GZ-Tweaks: Overhauling Enhancements and Compatibility for GIZMOD

by gz-mods

Gizmod-family compatibility and tweaks mod. Contains: Tiny cargo ships, Extended Agriculture, Fuel Barrels, Cranes, Quality Agriculture, Mythical Quality, Extended Quality, Barreling Machine, Acid Weapons, Honeypot, Personal Launcher Equipment, Wooden Platform, Bioflux Autofeed, Burner Seafloor Drill, starter bots, Early Mech Armor and Copper Bots (early bot tech), extended multiplier options for science

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Changelog

Version: 1.0.80
Date: 2026-10-19
  Bugfixes:
    - Prevent compact gz-stone-crusher from inheriting the source Crusher's next_upgrade (e.g. crusher-2), which has an incompatible fast_replaceable_group under overhaul mods.
    - Validate both compact and steam crusher upgrade links during data-final-fixes; preserve valid legacy crusher -> steam crusher upgrades created by Infrastructure.
Version: 1.0.79
Date: 2026-10-19
  Bugfixes:
    - Prevent Improvised Bots' early-construction-robot from inheriting the source construction robot's next_upgrade (e.g. bob-construction-robot-2), which may have a different fast_replaceable_group under Bob's/TIMSABA.
    - Clear any subsequently assigned upgrade target during data-final-fixes without modifying the vanilla or Bob's robot upgrade chains.
Version: 1.0.78
Date: 2026-10-19
  Bugfixes:
    - Correct Quality Processing batch sizing for items with stack_size=1, including prototypes without an explicit not-stackable flag such as blueprint books.
    - Recognize engine-defined non-stackable planner, blueprint, inventory and remote item types, preserving single-item ingredient/product counts across all quality tiers.
    - Keep normal stackable items batched and preserve the 1.0.77 TIMSABA fluid compatibility changes.
Version: 1.0.77
Date: 2026-10-19
  Compatibility:
    - Resolve Quality Processing upgrade-recipe fluids against the final loaded prototypes. When an overhaul such as TIMSABA removes sulfuric-acid in favor of angels-liquid-sulfuric-acid, normal-quality upgrades use the surviving Angel's sulfuric acid with the original quantity and crafting requirements.
    - Validate additional quality-tier item/fluid ingredients and results once per tier; skip tiers with unresolved dependencies instead of registering invalid generated recipes that cause assignID startup errors.
    - Keep Quality Processing generation in data-final-fixes; retain the optional TIMSABA load-order dependency, recipe IDs, and prior fixes.
Version: 1.0.76
Date: 2026-10-19
  Compatibility:
    - Generate all universal barrel items and fill/empty/direct-steel recipes exclusively in data-final-fixes in every modpack, not only those with TIMSABA. This avoids creating recipes from fluids or items removed during another mod's data-final-fixes.
    - Keep the Barreling Plant prototype in data, its hidden recipes in data-final-fixes, and the invalid-barrel-recipe/unlock cleanup after generation. Fuel-barrel processing still follows the barreling pass.
    - Preserve existing barrel IDs, the optional TIMSABA dependency, and earlier compatibility fixes.
Version: 1.0.75
Date: 2026-10-19
  Bugfixes:
    - With TIMSABA installed, delay universal barrel item and recipe generation until data-final-fixes, after TIMSABA removes or replaces fluid and barrel prototypes. Prevent recipes such as gz-fill-ammonia-barrel-from-steel from referencing removed items.
    - Remove any generated or conventional barrel recipe whose ingredient or result was subsequently removed, including its technology unlock effect. This protects other modpacks against late prototype removal without altering unrelated recipes.
    - Preserve earlier universal barreling generation for modpacks without TIMSABA and retain existing prototype names, steam/quality fixes, and compatibility dependencies.
Version: 1.0.74
Date: 2026-10-19
  Bugfixes:
    - Build diagonal-inserter hand and platform sprite definitions independently of the source inserter. Prevent a data-stage crash if TIMSABA or another overhaul changes platform_picture.sheet into sheets or directional sprites.
    - Accept both keyed and indexed pickup/drop positions when deriving diagonal reach.
    - Preserve the existing diagonal-inserter IDs, graphics assets, recipes, technology unlocks and optional TIMSABA load-order dependency.
Version: 1.0.73
Date: 2026-10-19
  Compatibility:
    - Add optional dependency on TIMSABA so GZ-Tweaks runs after its prototype and tile removals when both mods are installed.
    - Wooden Platform now builds its allowed-tile list after TIMSABA removes unsupported tiles (including muluna-gravel).
    - Preserve wooden-platform prototype IDs; no save migration or platform rename.
Version: 1.0.72
Date: 2026-10-19
  Bugfixes:
    - Resolve Quality Seeds sprite metadata from GZ-Tweaks' bundled Lua files while keeping the PNGs in GZ Tweaks Assets. Prevent missing-width/height greenhouse animation layers in mixed overhaul modpacks.
    - Apply the same metadata-safe loader to the Space Cultivator, Spore Tower, and Quality Seeds pipe sprites.
    - Support layered and size-based third-party plant trunk/leaf graphics when building greenhouses; skip unsupported plant sprites rather than emitting invalid prototype layers.
Version: 1.0.71
Date: 2026-10-19
  Bugfixes:
    - Fix compatibility startup crash when Project T.I.M.S.A.B.A. rewrites Barreling Plant fluid outputs after GZ-Tweaks generates them.
    - Stop pinning main_product on hidden Barreling Plant empty-barrel recipes and give all hidden plant recipes explicit icons/localized names.
    - Stop pinning main_product on generated Quality Seeds GMO recipes, which already have independent icons.
    - Synchronize Registry, status, and data-router reported version with the packaged mod version.
Version: 1.0.70
Date: 2026-10-19
  Bugfixes:
    - Stop pinning the main product on generated Quality Processing recipes. Later overhaul mods can remap their results without triggering an invalid-main-product startup error.
    - Preserve the recipe's explicit icons, ingredients, output amounts, and quality-processing behavior.
Version: 1.0.69
Date: 2026-10-18
  Bugfixes:
    - Fixed Quality Seeds startup crash for compatible plants whose trunk sprites omit the optional shift vector.
    - Accept both array and keyed Vector shifts while preserving existing trunk placement offsets.
Version: 1.0.67
Date: 2026-10-05
  Bugfixes:
    - Reinstall the gz-tweaks remote interface in on_load so joining multiplayer clients expose the same Gizmod Dock accessory callbacks as the server.
    - Fix multiplayer desync where the server rendered the Show agriculture Dock checkbox but a joining client skipped it, shifting subsequent GUI object IDs.
Version: 1.0.66
Date: 2026-10-05
  Changes:
    - Replaced private GZ Dock GUI scanning/injection with the Gizmod Dock accessory API.
    - Corrected runtime Registry/status/data-router version reporting to 1.0.66.
Version: 1.0.64
Date: 02. 10. 2026
  Bugfixes:
    - Fixed universal barreling crashing during data-updates when a fluid uses an icons table whose layers omit icon_size (including base steam).
    - Normalize inherited/default fluid icon sizes before composing generated barrel recipe icons.
Version: 1.0.63
Date: 30. 09. 2026
  Features:
    - Integrated GZ Teleporter Beacons as a native, default-enabled GZ-Tweaks feature.
    - Added native orange Improvised Bots using the former Copper Construction Robots prototype names for save compatibility.
    - Added native gray Early Mech Armor with the existing GZ 4x4 grid, flight, movement bonus, and terrain guard behavior.
  Compatibility:
    - Removed optional dependencies on Copper Construction Robots and Early Mech Armor; standalone copies are now incompatible because GZ-Tweaks owns the same prototype names.
    - Standalone GZ-Teleport is now incompatible; existing beacon entities can migrate because GZ-Tweaks preserves its public prototype names.
Version: 1.0.62
Date: 29. 09. 2026
  Bugfixes:
    - Correct compact Cargo Ships hidden-engine rolling-stock geometry. The collision box now extends safely beyond the half-scale joint positions, satisfying Factorio's required 0.2-tile joint border.
Version: 1.0.61
Date: 2026-09-29
  Bugfixes:
    - Fixed compact Cargo Ships hidden engine rolling-stock geometry failing Factorio's joint/bounding-box validation.

