Mods introducing new content into the game.
Version: 1.0.1
Date: 2026-05-31
Changes:
- Absorbed RealisticReactorGlow by ouk_ouk. We hope you like blue!
Version: 1.0.1
Date: 2026-05-25
Changes:
- IYKYK
Version: 0.3.15
Date: 2026-05-25
Changes:
- Added Gizmod remote debug-session activation APIs so dependent mods can request active debug logging during on_init/startup.
- Added set_debug_enabled, set_module_debug_enabled, set_module_auto_debug_enabled, and request_debug_session remote calls.
- request_debug_session enables the global debug gate, enables the requesting module, enables automatic output for that module, and returns the canonical module debug status.
Version: 0.3.14
Date: 2026-05-23
Bugfixes:
- More poorly implemented GPL trash is incompatible
- Adjustable Quality is an optional dependency
Version: 0.3.13
Date: 2026-05-23
Bugfixes:
- I will not YOLO again
- I will not YOLO again
- I will not...
Version: 0.3.12
Date: 2026-05-22
Bugfixes:
- Added Foundations by 0n0w1c to the optional dependencies because everyone deserves to have a pretty base.
Version: 0.3.10
Date: 2026-05-21
Bugfixes:
- Added and re-added a bunch of incomplete/unstable/poorly executed mods to the incompatible list. Added PlanetsLib because I can't be arsed to test every *yawn* Planet mod the Foundry invented over the last couple of years for mods that refuse to use the API.
Version: 0.3.9
Date: 2026-05-21
Bugfixes:
- Debug output now appends every event to session_<module>.jsonl for the full loaded session instead of only keeping current/previous snapshots.
- current_<module>.json and previous_<module>.json remain as quick last-event convenience files.
- The Debug tab now shows the session JSONL path alongside the current snapshot path.
Version: 0.3.8
Date: 2026-05-21
Changes:
- Kept the 0.3.7 placeable medium/big display-panel entities.
- Kept Economy on the standalone gz_economy.open launcher path; GUI windows are owned by the module again.
- No GUI display-panel remote shell path was reintroduced.
Version: 0.3.7
Date: 2026-05-21
Changes:
- Removed the mistaken GUI display-panel remote shell path; standalone modules should open their own windows through their own remote APIs again.
- Reduced the Economy launcher to the canonical gz_economy.open call instead of sweeping old compatibility method names.
- Added actual placeable medium and big display-panel entities integrated from Larger Display Panels (MIT), excluding the giant/huge panel.
- Added a conflict with the standalone larger-display-panels mod to prevent duplicate prototype names.
Version: 0.3.6
Date: 2026-05-21
Bugfixes:
- Reinstall the Gizmod remote interface on load/init/configuration change so upgraded saves cannot retain stale remote-call closures.
- Fixes Economy display panel calls falling back to older create_display_panel code after updates.
Version: 0.3.5
Date: 2026-05-20
Changes:
- Widened the GZ Hub by 160px so core tabs have more room before horizontal overflow.
- Widened Gizmod-owned medium and big display panels by 160px; Economy and other standalone panels using the core shell inherit the wider layout.
- Increased core hub panel fallback/minimum widths so registered panels have more horizontal space by default.
Version: 0.3.4
Date: 2026-05-20
Bugfixes:
- Fixed Gizmod remote display-panel APIs calling require() during runtime remote calls.
Features:
- Added a central Debug tab with every registered module and core-owned debug/auto-output toggles.
- Added gizmod.is_debug_enabled(module_id) as a short alias for module debug-state checks.
Changes:
- Removed per-module debug tabs in favor of the central Debug tab.
Version: 0.3.3
Date: 2026-05-20
Features:
- Added Gizmod-owned standard display panel shells: medium and big.
- Added remote API: display_panel_sizes, open_display_panel/create_display_panel, close_display_panel, and create_scroll_body.
- Standard display panels own the frame, titlebar, close button, size limits, and scroll shell so modules can render content into a provided body.
- Hub-owned tabs now use a central scrolling body instead of each module/panel needing bespoke scroll rules.
- Added underscore/plain open aliases for the future Diplomacy launcher path.
Version: 0.3.2
Date: 2026-05-20
Fixes:
- Added gz_economy.open to the Economy standalone launcher call list so current GZ Economy warehouse-only builds open from the Gizmod Economy button instead of reporting not ready.
Version: 0.3.1
Date: 2026-05-19
Features:
- loader-utils by Protocol mutates the loader prototype globally in data-final-fixes, so just in case I want to use a loader, that has been marked incompatible.
Version: 0.3.0
Date: 2026-05-19
Features:
- Added a GZ Hub debugger button to export the loaded runtime prototype view to JSON.
- Added /gizproto for runtime prototype export/status/category-filter workflows.
- Runtime prototype exports write category files and an index under script-output/GIZMOD_exports/runtime_prototypes/.
- Core registry now advertises runtime-prototype-export and script-output-runtime-prototypes capabilities.
Version: 0.2.30
Date: 2026-05-19
Changes:
- Screenshot selection no longer pauses gameplay before the drag-select interaction.
