GZ Ecology

by gz-mods

Ecology, algaculture, stromatolites, pollution recovery, and agricultural nutrient systems.

Content
12 hours ago
2.0
108
Enemies Mining Manufacturing

Changelog

Version: 0.3.35
Date: 2026-10-19
  Changes:
    - Declare exact GZ-owned crafting items and recipes in crafting_catalog.lua; organize them into curated semantic crafting rows.
    - Do not claim third-party prototypes or generate crafting-tab ownership from prototype snapshot differences.

Version: 0.3.34
Date: 2026-10-14
  Features:
    - GZ iron, copper, calcite, and phosphate stromatolites absorb 0.002 pollution per second each (2x the standard tree rate).
    - Carbon stromatolites absorb 0.005 pollution per second each (5x the standard tree rate).
    - Native plant emissions apply to both wild and farmed stromatolites without scripted scans, powered towers, or changes to harvest yields.
Version: 0.3.33
Date: 2026-10-14
  Changes:
    - Stromatolite Farming now requires Agriculture plus mining any stromatolite (native, GZ, or similarly named modded species), not Agricultural Science or any research packs.
    - Player, robot, and agricultural-tower harvests all count; no active pollution removal was introduced.
Version: 0.3.32
Date: 2026-10-14
  Fixes:
    - Campfire shell-fragment cooking is available immediately, with no Fishing Port research requirement.
    - Keep the existing furnace bait recipe and its unlock unchanged.
Version: 0.3.31
Date: 2026-10-14
  Features:
    - Added a campfire-only recipe converting 1 GZ shell fragment to 1 Cooked Biter Bait in 4 seconds.
    - Campfire bait cooking unlocks with Fishing Port research when GZ Terra's campfire is present.
    - Regular furnace bait cooking remains unchanged; no fragment-burning or disposal recipe was added.
Version: 0.3.30
Date: 2026-10-12
  Fixes:
    - Prevent GZ iron/copper stromatolite plants from inheriting Yumako's natural autoplace when cloned.
    - Retain their Yumako agricultural-tower planting rules; natural wild colonies of the other three strains are unchanged.
Version: 0.3.29
Date: 2026-10-04
  Fixes:
    - Natural/wild stromatolite colonies now spawn fully mature instead of running the 10-minute cultivated growth cycle.
    - On configuration change, existing stromatolites that are clearly outside agricultural-tower planting areas are matured immediately; cultivated plants near towers are preserved.
  Diagnostics:
    - Includes the new Gizmod performance-capture provider and Ecology subsystem timing scopes introduced in 0.3.28.
Version: 0.3.28
Date: 2026-10-04
  Diagnostics:
    - Added Gizmod performance-capture provider support for GZ Ecology.
    - Captures aggregate Factorio event timings plus named Ecology scopes for honeypot attraction, beehive chunk/backfill work, fishing-dock updates, stromatolite colony conversion, fertilizer application, and entity lifecycle handling.
    - Profiling instrumentation remains inert outside an explicit Gizmod performance-capture window and writes raw LuaProfiler samples to GIZMOD_logs/perf_gz-ecology.log.
Version: 0.3.26
Date: 2026-09-26
  Documentation:
    - Added the root AGENTS.md integration charter with mod-specific authority rules and the canonical GIZMOD service/API guide.
Version: 0.3.25
Date: 2026-09-25
  Integration:
    - Registered Ecology with the GIZMOD Item Tabs API; items, fluids, and recipes created by this mod are grouped into its own row under the active MASTER tab.
Version: 0.3.24
Date: 2026-09-25
  Changes:
    - Updated stromatolite harvest text to call the rare bacterial byproduct Wild Stroma Bacteria.

Version: 0.3.23
Date: 2026-09-25
  Changes:
    - Every GZ stromatolite harvest now has a 50% chance to yield 4-8 Wild Neurotoxic Bacteria for the Hazardous Materials biological-agent chain.

