Adds a Fishing Trawler ship for cargo-ships with dual placement behavior: on waterways it becomes the rail ship, off-waterway it stays as an independent boat.
Mods introducing new content into the game.
Version: 0.1.30
Date: 2026-03-29
Bugfixes:
- Hotkeys F and H now also resolve the independent trawler when it is the opened vehicle, so both shortcuts work consistently on the off-waterway variant.
Version: 0.1.29
Date: 2026-03-24
Additions:
- Spanish (ES) translation added
Version: 0.1.28
Date: 2026-03-24
Bugfixes:
- Pressing H no longer prints the "Enter a trawler or select one first" chat message when no valid trawler target is found.
- The H hotkey now stays silent outside the trawler, matching the F hotkey behavior.
Version: 0.1.27
Date: 2026-03-23
Bugfixes:
- Pressing F no longer prints the "Enter a trawler or select one first" chat message when no valid trawler target is found.
- The F hotkey now resolves the fishing trawler from the selected or occupied train, so it also works when the player is in or selecting the trawler engine.
Version: 0.1.26
Date: 2026-03-20
Changes:
- Split active net work and bait-route work into separate registries so each loop touches only trawlers that actually need that specific processing.
- Moved bait-route updates off the per-tick loop to a 5-tick worker while preserving distance-based bait consumption and route segment generation.
- Active bait attraction checks now run only for trawlers in the bait registry instead of for every tracked trawler entry.
Version: 0.1.25
Date: 2026-03-20
Changes:
- Replaced the always-on on_tick loop with dynamic on_nth_tick handlers that only run while trawlers, bait routes, or nearby buoy logic actually need processing.
- Merged net and bait buoy scans into one pass so each trawler checks nearby buoys only once per scan interval instead of twice.
- Added buoy entity registry tracking so buoy scans are disabled entirely when no bait or toggle buoys exist.
- Bait attraction checks are now sharded across the cooldown interval instead of being called every tick only to exit early.
Version: 0.1.22
Date: 2026-03-15
Bugfixes:
- Fixed a crash in control.lua when checking fishing net range research on tick updates.
- Restored the missing NET_RANGE_TECH_NAME runtime constant and added a defensive guard before indexing force.technologies.
Version: 0.1.22
Date: 2026-03-15
Bugfixes:
- Replaced the hidden numbered net-range chain with one visible leveled technology `fishing-trawler-net-range` up to level 17, so new levels appear in the research UI and continue correctly from older saves.
- Added runtime fallback so net width and tow-line bonuses work with both the visible leveled technology and any legacy numbered chain data.
- Infinite bait attraction technology now unlocks from the visible level-17 net-range research.
Version: 0.1.22
Date: 2026-03-15
Bugfixes:
- Restored visible research chain progression by extending net range technologies from level 10 up to level 17 in data stage.
- Added the missing level 11-17 locale entries and moved the infinite bait attraction technology behind level 17 so it now appears in the technology tree.
- Levels 11-17 now also extend towing lines, reaching +20% total tow-line length at level 17.
Version: 0.1.22
Date: 2026-03-15
Features:
- Added an infinite bait attraction technology that increases how many tiles away fish can be lured toward the bait line.
- Each level of the new technology increases bait attraction distance by 5 tiles.
Version: 0.1.22
Date: 2026-03-15
Changes:
- Removed the generic A-signal buoy fallback.
- Wired buoys from this mod now use signal F > 0 to toggle the net and signal H > 0 to toggle baiting, regardless of which buoy item was placed.
Version: 0.1.21
Date: 2026-03-15
Features:
- Wired trawler buoys now obey circuit control: when connected to the red or green network they activate only while their circuit condition is fulfilled.
- Added a fallback so wired buoys with no explicit circuit condition set still work when signal A is greater than 0.
Version: 0.1.20
Date: 2026-03-15
Features:
- Added a runtime setting for bait fish breeding from 10% to 300%.
- Fish attracted all the way to the baited route can now spawn additional fish based on the configured breeding percentage.
Version: 0.1.19
Date: 2026-03-12
Changes:
- Reduced bait CPU usage by pruning excluded-fish tables on a timer instead of on every lookup.
- Reworked bait attraction to reuse one search pass per cycle instead of repeatedly rescanning the same water area.
- Kept bait behavior functionally the same while lowering repeated `find_entities_filtered` pressure during active bait runs.
Version: 0.1.18
Date: 2026-03-12
Changes:
- Fish pulled within 5 tiles of the bait trail line are now remembered and excluded from further pulls for the lifetime of that bait trail.
- Excluded fish become eligible again only after starting a new bait run with a new bait trail.