- Fixed armed screenshot cursor doing nothing after freeze by keeping the selection-tool interaction live until the selected-area event fires.
- /gizshot status now reports live-selection and pause-bypassed counters.
Version: 0.2.29
Date: 2026-05-19
Fixes:
- Screenshot selection now freezes gameplay only when one player is connected.
- In multiplayer sessions with multiple connected players, Ctrl+Shift+S still equips the selection tool but does not pause the simulation.
- Added screenshot status fields for multiplayer-unpaused sessions, connected players, and current freeze mode.
Version: 0.2.28
Date: 2026-05-19
Features:
- Added a core Gizmod screenshot area tool bound to Ctrl+Shift+S.
- The hotkey freezes gameplay, places a hidden selection tool in the cursor, and writes selected-area screenshots to script-output/GIZMOD_screenshots.
- Added /gizshot status/start/cancel and safe cancel handling through Q, cursor clear, and player leave.
Version: 0.2.27
Date: 2026-05-17
Fixes:
- Fixed GZ Hub debug toggles so the global debug switch can apply immediately from the hub.
- Added the global Gizmod debug toggle directly to module debug panels so module debug state and effective state update together.
- Module debug checkboxes now refresh their panel immediately after being changed, so status text no longer stays stale.
- Core /gizdebug now follows the global debug switch without requiring a hidden per-module core toggle.
Version: 0.2.26
Date: 2026-05-17
Changes:
- Added core-owned per-module debug controls to the GZ Hub for registered modules.
- Registered modules with debug capability now get Enable debug output and Enable automatic output checkboxes without creating their own Factorio Mod Settings entries.
- Added module-aware debug API checks for debug output and automatic output gates.
Version: 0.2.25
Date: 2026-05-17
Changes:
- Moved the debug logging toggle out of Factorio Mod Settings and into the GZ Hub Settings tab.
- Gizmod now stores the debug logging enable flag in its own runtime storage surface.
- The remote debug API still writes rolling current_/previous_ JSON snapshots only when the Gizmod hub toggle is enabled.
Version: 0.2.23
Date: 2026-05-17
Features:
- Added a runtime-global Gizmod debug logging toggle.
- Added core remote debug API calls for Gizmod-family modules.
- Debug logs write rolling local JSON snapshots to script-output/GIZMOD_logs as current_<module>.json and previous_<module>.json.
- Added /gizdebug for manually verifying the core debug writer when logging is enabled.
Version: 0.2.22
Date: 2026-05-17
Changes:
- Wired optional Gizmod crafting tabs to their dedicated graphics: barrel, science, and bioprocessing.
- Custom comma-separated item-type tabs now use the magma asterisk graphic by default.
- Corrected Gizmod tab icon size metadata to 128 for the bundled tab sprites.
Version: 0.2.21
Date: 2026-05-17
Changes:
- Enabled Gizmod UI color mask by default.
- Updated the default Gizmod UI tint to R 25, G 175, B 255, A 150.
Version: 0.2.20
Date: 2026-05-17
Features:
- Added optional Gizmod crafting tabs for Barreling, Science Packs, and Bioprocessing.
- Added a startup comma-separated custom item-type tab setting for grouping matching items/recipes into their own tabs.
- Gizmod settings tab now reports the current custom item-type tab list.
# Gizmod 0.2.18 patch note
- Added a series of hilarious and hilariously broken, incomplete, GPL-licensed mods to the incompatible list.
---
# Gizmod 0.2.18 patch note
- Added a small D/E launcher row under the GZ button for standalone Diplomacy and Economy windows.
- Removed Diplomacy and Economy registered panels from the main GZ Hub tab list; they now launch as standalone app windows.
- Kept the GZ Hub focused on core settings, installed-mod registry status, and non-standalone panels.
- Added `gz-standalone-launcher-buttons` to core capabilities.
---
# Gizmod 0.2.17 patch note
- Added startup option `gizmod-enable-burner-fuel-leeching`.
- When enabled, Gizmod sets `allow_burner_leech = true` on burner-powered inserter prototypes during data-final-fixes.
- Added a read-only GZ Hub note showing whether the startup option is currently enabled.
- Added `burner-fuel-leeching` to Gizmod Core Registry capabilities.
---
# Gizmod 0.2.8 patch note
- Added Q/ESC close handling for the GZ Hub.
- The GZ Hub frame now clears player.opened before destruction so ESC does not leave stale GUI state.
- Updated the GZ button tooltip to document L open and Q/ESC close.
---
# Gizmod 0.2.5 patch note
- Folded Color UI style behavior into Gizmod core as built-in GZ UI color controls.
- Added startup settings for enabling the color mask, choosing RGBA tint, and selecting white level 1-12.
- Added local Gizmod graphics paths for the GUI brightness variants.
- Added `gz-ui-color-core` to the core registry capabilities.
- Added a hard conflict with external `colorui` so the standalone mod and core implementation do not both mutate GUI sprites.
---
# Gizmod 0.2.4 patch note
- Removed the hardcoded legacy Economy tab from the GZ Hub.
- GZ Hub now treats GZ Economy as warehouse/Supply Depot only, even if an older Economy build tries to register an Economy panel.
