth-grid tile size.
Version: 2.0.3
Date: 2026-07-23
Changes:
- Expanded Vulcanus territory cleanup by one chunk around every edge of the Level 1 base, protecting a 16x16-chunk area from Demolisher territories.
Version: 2.0.2
Date: 2026-07-23
Changes:
- Fixed Vulcanus cleanup to destroy every Demolisher territory overlapping the exact 448x448 Level 1 base area and permanently prevent territory regeneration in its 14x14 chunks.
Version: 2.0.1
Date: 2026-07-22
Changes:
- Fixed LuaObject prototype-name resolution so offshore-pump water, lava, and ocean tiles plus agricultural-tower terrain tiles are generated from marker signals.
Version: 2.0.0
Date: 2026-07-22
Changes:
- Unified solid resources, underground fluid sources, offshore fluid tiles, and placeable terrain tiles under paired Mining-blueprint resource-zone markers.
- Removed planet-specific and column-based resource mappings so blueprint signals now determine resource types directly on every planet.
- Added generic mining-product resolution, agricultural-tower tile placement, and signal-based offshore tile resolution.
- Restricted starter-resource generation to the Mining blueprint layer and added diagnostics that report ambiguous blueprints without resolving their conflicts.
Version: 1.9.0
Date: 2026-07-18
Changes:
- Expanded each planet's starter-base architecture to four cumulative levels: basic, powered, mining, and production.
- Added empty per-planet mining-blueprint placeholders and moved existing production blueprints to level 4.
- Rebuilt blueprint ghosts after inferred resources are placed so mining drills remain valid and revive normally on generated ore.
- Treated resource-zone constant combinators as design-only markers and omitted them from the placed base.
Version: 1.8.1
Date: 2026-07-18
Changes:
- Expanded blueprint obstacle cleanup to a 16-tile visual margin so tree canopies outside the collision area no longer obscure edge buildings.
- Preserved blueprint grid-snapping metadata while applying absolute offsets consistently to cleanup, resource inference, and scripted placement.
- Added a final obstacle cleanup pass from Factorio's actual ghost positions before reviving blueprint entities.
- Inferred the final resource-placement anchor from actual blueprint ghost positions so generated ores follow all blueprint offsets.
- Added aggregated logging for conflicting ore overlaps and failed resource-entity creation.
Version: 1.8.0
Date: 2026-07-18
Changes:
- Replaced hard-coded solid-resource column mappings with constant-combinator resource-zone markers embedded in each blueprint layer.
- Resource-zone rectangles now select mining drills, while each selected drill's own mining radius determines the generated ore area.
- Added validation and logging for malformed marker pairs, invalid resource signals, and drills selected by conflicting resources.
- Fixed edge buildings being blocked by trees, rocks, or other neutral entities outside the old center-point blueprint bounds.
Version: 1.7.0
Date: 2026-07-18
Changes:
- Removed the resource placement mode setting and the fixed fallback resource layouts.
- Starter resources are now inferred exclusively from mining drills, offshore pumps, and pumpjacks in the selected blueprint layers.
- Removed the fixed Gleba fruit-tree soil bands; disabling starter blueprints now also disables starter-resource generation.
Version: 1.6.0
Date: 2026-07-18
Changes:
- Added an independent three-level starter-base setting for each supported planet.
- Added cumulative basic-base, power-system, and production-facility blueprint layers, with empty placeholders for the new power and production blueprints.
- Limited blueprint-driven resource detection to the blueprint layers selected for the current planet.
Version: 1.5.1
Date: 2026-07-18
Changes:
- Fully charged the electric energy buffer of every entity revived from a starter blueprint.
- Added one normal-quality stack each of construction robots, logistic robots, and repair packs to every starter-blueprint roboport.
Version: 1.5.0
Date: 2026-07-03
Changes:
- Updated the mod metadata and documentation for Factorio 2.1.9.
- Switched the tracked VS Code launch configuration to the FMTK 2.1 native Factorio debug adapter.
