Ecology, algaculture, stromatolites, pollution recovery, and agricultural nutrient systems.
Mods introducing new content into the game.
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.