GZ RPG

by gz-mods

RPG Integration for GIZMOD. Players gain XP and abiities from combat, research, exploration, and supported GZ systems.

Content
12 hours ago
2.0
412
Combat Character Enemies Environment

Changelog

Version: 0.1.31
Date: 2026-10-19
  Changes:
    - Centralize screen-window construction, glass theme, lifecycle and standard draggable headers through Gizmod gui_windows.
    - Keep existing panels, event handlers, names and gameplay data intact.

Version: 0.1.30
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: 0.1.29
Date: 2026-10-05
  Changes:
    - Routed Glass UI style selection through Gizmod's public Glass API.
Version: 0.1.28
Date: 2026-09-30
  Bugfixes:
    - Fixed Psionic Blast crashing in Factorio 2.0 by attaching stun stickers through LuaSurface.create_entity instead of the nonexistent LuaEntity.apply_sticker API.

Version: 0.1.27
Date: 2026-09-27
  Performance:
    - Status-effect overhead text is no longer destroyed and recreated every 30 ticks for every connected player.
    - Render objects now rebuild only when the visible status signature changes, with duration display bucketed to five-second steps to avoid render churn.

Version: 0.1.26
Date: 2026-09-26
  Integration:
    - Routed persistent RPG-derived stat bonuses through Gizmod's custom Bonuses GUI.
    - Routed Sprint and every registered active RPG status effect through the custom bonus API with source-mod ownership, duration, stack count, and optional icons.
    - Routed unlocked externally registered passive adaptations through the same GUI, so content mods inherit bonus presentation without implementing their own RPG-specific display layer.
Version: 0.1.25
Date: 2026-09-26
  Features:
    - Added a source-scoped external ability registry for content mods.
    - Added registered consumable triggers, generic per-player exposure counters, and permanent adaptation unlock state.
    - External active abilities now populate ALT+5 through ALT+0 while passive and triggered abilities appear in the Abilities tab without consuming slots.
    - Added callback-owned cooldown/MP handling for registered active abilities.
  Integration:
    - GZ Chitin can register its five biological adaptations and five serum triggers without RPG hard-coding Chitin content.
    - The legacy potion-list compatibility call now reports registered consumable items.
    - Capsule and script-trigger consumption paths are same-tick deduplicated so one serum only grants one exposure.
    - Persisted registry entries are pruned when their owning source mod is removed.
Version: 0.1.24
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: 0.1.23
Date: 2026-09-25
  Integration:
    - Registered RPG 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: 0.1.22
Date: 2026-09-24
  Changes:
    - Reworked Magic Eye into an invisible collisionless scripted radar placed at the cursor.
    - Magic Eye I/II/III now provide constant 3x3 / 5x5 / 7x7 chunk live vision for 5 / 10 / 15 minutes.
    - Magic Eye radars use void power, perform no long-range sector scanning, cannot be selected or attacked, and are automatically destroyed on expiry.
    - Existing pre-0.1.22 temporary chart reveals remain compatible and expire through the legacy cleanup path.

Version: 0.1.21
Date: 2026-09-24
  Changes:
    - Removed the decorative Abilities-tab background/header artwork and custom trim layer.
    - Kept the 96x96 etched ability icons, compact ability rows, and widened RPG window unchanged.

Version: 0.1.20
Date: 2026-09-24
  Changes:
    - Added true 96x96 GUI-specific ability sprites so the full etched medallions render instead of being cropped.
    - Rebuilt the Abilities header as a true 480x109 texture instead of displaying a cropped 1024x232 sprite.
    - Widened the RPG window by 40 pixels to eliminate the Abilities tab horizontal scrollbar.

Version: 0.1.19
Date: 2026-09-24
  Changes:
    - Reworked the Abilities tab to use fixed 96px ability rows with the etched ability icon occupying the full 96px row height.
    - Moved the hotkey label into its own compact column so it no longer steals height from the icon.
    - Scaled the decorative ability header art down substantially so more abilities fit on screen at once.

Version: 0.1.18
Date: 2026-09-24
  Changes:
    - Color-coded RPG progress meters: XP white, HP red, MP blue, ST green.

Version: 0.1.17
Date: 2026-09-24
  Fixes:
    - Removed an invalid horizontal_spacing assignment from the Abilities row frame that caused the Terra/RPG launcher to report a GUI construction error.

Version: 0.1.16
Date: 2026-09-24
  Changes:
    - Added a lightweight dock_status/ui_status remote snapshot for Gizmod XP/HP/MP/ST meters.

Version: 0.1.15
Date: 2026-09-24
  Global Statistics:
    - Reports each player's lifetime RPG kill count to Gizmod's shared statistics registry.
    - Kill statistics are refreshed after combat and synchronized on init/configuration so other GZ mods can consume the same canonical values.

Version: 0.1.14
Date: 2026-09-24
  Changes:
    - Replaced the RPG ability and Psionics icons with etched tungsten / astrolabe themed icons.
    - Redesigned the Abilities tab into compact framed rows so icons render at about 30% of their former display size.
    - Added a textured industrial header banner to the Abilities tab for a more worn, timeless interface feel.

Version: 0.1.13
Date: 2026-09-24
  Changes:
    - Added the public gz_rpg.cancel_sprint(player, reason) runtime API for other mods to interrupt Sprint safely.
    - Added gz_rpg.is_sprinting(player) for optional integration checks.

Version: 0.1.12
Date: 2026-09-24
  Changes:
    - Added a dedicated sprint ability icon and registered it as a custom GZ RPG sprite.
    - Updated the Abilities tab so Sprint now displays an icon like the other abilities.