Version: 1.4.10
Date: 2026-06-08
Changes:
- Changed blueprint-driven offshore-pump tile resources to build one shared tile patch from the pump source-tile bounds instead of expanding a separate patch from every pump.
Version: 1.4.9
Date: 2026-06-08
Changes:
- Fixed blueprint-driven pumpjack fluid sources and offshore-pump tile resources by using Factorio 2.0 16-direction blueprint rotation and tile-floor placement for pumpjack resources.
- Reused the last configured blueprint tile resource for extra offshore-pump columns so one water, lava, or ocean resource definition can support every pump around the generated patch.
Version: 1.4.8
Date: 2026-06-08
Changes:
- Added a resource placement mode setting with auto, fixed, and blueprint-driven options; auto skips fixed fallback resources when the starter blueprint contains resource driver entities.
Version: 1.4.7
Date: 2026-06-08
Changes:
- Spread small fixed-layout tile resources and fluid sources across aligned anchors inside their shared 32x32 resource slot instead of packing them into adjacent cells.
Version: 1.4.6
Date: 2026-06-08
Changes:
- Keep the fixed Nauvis resource layout active when starter blueprints are enabled, so the configured (-96, -192) resource row is actually placed.
Version: 1.4.5
Date: 2026-06-08
Changes:
- Move Nauvis fallback resources to start at (-96, -192) and order them as iron, copper, stone, coal, crude oil plus water, then uranium.
Version: 1.4.4
Date: 2026-06-08
Changes:
- Lock starter-blueprint infinity containers, infinity pipes, and infinity cargo wagons from player operation, mining, rotation, and destruction while preserving extraction and fluid output behavior.
Version: 1.4.3
Date: 2026-06-08
Changes:
- Seed ordinary tile resources from starter blueprint offshore pump columns before applying the blueprint.
- Seed fluid resource entities from starter blueprint pumpjack columns before applying the blueprint.
Version: 1.4.2
Date: 2026-06-08
Changes:
- Seed solid ore resources from starter blueprint mining-drill columns before applying the blueprint, using two drill columns per configured resource.
- Keep fixed solid ore patches as a fallback when starter blueprints are disabled.
Version: 1.4.1
Date: 2026-06-07
Changes:
- Reduced solid ore starter patches to 32x32 tiles.
- Packed ordinary tile resources and fluid sources into a shared 32x32 resource slot using aligned 4x8 cells, while leaving Gleba plant-soil bands unchanged for now.
Version: 1.4.0
Date: 2026-05-05
Changes:
- Moved legendary spidertron spawning to LegendaryMechStart; BestLanding now only handles landing-area cleanup, resource seeding, and starter blueprints.
Version: 1.3.0
Date: 2026-04-25
Changes:
- Added runtime-global setting "Apply starter blueprints" (default: on) so players can skip the per-planet blueprint pass while keeping landing-area cleanup, resource seeding, and the legendary spidertron. Setting only affects planets created after the change; already-landed planets are not reprocessed.
Version: 1.2.1
Date: 2026-04-20
Changes:
- Wrapped each pipeline stage in pcall so a single stage failure no longer aborts on_init or surface creation.
- Disabled build effect smoke and event raising on bulk ore / tree / fluid create_entity calls; cuts visual noise and event broadcast cost during initial seeding.
- Skipped tile correction and entity collision pass in the 448x448 default-tile repaint (set_tiles correct_tiles=false, remove_colliding_entities=false); entities are already cleaned beforehand and the interior of the landing zone is uniform.
- Cached Gleba tree prototype lookup once per session instead of per planted tile (was ~12000 prototype hash lookups on Gleba).
- Switched blueprints table from a linear list to a dict keyed by lowercase surface name; apply_blueprint now does O(1) lookup and supports multiple blueprints per planet.
- Unified clean_area interval convention to half-open (matches place_resources.band_area).
- Removed dead prototypes.item guard in spawn_spider trunk fill; preset items are guaranteed by hard dependencies.
- Removed defensive pcall around tree.tick_grown / tree_stage_index; PlantPrototype guarantees these fields exist.