- Selecting `economy` through the hub API now falls back to Installed GZ Mods instead of creating a hub tab.
- Other registered external panels still mount normally.
---
# Gizmod 0.2.3 patch note
- Removed the editable Stats GUI tab from the GZ Hub.
- Added a read-only Stats GUI Status section at the bottom of Installed GZ Mods.
- Stats GUI Status shows active/inactive checkboxes for the known StatsGui boxes and the optional movement-speed add-on.
- Added note that StatsGui settings should be changed from Factorio's normal Mod Settings menu.
- Replaced the prior direct StatsGui bridge capability with read-only `statsgui-status-surface`.
- Corrected the GZ Hub button tooltip to show the current L hotkey.
---
# Gizmod 0.2.2 patch note
- Added duplicate-safe handling for registry-mounted Economy panels.
- If a registered external panel matches `economy`, Gizmod skips the legacy hardcoded Economy tab.
- Older GZ Economy builds still get the fallback hardcoded Economy tab.
---
# Gizmod 0.2.1 patch note
- Added registry-mounted external GZ Hub panels.
- External mods can register `panels` entries through `remote.call("gizmod", "register", spec)`.
- Hub now renders registered external panels as first-class tabs before Installed GZ Mods.
- This lets GZ-RPG mount its RPG panel inside the Gizmod container instead of using a standalone button.
---
# Gizmod 0.1.9 patch note
- Added GZ Hub hotkey / embedded settings integration pass.
- Current patch generated in ChatGPT workspace.
---
# Gizmod ACTIVE
## 0.1.8 - Direct StatsGui Bridge in Gizmod
- Moved the StatsGui bridge behavior into Gizmod.
- Gizmod now writes StatsGui runtime-per-user settings directly from the GZ Hub.
- Patched StatsGui 1.6.2 is no longer required for the hub controls.
- Optional StatsGui dependency lowered back to `? StatsGui >= 1.6.1`.
- Stats GUI tab now reports that Gizmod owns the bridge surface when settings are available.
- Added registry capability `statsgui-direct-settings-bridge`.
## 0.1.7 - GZ Hub / StatsGui Settings Mirror
- Added `lib/hub.lua` as the unified GZ Main Hub surface.
- Added top-left `GZ` hub button plus `/gzhub` command.
- Added tabbed GZ Hub container with:
- GZ Hub registry overview.
- Gizmod floating text/icon settings.
- Stats GUI per-player settings mirror when StatsGui is installed.
- One metadata tab for each registered Gizmod-family mod.
- Hid Gizmod runtime-global settings from the normal game settings menu so GZ options move into the hub.
- Added optional dependency on StatsGui for clean in-game settings mirroring.
- Existing registry/floating text APIs remain unchanged.
# Gizmod 0.1.4 Active Notes
## Fixed
- Floating icons no longer read or write `LuaRenderObject.tint` during `on_tick`.
- Sprite icons still float upward and expire at TTL; they just do not alpha-fade at runtime.
- This fixes the crash: `LuaRenderObject doesn't contain key tint`.
## Hotfix
- Removed custom font prototype definitions.
- Floating text now uses vanilla built-in Factorio fonts directly:
- magic -> default-large-bold
- standard -> default-bold
- Fixes startup failure: `font prototype ... Locale font paths are empty`.
---
# Gizmod 0.1.2 Active Notes
## Added
- Shared floating text service using `rendering.draw_text`.
- Shared floating icon service using `rendering.draw_sprite`.
- Shared floating combo service for icon + text events.
- Runtime damage number listener.
- Remote API on the existing `gizmod` interface:
- `floating_text(spec)`
- `floating_icon(spec)`
- `floating_combo(spec)`
- `damage_number(spec)`
- `floating_text_status()`
- `clear_floating_text()`
- Commands:
- `/giztext <message>`
- `/gizicon <sprite>`
- `/gizcombo <sprite> <message>`
- `/gizfloat`
## Settings
- `gizmod-enable-floating-text`
- `gizmod-enable-damage-numbers`
- `gizmod-floating-text-color-mode`
- `gizmod-floating-text-style`
- `gizmod-floating-text-ttl`
- `gizmod-floating-text-max-active`
## Remote API examples
remote.call("gizmod", "floating_text", {
text = "Bioflux fed",
surface = player.surface,
position = player.position,
ttl = 90,
style = "magic",
color_mode = "bordered-white"
})
remote.call("gizmod", "floating_icon", {
sprite = "item.bioflux",
surface = player.surface,
entity = player.character,
ttl = 90,
scale = 0.75
})
remote.call("gizmod", "floating_combo", {
sprite = "item.bioflux",
text = "+ fed",
surface = player.surface,
entity = player.character,
ttl = 90,
style = "magic",
color_mode = "bordered-white"
})
remote.call("gizmod", "damage_number", {
amount = 42,
entity = event.entity
})
## Notes
- Uses built-in Factorio fonts only. No bundled external font file.
- Uses `rendering.draw_sprite` for icons and `rendering.draw_text` for text.
- `Max floating texts on screen` counts floating events, including icon-only and icon+text combos.