Version: 0.1.17
Date: 2026-03-12
Changes:
- Fish already pulled within 5 tiles of the baited route are now excluded from immediate re-pulling.
- Bait attraction now prioritizes farther fish before nearer ones.
Version: 0.1.16
Date: 2026-03-12
Changes:
- Raised the bait pull count limit and default to 700 fish at once.
- Increased the local bait search cap so the higher pull count can actually be filled.
Version: 0.1.15
Date: 2026-03-12
Changes:
- Replaced bait fish teleporting with gradual pulling toward the active baited route from up to 75 tiles away.
- Added runtime settings for how many fish bait can pull at once and how quickly they are pulled.
Version: 0.1.14
Date: 2026-03-12
Bugfixes:
- Bait attraction now searches only within 75 tiles of the active baited route instead of 75 chunks.
- Nearby fish are now teleported directly into a local ring around the baited route and replenished up to the local stock target in one attraction pass.
Version: 0.1.13
Date: 2026-03-12
Bugfixes:
- Bait attraction now runs from the baited route itself instead of only during active net catch scans.
- Fish can now be pulled toward an active baited route even when the net is not currently driving the attraction pass.
Version: 0.1.12
Date: 2026-03-12
Changes:
- Bait now spends 1 raw fish per 2 chunks traveled.
- Baited trail segments now expire after about half of a Factorio day instead of lingering for an hour.
- Baited routes are now rendered as a darker navy line and get anchored to the route much more frequently.
Bugfixes:
- Replaced random long-range bait sampling with tracked fish attraction so remote fish are pulled reliably toward the active baited route.
Version: 0.1.11
Date: 2026-03-12
Bugfixes:
- Bait trail now appears immediately while the trawler is moving instead of only after the first 15 chunks.
- Stopping baiting now preserves the last short baited segment instead of dropping the visual trail tail.
Version: 0.1.10
Date: 2026-03-12
Features:
- Changed the bait hotkey from G to H.
- Added a dedicated bait buoy for toggling baiting by passing over it on waterways.
- Baited waterway sections are now rendered with a thicker highlighted line and disappear when the bait expires.
Version: 0.1.9
Date: 2026-03-12
Features:
- Added a G hotkey for toggling trawler baiting.
- Baited routes now spend 1 raw fish per 15 chunks traveled, stay active for about 1 in-game hour, and can pull fish from up to 75 chunks away.
Version: 0.1.8
Date: 2026-03-12
Features:
- Added 10 chained trawler net range technologies for up to +100% net span.
- Made the net crossbar extend by 10% length per completed trawler range technology, up to +100%.
Version: 0.1.7
Date: 2026-03-12
Bugfixes:
- Lowered the hard minimum net speed floor so the slowdown runtime setting also affects the waterway trawler after deploying the net.
- Unified slowdown baseline for independent and waterway trawlers so both use the same speed reference captured when the net is deployed.
- Made deployed-net slowdown use a fixed speed baseline from the moment of deployment and a direct cap, so the slowdown behaves as an actual percentage instead of drifting with runtime drag.
Version: 0.1.6
Date: 2026-03-12
Bugfixes:
- Fixed Factorio startup error caused by registering filtered handlers for multiple events in a single script.on_event call.
Version: 0.1.5
Date: 2026-03-12
Changes:
- Replaced repeated full-surface trawler scans with an event-driven trawler registry and one rebuild on init/config changes.
- Stopped recreating net rendering lines every update; existing render objects are now updated in place.
- Cached runtime setting values and fish item lookup to remove repeated hot-path reads.
- Reduced idle net overhead by updating visuals less often and skipping fish scans while the trawler is stationary.
- Reduced fish-catching overhead with cached inventory lookup, cached entity insert support, and squared-distance checks.
Version: 0.1.4
Date: 2026-03-09
Changes:
- Added F key usage information to the fishing trawler item and entity descriptions.
Version: 0.1.3
Date: 2026-03-09
Features:
- Added a runtime setting for trawler slowdown after deploying the net.
- Net speed limits now update live from the current setting instead of only at deployment time.
Version: 0.1.2
Date: 2026-03-09
Features:
- Added a runtime setting for trawler damage alerts.
- Sends a force-wide message with GPS when a fishing trawler is damaged, throttled to one alert per trawler every 10 seconds.
Version: 0.1.1
Date: 2026-03-09
Features:
- Added a dedicated trawler net buoy that alternates between deploying and retracting the net when passed.
- Copied buoy graphics into the mod and unlocked the new buoy with fishing-trawler technology.
Version: 0.1.0
Date: 2026-02-25
Features:
- Initial release.
- Adds Fishing Trawler (rail + independent variant) for cargo-ships.
- Copies cargo-ships boat placement behavior on waterways via remote registration.