Version: 0.3.22
Date: 2026-09-25
  Compatibility:
    - Replaced the GZ Chemistry dependency with GZ Hazardous Materials.
Version: 0.3.21
Date: 2026-09-23
  Changes:
    - Added dedicated icons for Superphosphate Fertilizer Solution and Ammonium Nitrate Solution.
    - Moved the liquid fertilizer fluids into the fluid subgroup/category instead of the intermediate-product subgroup.
    - Requires gz-terra-assets-2 1.0.4 for the new liquid fertilizer icons.
Version: 0.3.20
Date: 2026-09-23
  Fixes:
    - Corrected Advanced Agricultural Tower fluid-port coordinates for its even 2x2 footprint.
    - Ports now use the four half-tile corner centers: south/front-left, west/left-top, north/top-right, and east/right-bottom.
    - This fixes the right and bottom connections failing while left and top still worked.
Version: 0.3.19
Date: 2026-09-23
  Changes:
    - Replaced the Advanced Agricultural Tower animated base sheet with the approved static blue base graphic.
    - Added a separate aligned emissive/glow overlay while keeping the crane animation and shadow independent.
    - Changed the Advanced Agricultural Tower fluid interface to four corner-offset ports on its 2x2 footprint: front-left, left-top, top-right, and right-bottom.
    - The visible front-left nozzle now aligns with the south-facing fluid port.
Version: 0.3.18
Date: 2026-09-23
  Fixes:
    - Advanced Agricultural Tower now exposes only the west/left fluid connection, matching the fluid nozzle baked into the blue base graphic.
    - Fixed blue crane sprite assignment to match crane parts by semantic name instead of array index.
    - The supplied blue crane set has no crane-2/mast sprite; the missing mast part now correctly remains on the vanilla crane layer instead of shifting all later blue sprites onto the wrong segments.
Version: 0.3.17
Date: 2026-09-23
  Fixes:
    - Reduced the Advanced Agricultural Tower growth-area radius within each 2x2 planting cell from 0.8 to 0.45.
    - This prevents adjacent growth cells from visually overlapping in the agricultural overlay while keeping the same 9x9 grid / 80 usable planting cells.
Version: 0.3.16
Date: 2026-09-23
  Fixes:
    - Corrected the Advanced Agricultural Tower planting radius.
    - Reduced the tower from an unintended 15x15 planting grid to the intended 9x9 grid (80 usable planting cells around the 2x2 tower).
    - This also prevents the agricultural overlay from appearing excessively dense and hard to read.
Version: 0.3.12
Date: 2026-09-23
  Changes:
    - Added Superphosphate Fertilizer Solution and Ammonium Nitrate Solution.
    - Fertilizer concentrates are now mixed with water before agricultural application.
    - Advanced Agricultural Towers accept water, Superphosphate solution, or Ammonium Nitrate solution through their fluid connection.
    - Fluid application consumes 10 units per planted seed. Water gives +25% growth speed, Superphosphate +75%, and Ammonium Nitrate +125%.
    - Removed direct solid-fertilizer consumption by Agricultural Towers.
Version: 0.3.8
Date: 2026-09-23
  Features:
    - Added Superphosphate Fertilizer: 5 Phosphate + 5 Sulfate Waste -> 4 fertilizer.
    - Added Ammonium Nitrate: 20 Nitric Acid + 20 Ammonia -> 4 fertilizer.
    - Agricultural Towers consume one fertilizer per planted seed. Superphosphate gives +75% growth speed; Ammonium Nitrate gives +125% growth speed.
    - Added approved Factorio-style item graphics for both fertilizers.
    - Added Fertilizer Chemistry research after Stromatolite Farming and Electrolysis.
    - Left an explicit source note for the future military chain: 2 Explosives + 1 Ammonium Nitrate -> 1 High Explosive. Weapons remain outside GZ Ecology.
Version: 0.3.7
Date: 2026-09-23
  Fixes:
    - Corrected all GZ bacteria culture/breeding recipes to consume 1 fresh bacteria + 1 bioflux and produce 4 fresh bacteria.
    - Bacteria breeding output now resets freshness consistently with the existing cultivation recipes.
Version: 0.3.6
Date: 2026-09-23
  Changes:
    - Reduced natural Calcite, Phosphate, and Carbon stromatolite colony-anchor probability from 0.42 to 0.21.
    - Verified GZ Ecology does not replace, disable, or remove GZ Terra volcanic-rock autoplace; existing rocks continue to take placement priority over runtime-expanded stromatolites.
Version: 0.3.5
Date: 2026-09-23
  Changes:
    - Raised natural Calcite, Phosphate, and Carbon stromatolite colony-anchor probability from 0.065 to 0.42 on eligible shoreline habitat.
    - Tightened the anchor noise ramp to match the denser GZ-Terra river-crossing placement pattern while keeping colonies at 4-5 plants.
Version: 0.3.4
Date: 2026-09-23
  Changes:
    - Reworked natural stromatolite placement to use a native map-generation colony anchor, mirroring GZ-Terra river-crossing stone autoplace.
    - Removed the Gleba-biome exclusion gate for natural Calcite, Phosphate, and Carbon stromatolites.
    - Added Terra coastal beach sand, including black/red beaches, as valid natural colony habitat alongside shallow water.
    - Colony anchors are converted on chunk generation into compact 4-5 plant colonies and then removed.

