GZ-Dregs & Chitin

by gz-mods

Chitin processing materials and recipes with Shell Fragment enemy drops routed through GZ Loot.

Content
13 hours ago
2.0
20
Combat Enemies Manufacturing

Changelog

Version: 0.2.14
Date: 2026-09-20
  Features:
    - Toxic Spoilage now damages players carrying it at 0.02 HP per second per item.
    - Carried spoilage uses the dedicated toxic damage type when available, otherwise vanilla poison, so GZ-Hazmat and Toxic Body Mesh protection apply normally.
    - Main inventory, logistic trash, and cursor-held Toxic Spoilage all count as carried; stored or transported spoilage does not hurt players.
Version: 0.2.13
Date: 2026-09-20
  Compatibility:
    - Added optional dependencies for Toxic_biters, Cold_biters, and Explosive_biters so their enemy prototypes load before GZ-Chitin when installed.
Version: 0.2.12
Date: 2026-09-20
  Features:
    - Added Toxic Spoilage using the supplied biological-waste graphic.
    - Shell Fragments now spoil after 60 minutes into Toxic Spoilage instead of ordinary Spoilage.
    - Toxic Spoilage spoils after another 60 minutes and hatches one hostile biter: 70% Small Biter / 30% Medium Biter.
    - Toxic Spoilage uses a dedicated fuel category accepted only by the Space Age Heating Tower, allowing safe incineration without making it usable as ordinary fuel.
  Notes:
    - Toxic Spoilage has no burnt result; incineration destroys it completely.
Version: 0.2.11
Date: 2026-09-19
  Fixes:
    - Restored Shell Fragment spoilage: fragments now spoil into vanilla Spoilage after 60 minutes.
  Features:
    - Expanded the Collector Roboport custom GUI with mode, status, five 10-unit Spiderling Bay slots, load/unload controls, output counts, last-haul status, and an Output Hatch button.
    - Collector Spiderlings now stack to 10.
    - Spiderlings are stored in the Collector's internal 50-unit bay rather than mixed into the output hatch inventory.
    - Existing physical spiderlings found in collector hatch inventories are absorbed into the internal bay on update, up to the 50-unit cap.
Version: 0.2.10
Date: 2026-09-19
  Features:
    - Added a rudimentary 3x3 Collector Roboport, unlocked by Currency and Military 3 when GZ-Economy is installed.
    - Collector Roboports must be placed entirely on refined concrete.
    - Added Flux and Fragments collection modes with a 32-tile collection radius.
    - Added a 64-tile enemy safety radius; collectors retract underground while threatened and raise after 5 clear seconds.
    - Added Collector Spiderlings, with a maximum of 50 loaded per collector; first-pass dispatch is simulated and collection throughput scales with loaded spiderlings.
    - Added a persistent loading/output hatch that remains accessible while the main roboport is retracted.
  Integration:
    - Requires GZ-Loot 1.0.27 for direct retrieval of GZ-Loot enemy reward bags.
Version: 0.2.6
Date: 2026-09-19
  Changes:
    - Split Acid, Frost, Toxic, Fire, and Regenerative Body Meshes into individual technologies.
    - Acid/Frost/Toxic/Fire Body Mesh technologies require Military 3 and mirror its final science cost.
    - Regenerative Body Mesh requires Nuclear Science when available and consumes nuclear science packs.
    - Regenerative Body Mesh recipe now requires 1 uranium-235 in addition to 1 Chitin Membrane.
Version: 0.2.5
Date: 2026-09-19
  Features:
    - Added five 2x4 stackable Chitin Body Mesh equipment layers using the supplied full-body mesh art.
    - Acid, Frost, Toxic, and Fire meshes grant 10% resistance at Normal quality plus 2 percentage points per actual quality step.
    - Regenerative meshes restore 10% of maximum health per minute at Normal quality plus 2 percentage points per quality step.