Version: 1.2.0
Date: 2026-04-20
Changes:
- Restructured codebase into a stage pipeline (clean_area -> place_resources -> apply_blueprint -> spawn_spider) driven by a single planets.lua config table.
- Renamed area_cleaner.lua / generate_resources.lua / legendary_spider.lua / blueprint.lua to clean_area.lua / place_resources.lua / spawn_spider.lua / blueprints.lua.
- Added Nauvis and Gleba enemy cleanup (256-tile expand ring) to sweep spawners, worms, and pentapod nests beyond the landing zone.
- Plant mature, fruit-bearing yumako trees and jellystem trees on Gleba overgrowth soil bands (50% density). Trees are marked mature via LuaEntity::tick_grown so they can be harvested immediately.
- Fixed fluid source amount overflowing uint32 (8192*1024*512 = 2^32 > uint32 max). Now clamped to 0xFFFFFFFF so crude oil, sulfuric acid geysers, lithium brine, and fluorine vents seed at max capacity.
- Fixed blueprint module / filter / ammo requests not being delivered to revived entities on Factorio 2.0. apply_blueprint now reads LuaEntity::insert_plan (per-slot BlueprintInsertPlan) instead of the flat LuaEntity::item_requests view, and calls revive with return_item_request_proxy = true. Productivity modules inside recycler blueprints now land in the module slot, not the recycling input queue.
- Fixed AABB in apply_blueprint to transform blueprint-local coordinates to surface coordinates via anchor + direction before use; previously worked only by accident when every blueprint anchored at (0,0) with direction 0.
- Removed redundant manual set_tiles in apply_blueprint; forced build_blueprint already places tiles directly.
- Removed redundant resource/cliff second-pass cleanup in the landing-area cleaner; find_entities already covers them.
- Switched Vulcanus Demolisher scan to ring chunk generation, cutting one-time chunk-generation cost by ~70%.
- Spider spawn now retries find_non_colliding_position at radii 128, 256, 512 before falling back to origin.
- Replaced in-chat game.print diagnostics with log(); warnings still go to factorio-current.log.
- Fixed locale key mismatch between info.json name and locale/zh-CN/zh-CN.cfg.
Version: 1.1.5
Date: 2026-04-19
Changes:
- Bumped base requirement to 2.0.76 (current Factorio stable).
Version: 1.1.4
Date: 2026-04-19
Changes:
- Added per-planet starter blueprints for Nauvis, Vulcanus, Fulgora, Gleba, Aquilo.
- Added Vulcanus Demolisher purge in a 300-tile ring around the landing area.
- Fixed force_generate_chunk_requests being called inside the chunk loop; now called once after the full request batch.
- Removed unused added_items debug tracking in add_items_to_inventory.
- Cleaned up dead .x-or-[1] fallback code paths in area_cleaner.
- Replaced dead modulo in generate_resources_pattern with plain ipairs.
- Rewrote README in English only.
- Added AGENTS.md with architecture notes, gotchas, and Factorio API references.
Version: 1.1.2
Date: 2026-01-01
Changes:
- fix bug
- 修复错误
Version: 1.1.1
Date: 2026-01-01
Changes:
- remove dependency elevated-rails.
- Add legendary spidertron with full equipment and items.
- 移除对 elevated-rails 的依赖。
- 添加全装备和物品的传奇蜘蛛机甲。
Version: 1.1.0
Date: 2026-01-01
Changes:
- Add start blackbox / 添加起始黑盒
Version: 1.0.2
Date: 2025-12-31
Changes:
- Remove some resource on nauvis landing area / 移除部分在Nauvis着陆区的资源
- Add dependency on space-age mod / 添加对space-age模组的依赖
Version: 1.0.1
Date: 2025-12-30
Changes:
- Add check to ensure the surface has a planet before proceeding / 添加检查以确保表面具有行星属性后再继续
Version: 1.0.0
Date: 2025-12-28
Changes:
- Initial release / 首次发布
- Automatically cleans the landing area on new surfaces / 在新表面自动清理着陆区域
- Generates planet-specific resources at the landing site / 在着陆点生成该星球的特有资源