Version: 0.3.3
Date: 2026-09-23
  Changes:
    - Increased natural Calcite, Phosphate, and Carbon stromatolite colony frequency from 0.24 to 2.0 colonies per eligible shallow-water chunk at Normal settings.
    - Reduced natural stromatolite colonies from 8-12 plants to 4-5 plants.
    - Reduced the minimum connected shallow-water footprint and colony spread to make small coastal pockets valid spawn sites.

Version: 0.3.2
Date: 2026-09-23
  Changes:
    - Added a Stromatolites map-generation control for the new Calcite, Phosphate, and Carbon strains.
    - New natural stromatolites generate as deterministic random colonies of 8-12 on shallow water.
    - Native Gleba and Terra's imported Gleba biome are excluded from the new colony generator.
    - Iron and Copper stromatolite autoplace behavior is unchanged.

Version: 0.3.1
Date: 2026-09-23
  Fixes:
    - Corrected stromatolite plant remove_decoratives to use Factorio's required string enum.

Version: 0.3.0
Date: 2026-09-23
  Changes:
    - Merged the active Beekeeping, wild beehive-tree, Honeypot, and directional Fishing Port systems from the 0.2.3 branch into the current Aquaculture/Stromatolite branch.
    - Kept the current Aquaculture Tower name and stromatolite progression instead of restoring the obsolete Algaculture Tower prototype.
    - Restored the complete blue Aquaculture crane artwork from the 0.2.3 branch.
    - Preserved the fixed hidden Aquaculture fluid-interface bounding box required by Factorio 2.0.
    - GZ Ecology continues to register with Gizmod and now advertises the merged ecology capabilities.

Version: 0.2.3
Date: 2026-09-21
  Changes:
    - Fishing Port boats now make wider sweeps through the directional 12x8 work area instead of hugging the dock edge.
    - Roaming targets favor offshore positions, require meaningful travel distance, and retarget less aggressively.
    - Boat roaming no longer resets at brief crafting-cycle boundaries.

Version: 0.2.2
Date: 2026-09-21
  Changes:
    - Moved Fishing Port research into GZ Ecology progression after Agriculture.
    - Fishing Port now costs 50 Automation + 50 Logistic science instead of the standalone mod's Captivity/Fish Breeding late-game gate.

Version: 0.2.1
Date: 2026-09-21
  Changes:
    - Integrated the stripped-down Fishing Port system and its boat/assets directly into GZ Ecology.
    - Fishing Port works a directional 12x8 water area and consumes Cooked Biter Bait for a 10% chance to catch 5 Raw Fish.
    - Cooked Biter Bait is smelted from GZ Chitin shell fragments.
    - Standalone fishing-dock is now incompatible to prevent duplicate prototypes.

Version: 0.2.0
Date: 2026-09-21
  Changes:
    - Renamed the Beehive item to Honey Bee Hive.
    - Bee Funneltrunk remains the cultivated tree name.

Version: 0.1.9
Date: 2026-09-21
  Fixes:
    - Consolidated duplicate locale section headers so each [section] appears only once.

Version: 0.1.8
Date: 2026-09-21
  Changes:
    - Honeypots are now explicitly non-repairable.

Version: 0.1.7
Date: 2026-09-21
  Changes:
    - Beehives now spoil after 10 minutes into 4 Honeycombs.
    - Beehives can be planted by Agricultural Towers as cultivated Bee Funneltrunks.
    - Mature Bee Funneltrunks yield 5 wood, 1 guaranteed Beehive, and a 55% chance for a second Beehive.
    - Removed the obsolete manual Open Beehive recipe; Honeycombs now come from hive spoilage.

Version: 0.1.6
Date: 2026-09-21
  Changes:
    - Replaced literal bee indicator graphics on beehive trees with a more noticeable orange floating swarm particle effect arranged in a loose spiral.
Version: 0.1.5
Date: 2026-09-21
  Performance:
    - Reworked beehive-tree selection to avoid expensive per-tree map-gen reads and hashing.
    - Reduced old-save beehive backfill from four dense chunks per second to one chunk per second.
    - Cached the map seed once per surface and reduced hive-selection work to roughly one roll per 200 trees.
Version: 0.1.4
Date: 2026-09-21
  Fixes:
    - Algaculture Tower now inherits all crane shadows and reflections directly from the Space Age Agricultural Tower while retaining the custom blue visible crane sprites.
Version: 0.1.3
Date: 2026-09-21
  Features:
    - Added wild beehive trees at roughly 1 per 200 trees.
    - New chunks are scanned once at generation; existing saves are backfilled lazily around active players.
    - Beehive trees show a warm glow and lightweight attached bee indicators.
    - Mining a beehive tree yields one Beehive item.
Version: 0.1.2
Date: 2026-09-21
  Changes:
    - Moved Honeypot biter-attraction runtime behavior into GZ Ecology.
    - Honeypots attract enemy units within 500 tiles using the staggered GZ-Tweaks scheduler.