Terra Nauvis [GZ]

by gz-mods

Terra Nauvis: The Ultimate Factorio Single-Map challenge. Unified, topologically grounded ecosystem with all space age biomes/resources on one surface. Nauvis enemies level over time. Gleba enemies in Gleba terrain. Mini demolishers that come in 2s and 3s. Economy mechanics. Wood loop is required. Glass is non negotiable. Void Grade Glass leads to a 4th tier of assembling machine with a modest production bonus. Hardmode features are active. Not for the faint of heart. Bring fire power.

Overhaul
a month ago
2.0
81
Transportation Logistics Combat Character Enemies Environment Manufacturing

Changelog

Version: 1.1.20
Date: 2026-08-12
  Changes:
    - Fulgoran vault excavation: mining a fulgoran-ruin-vault now reveals a compact mineable Scrap resource field at the ruin location.
Version: 1.1.19
Date: 2026-08-07
  Changes:
    - Changed the standard transport belt craft to require 2 Wood while still producing 2 belts.
    - Added an alternate transport belt recipe that uses 1 Lumber instead of 2 Wood and mirrors the standard recipe unlocks.
    - Replaced the Lumber Mill's Lumber item icon with an icon made from the actual Lumber Mill artwork.
Version: 1.1.18
Date: 2026-08-07
  Changes:
    - Yellow inserters now require 1 Lumber.
    - Assembling machine 1 now requires 5 Lumber.
Version: 1.1.17
Date: 2026-08-07
  Changes:
    - Changed the automation science pack recipe to require Lumber instead of raw Wood.
    - Applied the Lumber requirement in both the hardmode and integrated void-glass recipe passes so later data-stage processing cannot restore Wood.
Version: 1.1.16
Date: 2026-08-06
  Changes:
    - Changed every wood-producing tree prototype to yield exactly 4 wood when mined, while preserving any additional non-wood products.
    - Confirmed the integrated forest-fire controller remains active with wild and pollution-driven natural ignition enabled by default.
Version: 1.1.15
Date: 2026-08-06
  Changes:
    - Opening a Supply Depot now goes directly to the FluxMart screen instead of showing its native inventory.
    - Removed the global Buy tab; the Economy window now contains only FluxMart and Auto Buy.
    - Kept the Supply Depot inventory hidden but operational for inserter-fed Scrap/Chitin recycling and tracked Auto Buy output.
Version: 1.1.14
Date: 2026-08-06
  Changes:
    - Restored the global Buy and per-Supply-Depot Auto Buy screens alongside FluxMart.
    - Added temporary Buy Screen and Auto Buy buttons while a Supply Depot inventory is open, preserving direct Scrap/Chitin deposits.
    - Re-enabled Supply Depot auto-buy runtime processing and tracked purchased output for inserter extraction.
    - Kept warehouse input strict: only Scrap and Chitin are credited/consumed; untracked items are rejected even when matching an output item.
Version: 1.1.13
Date: 2026-08-06
  Changes:
    - Converted approximately the landward half of Nauvis coastal shallows into a smoothly blended sand shelf.
    - Preserved the seaward shallow-water band, inland river crossings, swamp ponds, normal water, and deepwater topology.
    - Added mixed sand-1, sand-2, and sand-3 scoring across the new coastal shelf for natural variation.
Version: 1.1.12
Date: 2026-08-06
  Changes:
    - Converted the Supply Depot warehouse into a deposit-only recycler that accepts only Scrap and Chitin Fragments.
    - Accepted deposits are consumed immediately after their Flux value is credited to the depositing player.
    - Rejected all other item types with locked inventory filters and returned legacy depot output stock safely.
    - FluxMart purchases now go to the purchasing player's inventory instead of the recycler warehouse.
Version: 1.1.11
Date: 2026-08-05
  Changes:
    - Eliminated the crash-site sand patch generator's quadratic all-pairs search and per-candidate entity scans.
    - Deferred crash-site resource seeding and legacy ship cleanup until runtime ticks so save loading no longer appears to hang.
Version: 1.1.10
Date: 2026-08-05
  Changes:
    - Fixed bucket-gated sand hand-mining after the bucket is absorbed into the virtual toolbelt.
    - Changed fishing rod casting to Ctrl + right-click and restricted casts to water tiles without consuming bait on invalid clicks.
Version: 1.1.9
Date: 2026-08-04
  Changes
    - Fixed the lava and volcanic soil after changing ocean noise and breaking lava and volcanic soil.
Version: 1.1.7
Date: 2026-08-04
  Changes:
    - Reworked the Improvised Laser Pistol to use rechargeable half-scale supercapacitor ammunition with exactly 200 shots per magazine; the final shot returns a depleted shell.
    - Zed now provides two laser capacitors with the page-20 reward; existing reward recipients receive the two capacitors once during migration.
    - Added a laser capacitor charging slot to the Nuclear generator. Charging takes priority over grid output and consumes nuclear fuel.
    - Increased Nuclear generator fuel effectivity to 200% and capped maximum electrical output at 4.8 MW.
    - Fixed the damn water-cane sprouting everywhere and reworked the water topology to play better with cargo-ships
    - Derived baseline prices for petroleum products, tungsten plates, tungsten carbide, holmium plates, and carbon-fiber from pure intuition to get them to hide later-stage items in the fluxmart. Probably will have to tweak later based on actual math.
Version: 1.1.3
Date: 2026-08-03
  Changes:
    - Stuff that was hidden from tooltips no longer hidden
    - Stuff that was supposed to be hidden from tooltips is now hidden
    - big-volcanic-rock will now spawn, allowing tungsten crafting to be unlocked
    - Fulgoran vault ruins will now spawn normally inside cityscapes starting 374 tiles from spawn