DeepCore Exile


Start underground. The Nauvis surface is hostile and normal surface construction is forbidden; dig out cave space, use shafts, and build your factory below.

Overhaul
45 minutes ago
2.0
6
Transportation Combat Environment Mining Storage

Changelog

Version: 0.2.1
Date: 2026-06-20
  Changes:
    - Basic cave scanner now reports both the target type and rough direction.
    - Updated scanner item text so players know the starter scanner identifies the signature type.
    - Removed DeepCore's custom character-light override so vanilla flashlight behaviour is untouched.
    - Restored underground darkness to surface settings only: frozen midnight, no clouds, full brightness visual weights, zero minimum brightness, and zero solar multiplier.
    - Basic cave scanner now prioritises the first water signature until water is discovered.
    - Moved the guaranteed depth-1 water reveal closer north of the starter bunker so early power is no longer a long blind dig.
  Balance:
    - Basic scanner still does not report distance or create map tags; those remain upgrade progression.
Version: 0.2.0
Date: 2026-06-20
  Major Features:
    - Added Digging Progression as the main early-game loop: mine cave walls to discover hidden ore seams and cave-walled water chambers.
    - Reworked the starting area into a locked ruined underground bunker/factory layout using the final player-authored editor design.
    - Added handheld cave scanner progression for finding hidden starter resources and water.
    - Basic scanner starts with the player and reports rough direction only.
    - Tuned scanner upgrade reports target type, direction, and approximate distance.
    - Mapping scanner upgrade reports target details and marks the target with a temporary map tag.
    - Added scanner recipes, scanner technologies, and the Control + Shift + R scanner input.
    - Added paired surface/underground shaft entrance placement matching the final starter layout.
    - Added darker pitch-black underground tuning with frozen midnight, zero minimum brightness, full-channel darkness weights, cloudless skies, and underground solar power disabled.
  Balance:
    - Removed exposed starter ore and water from the bunker.
    - Starter discoveries are directional and one-shot: north = water, west = iron, east = copper, southwest = coal, southeast = stone.
    - Delayed the first Depth 1 water pocket so it cannot appear immediately beside the starter bunker.
    - Kept ore and water hidden behind cave-wall digging; scanners guide the player without revealing resources for free.
    - Smaller random dig rewards can appear farther from the bunker after the main starter discoveries.
    - Bunker walls, gates, pipes, chests, and remnant clutter are locked so they cannot be mined for free materials.
  Graphics:
    - Added the YARM MIT-licensed resource monitor graphic as the cave scanner icon.
    - Updated scanner item and technology icons to use the YARM scanner graphic.
    - Kept only actively referenced bundled graphics.
  Polish:
    - Added the cave scanner control hint to the first-start power guidance message.
    - Preserved the edited four-room starter bunker layout and moved shaft position.
    - Added a denser ruined-factory remnant composition without bundling unused reference assets.
  Fixes:
    - Fixed cave-wall mining crashes by capturing mined entity data before frontier and reward handling.
    - Fixed cave-wall reward handler ordering so reveal_dig_reward is available before removal events call it.
    - Fixed repeated duplicate water pools and ore seams near spawn.
    - Fixed empty unmineable void edges after digging by rebuilding local cave frontier walls.
    - Fixed water chambers missing cave-wall borders.
    - Fixed Cave Support item icon display.
    - Fixed duplicate locale section errors from earlier test builds.
    - Fixed scanner mapping technology using the removed Factorio 1.x advanced-electronics prerequisite; it now uses Factorio 2.0 advanced-circuit.
  Packaging:
    - Prepared the 0.2.0 Mod Portal release package.
    - Requires Forgeworks Core >= 0.2.7 as a separate dependency.
    - No Forgeworks Core files are bundled.
    - No reference-mod scripts, build tools, temporary files, or unused asset folders are bundled.
    - Added YARM MIT attribution and license text for the scanner icon.
Version: 0.1.0
Date: 2026-06-19
  Features:
    - Initial public release candidate.
    - Starts players underground and blocks normal construction on the Nauvis surface.
    - Adds shaft elevators for travel between surface and depth layers.
    - Creates a paired starting surface shaft so the surface can be accessed from the initial underground shaft.
    - Adds downward shaft cargo transfer between paired shafts.
    - Adds generated underground depths with distinct terrain palettes.
    - Adds mineable cave walls so players must dig to expand underground rooms and corridors.
    - Adds tiered ventilation, cave supports, stale-air pressure, cave instability, and deep threat pressure.
    - Adds progression technologies for deep mining, deep ventilation, and abyssal depths.
    - Adds runtime-global balancing/testing settings for hazard and logistics systems.
    - Adds remote compatibility hooks for other mods to query DeepCore surfaces and register valid surface exceptions.
  Graphics:
    - Includes local DeepCore shaft icon/entity graphics.
    - Includes only actively referenced GNU GPLv3-licensed Subsurface-derived ventilation/support graphics.
  Integration:
    - Requires Forgeworks Core >= 0.2.7 as a separate dependency.
  Performance:
    - Uses performance-safe underground generation and chunk tracking to avoid repeated full-surface repainting.
    - Disables underground autoplace for entities and decoratives; DeepCore places scripted starter/underground content.
    - Slows non-critical hazard/cargo checks and avoids repeated startup sweeps.