Ribbon Maze

by H8UL

The maze itself is destined to be automated.

3 years ago
0.16 - 0.17


Version: 0.7.6
Date: 11. 05. 2019
    - Minimum base version is now 0.17.38 to enforce fix to platform bit handling differences
    - Had "tin" instead of "tin-ore" for bob's ores
Version: 0.7.5
Date: 08. 05. 2019
    - Maze generation created lots of straight lines due to Linux/Windows fix in 0.7.4
Version: 0.7.4
Date: 06. 05. 2019
    - Fixes multiplayer desync issue caused by numerical calculation differences between Windows and Linux
Version: 0.7.3
Date: 05. 05. 2019
    - Migration added to fix maze terraforming artillery targeting for existing maps
Version: 0.7.2
Date: 04. 05. 2019
    - Updates to breaking changes in 0.17.35
    - Minimum base version is now 0.17.35
    - Fix that in 0.17 maze terraforming artillery no longer target the maze chasm
Version: 0.7.1
Date: 25. 03. 2019
    - Fish generation was using the wrong random number generator
Version: 0.7.0
Date: 16. 03. 2019
    - Experimental support for factorio 0.17 alpha
    - Minimum dead end depth for Jivolite and Crotinnium reduced from 6 to 4 (angel's refining)
    - Maximum clearing size was missing description in english locale
Version: 0.6.8
Date: 29. 01. 2019
    - Merges options from illiander42's variant
    - Fish added
    - Loop chance option: Now your maze can have loops in it. Beware that adding loops reduces the number of dead ends, which means less resource patches.
    - Clearings option: gives a chance for large open areas to spawn. These will almost certainly create loops even without the imperfect maze option.
    - Oasis: Option to find mangrove-filled water at dead-ends, instead of ore or oil.
    - Settings to control mangrove density and proportion of raw/green wood
    - Default mangrove ratio of green to raw wood is higher
Version: 0.6.7
Date: 07. 12. 2018
  Major Features:
    - Mod ores can now be put at dead ends like vanilla ores. Supports practically any mod, with manual fine-tuning for popular mods such as
      Bob's Ores, Angel's Refining, Angel's Infinite Ores, Yuoki Industries, and more. Enable with the "Dead end mod resources" setting.
    - Maze block size can now be customized. Allowed sizes: 32 (default), 64, 96, 128, 192, 256. https://github.com/h8ul-modder/factorio-ribbon-maze/issues/22
    - Settings to control how infinite ores from mods are handled. (https://github.com/h8ul-modder/factorio-ribbon-maze/issues/20)
    - Setting to stretch out resource richness increase. (https://github.com/h8ul-modder/factorio-ribbon-maze/issues/21)
    - Further improved spacing for oil and other resources with multi-tile collision boxes. (https://github.com/h8ul-modder/factorio-ribbon-maze/issues/27)
    - Setting to have mixed ores throughout the maze (https://github.com/h8ul-modder/factorio-ribbon-maze/issues/28)
    - Reduce frequency of Mangrove (Bruguiera) by half. (https://github.com/h8ul-modder/factorio-ribbon-maze/issues/17)
    - Less individual oil entities now that the minimum yield of 20% is respected.
    - Mangrove (Bruguiera) was not being removed in terraforming. (https://github.com/h8ul-modder/factorio-ribbon-maze/issues/16)
    - Maze terraforming collision mask fix. (https://github.com/h8ul-modder/factorio-ribbon-maze/issues/23)
    - Oil spacing changed in existing saves. NOTE: you'll need to MOVE YOUR PUMPJACKS! (https://github.com/h8ul-modder/factorio-ribbon-maze/issues/25)
    - Multi-tile resource alignment is now calculated at configuration time rather than at chunk generation.
Version: 0.6.6
Date: 30. 11. 2018
    - New setting: Patchwork Size for Mixed Resources. (https://github.com/h8ul-modder/factorio-ribbon-maze/issues/11)
    - Grid-based crude oil entity placement with better spacing (https://github.com/h8ul-modder/factorio-ribbon-maze/issues/10)
    - Cache settings and configuration values, especially the resource matrix. (https://github.com/h8ul-modder/factorio-ribbon-maze/issues/13)
    - Each resource patch now uses its dedicated random number sequence as intended, so that order of chunk generation doesn't affect resources. (https://github.com/h8ul-modder/factorio-ribbon-maze/issues/14)
Version: 0.6.5
Date: 25. 11. 2018
  Major Features:
    - New setting: Clear start chunks. Can be used to clear an area near the start to make more room to build. Recommend a value of at least 1 if using AAI Industries, for the shipwreck. (https://github.com/h8ul-modder/factorio-ribbon-maze/issues/7)
    - Player can collide with entity at spawn. https://github.com/h8ul-modder/factorio-ribbon-maze/issues/9
    - Changelog not appearing in-game. (https://github.com/h8ul-modder/factorio-ribbon-maze/issues/6)
Version: 0.6.4
Date: 24. 11. 2018
    - Mangrove harvester was unlocked at start, rather than requiring technology. (https://github.com/h8ul-modder/factorio-ribbon-maze/issues/5)
Version: 0.6.3
Date: 24. 11. 2018
    - New technologies, oil scanning and uranium scanning, reveal resources on the map. (https://github.com/h8ul-modder/factorio-ribbon-maze/issues/4)
Version: 0.6.2
Date: 23. 11. 2018
    - Better handling finite width/height in map generation settings, including running maze left-to-right by limiting the height. (https://github.com/h8ul-modder/factorio-ribbon-maze/issues/3)
Version: 0.6.1 - First public release
Date: 23. 11. 2018
  Major Features:
    - Perfect procedurally generated maze
    - Resource rewards at dead ends
    - Mixed ores near start
    - New infinite resource: mangroves
    - Terraforming technology chain and recipes
    - New achievements for wood production and terraforming