Mods introducing new content into the game.
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