    - Body Meshes may be mixed up to 10 total layers, with a maximum of 5 of any one type.
    - Quality scaling counts actual quality steps, so Legendary is 18% and GZ-Tweaks Mythical is 20% per layer.
    - Added Hazmat compatibility so poison/toxic protection cannot exceed 100% when Toxic Body Meshes are combined with Hazmat protection.
Version: 0.2.3
Date: 2026-09-19
  Changes:
    - Corrected the wet-processing chain so the Chitin Crusher produces Biter Dregs only.
    - Wet crushing is now 5 Shell Fragments + 20 Water -> 20 Biter Dregs.
    - Sulfuric separation is now 20 Biter Dregs + 20 Sulfuric Acid -> 1 Chitin Extract + 20 Sulfuric Macerate.
    - Chitin Membrane processing now uses the centrifuging category instead of generic chemistry.
    - Updated descriptions to make Biter Dregs the complete pre-separation biological feedstock rather than a leftover waste stream.
  Notes:
    - The existing Chitosan Resin branch remains 2 Chitin Extract + 20 Nitric Acid -> 1 Resin + 20 Nitric Macerate.
    - The furnace/transmutation branch is intentionally not invented in this pass; its final product still needs to be defined.
Version: 0.2.2
Date: 2026-09-19
  Features:
    - Added the Chitin Crusher, a planet-usable red-tinted clone of the Space Age Crusher.
    - Added a dedicated gz-chitin-crushing recipe category.
    - Added a west-side water input and east-side Biter Dregs output; both rotate with the machine.
  Changes:
    - Chitin Extraction now runs in the Chitin Crusher instead of a generic chemistry machine.
    - The Chitin Crusher currently uses the vanilla Crusher crafting ingredients and is enabled directly.
Version: 0.2.1
Date: 2026-09-18
  Changes:
    - Made GZ-Chemistry and GZ-Pipeworks hard dependencies.
    - Chitin macerates now always use the Pipeworks corrosive-fluid routing contract.
Version: 0.2.0
Date: 2026-09-18
  Features:
    - Locked the first full Chitin chemistry recipe baseline.
    - Chitin Extraction: 5 Shell Fragments + 20 Water -> 1 Chitin Extract + 10 Biter Dregs in 2 seconds.
    - Chitosan Resin: 2 Chitin Extract + 20 Nitric Acid -> 1 Chitosan Resin + 20 Nitric Macerate in 4 seconds.
    - Chitin Membrane: 2 Chitin Extract + 20 Water -> 1 Chitin Membrane in 3 seconds.
    - Sulfuric Maceration: 20 Biter Dregs + 20 Sulfuric Acid -> 20 Sulfuric Macerate in 4 seconds.
    - Oxidizing Macerate: 20 Sulfuric Macerate + 20 Nitric Macerate -> 40 Oxidizing Macerate in 3 seconds.
  Dependencies:
    - Requires GZ-Chemistry 0.1.1 for Nitric Acid and its upstream Saltpeter chemistry.
  Notes:
    - No legacy aliases or migration paths are included; these are new prototypes/recipes.
Version: 0.1.2
Date: 2026-09-18
  Features:
    - Added Sulfuric Macerate, Nitric Macerate, and Oxidizing Macerate fluid prototypes and graphics.
    - Registered all three macerates as corrosive process fluids for GZ-Pipeworks compatibility.
    - Added GZ-Chemistry dependency.
  Changes:
    - Removed the old Caustic Macerate concept rather than retaining a legacy prototype.
Version: 0.1.1
Date: 2026-09-18
  Features:
    - Registered Shell Fragment enemy drops through GZ-Loot source-scoped registration.
Version: 0.1.0
Date: 2026-08-21
  Features:
    - Initial Chitin materials and recipe prototypes.
Version: 0.2.4
Date: 2026-09-19
  Features:
    - Added Chitin Reinforced Wall (8,000 HP) as a Foundry branch from GZ-Tweaks Reinforced Wall.
    - Added strong conditional cold resistance to Chitin Reinforced Walls when a cold damage type exists.
    - Added Regenerative Wall (24,000 HP) as a Foundry branch from GZ-Tweaks Uranium Wall.
    - Added passive regeneration to Regenerative Walls.
    - Both biological wall recipes consume Chitosan Resin and disable productivity.
    - Added supplied full custom wall connection graphics for both wall variants.