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