Changelog
Version: 2.0.0
Date: 2025-06-15
Info:
- Rewritten for Factorio 2.0
- Most obviously, update the code so it even loads.
- Lumberyards and Electric Lumberyards are both available much earlier. Lumberyards immediately with a cheap research, Electic Lumberyard after Automation research.
- Rationale being these are most needed before other tree-clearing methods are available like grenades or bots, or in more wood-focused modded playthroughs before most Greenhouses come online for automated wood production.
- Lumberyard and Electric Lumberyard recipes are slightly cheaper
- Provides 4 wood per cycle rather than 5, same as mining most tree entities
- Lumberyard chopping radius slightly reduced from 20 to 16.
- Electric Lumberyard chopping radius significantly increased from 20 to 32, while also processing wood twice as fast
- Scripts almost completely redone
- All logic is contained in control.lua. No more separate helper and config scripts.
- Switch to on_nth_tick handler that iterates through registered lumberjack entities every 10 seconds.
- Side effect is all lumberjack entities will chop wood in sync with each other. Trees will also not be chopped in a random order. Probably fixable, but I don't see it as a significant enough issue to bother.
- This is the first time I've written any significant Lua code. Everything seems to work in my testing, but there might very well be bugs!
1.1.0 Updated for Factorio 1.1
1.0.1 Updated for Factorio Release 1.0
18.1.0 Updated for Factorio v18
17.1.4 Change all entitiy names from sawmill to lumberyard to prevent a clash with homeworld mod (which is where this originated)
17.1.3 RUS translation (thanks Va7ya)
17.1.2 Added thumbnail.png
17.1.1 Updated to v17 (untested)
16.1.4 Added new entity - electric sawmill (yet to change stats of electric sawmill
16.1.3 Minor bugfix
16.1.2 Cleaned up some unused code which was causing a problem
16.1.1 Fixed for v16
15.1.2 Fixed problem with game crashing when click on a GUI in another mod
15.1.1 Initial Release