Version: 0.1.11
Date: 2026-09-24
  Changes:
    - Added the Psionics research branch with new technology icons for Psionics, Psionics II, and Psionics III.
    - Magic Eye and Blink now upgrade globally through Psionics II/III: 17x17/5m -> 31x31/10m -> 45x45/15m and 15m -> 22m -> 30m.
    - Added level 40 Psionic Blast in ALT+4. It appears in the abilities list when you reach level 40 and stays visibly locked until Psionics is researched.
    - Added Factorio-style steampunk ability thumbnails for Magic Eye, Blink, and Psionic Blast in the RPG abilities panel.
Version: 0.1.10
Date: 2026-09-24
  Features:
    - Added level 20 Magic Eye (ALT+2): reveal a cursor-targeted 17x17 map area for 5 minutes.
    - Added level 30 Blink I (ALT+3): teleport toward the cursor up to 15 tiles.
  Changes:
    - Cursor-targeted abilities now receive CustomInputEvent.cursor_position directly.
Version: 0.1.9
Date: 2026-09-24
  Features:
    - Added a reusable runtime player status-effect system exposed through the gz_rpg remote interface.
    - Status effects support labels, symbols, colors, priorities, stack counts, durations, death clearing, and replace/max/extend refresh modes.
    - Active effects render as stacked world-space text above the character and are also shown in the RPG Player window.
    - Added register_status_effect, apply_status_effect, remove_status_effect, clear_status_effects, and get_status_effects API calls for other GZ mods.
Version: 0.1.8
Date: 2026-09-23
  Changes:
    - Merged the existing 0.1.7 RPG milestone implementation with Gizmod 1.0.58 custom milestone colors.
    - RPG level-up milestones now announce in gold (#ffd700).
    - Removed the duplicate plain local level-up message when the Gizmod milestone announcement succeeds.
    - Requires Gizmod 1.0.58 or newer.
Version: 0.1.7
Date: 2026-09-20
  Features:
    - Player level-ups now register and complete Gizmod milestones, producing the standard global Gizmod achievement announcement.
    - Multi-level XP awards announce every level crossed rather than only the final level.
Version: 0.1.6
Date: 2026-09-19
  Bugfixes:
    - Fixed a crash when awarding XP for segmented-unit kills (Demolishers and similar units).
    - LuaSegmentedUnit prototype names are now read from segmented_unit.prototype.name instead of the nonexistent segmented_unit.name field.
Version: 0.1.5
Date: 2026-09-19
  Changes:
    - Corrected Movement and Damage derived-stat scaling from /200 to /2000.
    - Replaced the display-only Range bonus with a real per-player Crafting Speed bonus.
    - Crafting Speed now scales as (WIL + LCK) / 2000 and preserves modifiers from other mods.
Version: 0.1.4
Date: 2026-09-19
  Changes:
    - GZ RPG's player and ability window now uses Gizmod's per-player Glass UI frame, tabbed-pane, scroll-pane, and card styles.
    - Vanilla Factorio GUI remains untouched.
Version: 0.1.3
Date: 2026-09-19
  Bugfixes:
    - Fixed Factorio 2.x runtime crashes caused by reading max_health directly from LuaEntityPrototype.
    - Character vitals and enemy XP now read LuaEntity.max_health from the live entity.
Version: 0.1.2
Date: 2026-09-19
  Changes:
    - Reworked the default RPG Player screen around a four-icon daily role selector.
    - Tank uses the tank icon, Sniper uses gun-turret, Support uses radar, and Engineer uses engine-unit.
    - Added VITALS AND STATUS and STATISTICS dashboard sections.
    - Added persistent per-player Total Kills, Enemy XP, Research XP, Research Rewards, Role Changes, and Abilities Used counters.
    - Renamed the main Character tab to Player while retaining the Abilities tab.
Version: 0.1.1
Date: 2026-09-19
  Changes:
    - Added native enemy-kill XP scaled by enemy durability, surface evolution, and the killed unit's GZ-Threat level when available.
    - Enemy kill XP is personal and is awarded only when the killer can be attributed directly to a player/driver; stationary turret kills do not passively farm RPG XP.
    - Added native technology XP pools based on weighted science packs and actual technology unit cost.
    - Technology XP is divided across every player on the researching force, including offline members, with deterministic remainder handling.
    - Added science weights: red 1, green 2, blue 3, gray 4, nuclear/fission 5, yellow 6, purple 7, space 8, Vulcanus 9, Fulgora 10, Gleba 11, Aquilo 12, and Promethium/Moshine/Age of Production late-game sciences 13.
    - Added research-start cost snapshots so infinite technologies pay the science cost of the level actually completed rather than the next level.
    - Script-completed technologies do not award XP because they consume no science packs.
    - Added XP-source counters and get_xp_rules/status diagnostics.
Version: 0.1.0
Date: 2026-09-19
  Changes:
    - Replaced the third-party RPG System bridge with native persistent GZ RPG progression.
    - Added level 1-999 progression with a post-level-200 exponential curve.
    - Added Tank, Sniper, Support, and Engineer permanent per-level growth roles.
    - Added STR/AGL/WIL/LCK derived HP, MP, stamina, movement, damage, and calculated range bonuses.
    - Added once-per-game-day role switching without rewriting previously earned stats.
    - Added a standalone Character/Abilities RPG window launched from Gizmod's R Dock button.
    - Reserved ALT+1 through ALT+0 for native abilities and implemented Sprint at level 10.
    - Preserved GZ_RPG compatibility calls and Terra Zed/merchant forwarding.