Cook wood from algae somehow native to Aquilo's frozen wasteland
Mods introducing new content into the game.
Version: 0.3.2 Bugfixes: - Fix opaque seabloom sprites when animated trees are disabled
Version: 0.3.1 Bugfixes: - Fix missing locale for seaweed snack Changes: - Seaweed snacks take slightly longer to spoil
Version: 0.3.0 Changes: - Reduced amount of stragglers spawned by planted clusters - Doubled growth time from 1 to 2 minutes now that seabloom can be planted much more efficiently Bugfixes: - Fix for Factorio version 2.0.40 to include
Version: 0.2.8 Bugfixes: - Fix crash when Aquilo does not have map gen settings
Version: 0.2.7 Changes: - Change Seabloom juicing (Resin) to be a chemistry recipe - Seabloom juicing now yields extra ammonia as a byproduct Bugfixes: - Fix seawilt spoilage not being moved to the Bioprocessing tab when present
Version: 0.2.6 Bugfixes: - Fix mod setting localization
Version: 0.2.5 Compatibility: - Add compatibility for Bioprocessing Group
Version: 0.2.4 Compatibility: - Temporarily move surface condition changes to data-final fixes until Factorissimo 3 is updated
Version: 0.2.3 Changes: - Limit algacultural bay recipe to have the same surface conditions as the entity itself
Version: 0.2.2 Changes: - Considerably increase cost of Algacultural bays (when not using any planet start on Aquilo) - Restrict Algacultural bays to Aquilo for now.
Version: 0.2.1 Compatibility: - Factorissimo 3 support, relaxing solar power restriction to 1%
Version: 0.2.0 Major Features: - Add custom reconstituted wood and resin recipe - Add seaweed snacks. Nutrients looks somewhere between salt, sugar, and msg...? savory! Changes: - Add Wooden Industry as an optional dependency - Increased seaweed spoilage time from 2 to 4 minutes
Version: 0.1.2 Changes: - Change recipe for blooming seabloom to require fluoroketone instead
Version: 0.1.1 Bugfixes: - Fix localisation of world-generated seabloom clusters
Version: 0.1.0 Major Features: - Initial release