The maze itself is destined to be automated. Original mod by H8UL. Fixed for 1.1 by kajacx.
Large total conversion mods.
Version: 0.8.5 Date: 30. 11. 2020 Bugfixes: - Updated to Factorio 1.1
Version: 0.8.4 Date: 28. 09. 2020 Bugfixes: - Changed chasm color from green to black
Version: 0.8.3 Date: 05. 09. 2020 Bugfixes: - Updated to Factorio 1.0
Version: 0.8.2 Date: 17. 06. 2020 Bugfixes: - Migrating from 0.17 will no longer crash the game
Version: 0.8.1 Date: 23. 03. 2020 Changes: - Ported to Factorio 0.18
Version: 0.7.6 Date: 11. 05. 2019 Changes: - Minimum base version is now 0.17.38 to enforce fix to platform bit handling differences Bugfixes: - Had "tin" instead of "tin-ore" for bob's ores
Version: 0.7.5 Date: 08. 05. 2019 Bugfixes: - Maze generation created lots of straight lines due to Linux/Windows fix in 0.7.4
Version: 0.7.4 Date: 06. 05. 2019 Bugfixes: - Fixes multiplayer desync issue caused by numerical calculation differences between Windows and Linux
Version: 0.7.3 Date: 05. 05. 2019 Bugfixes: - Migration added to fix maze terraforming artillery targeting for existing maps
Version: 0.7.2 Date: 04. 05. 2019 Changes: - Updates to breaking changes in 0.17.35 - Minimum base version is now 0.17.35 Bugfixes: - Fix that in 0.17 maze terraforming artillery no longer target the maze chasm
Version: 0.7.1 Date: 25. 03. 2019 Bugfixes: - Fish generation was using the wrong random number generator
Version: 0.7.0 Date: 16. 03. 2019 Features: - Experimental support for factorio 0.17 alpha Balance: - Minimum dead end depth for Jivolite and Crotinnium reduced from 6 to 4 (angel's refining) Bugfixes: - Maximum clearing size was missing description in english locale
Version: 0.6.8 Date: 29. 01. 2019 Features: - 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 Balance: - 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. (https://github.com/h8ul-modder/factorio-ribbon-maze/issues/1) - 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 Features: - 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) Balance: - 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. Bugfixes: - 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) Optimisations: - Multi-tile resource alignment is now calculated at configuration time rather than at chunk generation.
Version: 0.6.6 Date: 30. 11. 2018 Features: - 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) Optimisations: - Cache settings and configuration values, especially the resource matrix. (https://github.com/h8ul-modder/factorio-ribbon-maze/issues/13) Bugfixes: - 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) Bugfixes: - 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 Bugfixes: - 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 Features: - 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 Bugfixes: - 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