Ore patches now spill over into the sea as submerged variants. Dredge them up with new floating hardware, and build deeper into the blue with water-placeable refined concrete.
Mods introducing new content into the game.
Version: 0.6.2 Changes: - Updated Cargo Ships compatibility component.
Version: 0.6.1 Changes: - Updated sprites to no longer use hr_version, in line with the new sprite standard.
Version: 0.6.0 Changes: - Seafloor drill now utilizes an earlier version of the electric mining drill from 0.18 (adapted from semi-classic-mining-drill) for distinct visuals. - Seafloor drill now costs steel and iron sticks instead of flotation platforms (more befitting its new appearance as an elevated rig). - In accordance with the new steel cost, seafloor drill research now requires steel processing as a prerequisite. - Seafloor drill now has four module slots. - New art for seafloor drill technology (still somewhat placeholder, but less obnoxiously so). - Added description text to the alternate flotation platform recipe that utilizes wood.
Version: 0.5.3 Changes: - Added a supplementary ore submersion procedure for Resource Spawner Overhaul.
Version: 0.5.2 Changes: - Further improved valid placement target detection for refined concrete; it's now inhibited by a tile having object layer collision.
Version: 0.5.1 Changes: - Fixed an oversight where out-of-map tiles were detected as valid placement targets for refined concrete.
Version: 0.5.0 Changes: - Added a special collision layer procedure for Cargo Ships compatibility, allowing correct generation of its offshore oil. - Water Ores is now incompatible as a consequence of the above (Dredgeworks now always handles this internally).
Version: 0.4.3 Changes: - Reworked refined concrete placement logic more extensively to behave well with Space Age (and other expansions to available tiles).
Version: 0.4.2 Changes: - Fixed non-concrete tile placement, again. Hopefully sticks this time. - No longer modify refined concrete yield by default as it's now a component of elevated rails. Yield can still be reduced for challenge, if desired.
Version: 0.4.1 Changes: - Fixes a problem with non-concrete tile placement due to collision changes in 2.0.
Version: 0.4.0 Changes: - Updated code for 2.0 compatibility. Has been tested briefly in core game; should not break with Space Age, but may interact oddly with it. - Water Ores is now an optional dependency, with Dredgeworks removing the ore elimination layer itself if Water Ores isn't present (optionality remains for mod compatibility).
Version: 0.3.1 Changes: - Fixed a lack of next_upgrade adjustment on the light buoy, causing incompatibility with a few mods which alter this on lamps.
Version: 0.3.0 Changes: - Added the light buoy, crafted with a lamp and some pipes. It's a lamp, but floating. - Updated ore submersion to submerge ore when water collision mask is detected, not when ground mask isn't (fixes weird interaction with Space Exploration).
Version: 0.2.6 Changes: - Inserters with a width 1 ("empty") hand base picture will no longer be indexed for floating inserter generation; allows compatibility with Arrow Inserter
Version: 0.2.5 Changes: - Inserters set not to draw their held item will no longer be indexed for floating inserter generation, notably allowing compatibility with miniloaders
Version: 0.2.4 Changes: - Inserters without a "minable" value set will no longer be indexed for floating inserter generation (attempt to cover some edge cases; if an inserter isn't floatable and it should be, chime in) - Moved inserter flotation to a distinct file for better readability
Version: 0.2.3 Changes: - Significantly altered floating inserter generation with special support for Bob's inserter overhaul; if issues persist, please continue to report - Reduced flotation platform crafting time to 0.8 seconds and 0.5 seconds for plastic and wood recipes respectively (the former remains faster per platform) - Reduced seafloor drill crafting time from 4 seconds to 1
Version: 0.2.2 Changes: - Floating inserters now skip assigning a fast replaceable group if the original inserter lacks one. Mod compatibility fix (update unnecessary if you're not affected)
Version: 0.2.1 Changes: - Fixed an oversight where non-basic, non-fluid ores (such as Krastorio 2's imersite) would attempt generation of a deep variant, causing a crash. - Non-basic, non-fluid ores can now be allowed to generate in water with a config option (and will appear on the water surface) but are disabled by default.
Version: 0.2.0 Changes: - Overhauled ore submersion to use procedural techniques; non-vanilla ores should now be submergeable, though visual parity isn't guaranteed - Adjusted technology progression; Wire Buoys are now available in a similar manner to electric distribution 1, and Aquatic Logistics only needs logistic science - Flotation platforms are now a bit more expensive, requiring 1 iron stick and 1 iron plate per platform (instead of per recipe) - Added a wood-based flotation platform recipe for early game or greenhouse mods. Slower per platform, each platform consumes 2 wood instead of 0.5 plastic
Version: 0.1.1 Changes: - Fixed interaction when both Alien Biomes and Cargo Ships are installed, by allowing ocean spawn of all fluid-yielding resources. - Updated art for the Aquatic Logistics technology - Reduced seafloor drill flotation platform cost from 12 to 4
Version: 0.1.0 Changes: - Initial release