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: 0.8.11
Changes:
- Space Age: Crude oil ice generation (added to the base prototype by Aquilo) now collides with Nauvis' terrain.
Version: 0.8.10
Changes:
- The refined concrete description will now reflect the cost to place it as a tile, as specified in settings.
- Space Age: Floating hardware now collides with lava. (Yes, it didn't before.)
Version: 0.8.9
Changes:
- Fixed an error with the boblogistics compatibility module's interaction with 0.8.8 changes.
Version: 0.8.8
Changes:
- Added recycler disassembly of floating belts/inserters if recycling is available.
- Disassembling a floating belt or inserter will return all ingredients at 100% efficiency, at the original provided quality.
- To avoid quality loops with this change, both creating and disassembling floating belts and inserters does not allow quality modules.
Version: 0.8.7
Changes:
- Added accommodation for non-default icon sizes in belt and inserter flotation.
- Revised 0.8.5 changelog entry to remove provisional warning.
Version: 0.8.6
Changes:
- Ore submersion procedure should now be better at removing water-overlapping resources of a large size.
- Ore submersion procedure should now tolerate resources without a mining product, destroying them where they intersect with water unless "Allow unusual deposits on water" is active.
Version: 0.8.5
Changes:
- Updated 'boblogistics' red inserter compatibility. Belt flotation for its belts does not currently work due to out-of-spec item icon size.
Version: 0.8.4
Changes:
- Auto-flotation procedure should no longer fail in the case of an absent order string on the pre-flotation item.
- Added recycling recipes for the wire buoy, light buoy and seafloor drill that previously weren't autogenerated due to data sequencing.
Version: 0.8.3
Changes:
- Correct reporting of license structure for source code publication.
Version: 0.8.2
Changes:
- Updated floating inserter generation procedure.
- Floating stack inserters are now generated in limited floating inserter generation mode if Space Age is enabled.
- A floating version of the Editor Extensions super inserter is no longer generated.
Version: 0.8.1
Changes:
- A config setting is now available to enable belt stacking for seafloor drills if Space Age is included. It's not enabled by default.
Version: 0.8.0
Changes:
- Minimum game version bumped to 2.0.34, as a bugfix therein is needed for the feature below.
- Refined concrete now once again has an increased cost, in a different way than the pre-2.0 behavior removed in mod version 0.4.2.
- Instead of lower recipe yield (as that would disrupt recipes requiring the item), placing it as a tile now costs multiple refined concrete items.
- The default cost to place refined concrete is three pieces (roughly similar to the pre-2.0 balance of reducing recipe yield by 60%) - value is configurable.
- Pasting blueprints over "sea" tiles refined concrete can be built on will now default to using refined concrete instead of landfill. This can be disabled.
- Fulgoran shallow oil ocean is no longer eligible for refined concrete placement by default, for balance purposes; this has been moved to a config option.
- Removed fishing-related adjustments, as they are no longer pertinent in 2.0.
Version: 0.7.6
Changes:
- Updated the submerged ore description in base locale to better describe its covering behavior. This is not a functionality change.
Version: 0.7.5
Changes:
- Buffed wire buoy capabilities to make them more practical for complex aquatic setups, and more worth the material and space investment.
- Baseline supply radius has increased from 4 to 5 (8x8 area > 10x10), and baseline wire reach has increased from 10 to 13.
Version: 0.7.4
Changes:
- Resources' name strings can now be added to a global "do_not_submerge" table to prevent submerged variants from being autogenerated.
Version: 0.7.3
Changes:
- Switch detection mechanism added in last update to a better one that doesn't break things.
Version: 0.7.2
Changes:
- Updated "unusual deposits on water" setting to not generate non-basic-solid submerged resource variants when inactive (the default). Restores Maraxsis compatibility.
Version: 0.7.1
Changes:
- Floating variants of belts are now procedurally generated from base variants. Higher throughput increases the flotation platform cost significantly.
- Limitation of floating belt and inserter generation in settings now restricts generation to base-game variants instead of removing it entirely.
Version: 0.7.0
Changes:
- Split graphics off to a distinct package for better mod structure. No functionality changes in this version.
Version: 0.6.4
Changes:
- Fixed an error (probably introduced in 2.0 update) where the floating belt recipe cost more belts than intended.
Version: 0.6.3
Changes:
- Space Age: Gleba blue marsh / deep water now allows resource generation and permits refined concrete placement.
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