Version: 1.0.60
Date: 2026-09-29
  Features:
    - Added optional Cargo Ships integration with Compact Cargo Ship and Compact Tanker Ship variants.
    - Compact ships use the original Cargo Ships graphics at half scale and a 1.5 x 7.5 tile collision footprint.
  Balance:
    - Compact cargo and tanker capacities are 50% of their source ships and maximum speed is 125% of the source ships.
  Compatibility:
    - Original Cargo Ships prototypes are left unchanged; compact ships register through Cargo Ships' public add_ship runtime API.

Version: 1.0.59
Date: 2026-09-28
  Changes:
    - Removed Electrified, Solar, and Accumulator Concrete prototype/runtime ownership; these systems now live in GZ Infrastructure.
    - Removed the Tweaks electrified-concrete startup setting and electrification overlay shortcut.
    - Dredgeworks fill selection still detects Electrified Concrete dynamically when GZ Infrastructure is installed.
    - Require GZ Tweaks Assets 1.0.3.

Version: 1.0.58
Date: 2026-09-28
  Fixes:
    - Require GZ Tweaks Assets 1.0.2 so sprite metadata used by integrated Quality Processing and Quality Seeds is available after the asset split.

Version: 1.0.57
Date: 2026-09-27
  Changes:
    - Increased Accumulator Concrete capacity from 30 kJ to 600 kJ per tile.
    - Increased native charge/discharge flow to 36 kW per tile, preserving the vanilla accumulator charge-time ratio.

Version: 1.0.56
Date: 2026-09-28
  Balance:
    - Accumulator Concrete charge/discharge flow now matches the vanilla accumulator charge-time ratio: 1.8 kW per tile for 30 kJ per tile.

Version: 1.0.55
Date: 2026-09-27
  Features:
    - Added a per-player shortcut-bar toggle for the 16x16 electrification overlay.
    - Active electrical regions display the gold grid and centered lightning bolt; inactive/incomplete regions display a muted gray grid.
    - Active region center nodes are selectable so clicking the lightning bolt opens Factorio's native electric-network information panel.
  Changes:
    - Electrification visualization is now controlled by the shortcut toggle instead of the held floor item.

Version: 1.0.54
Date: 2026-09-28
  Changes:
    - Split graphics and audio into the required gz-tweaks-assets companion mod.
    - Repointed integrated and third-party prototype asset paths to gz-tweaks-assets.

Version: 1.0.53
Date: 2026-09-28
  Changes:
    - Rebuilt Electrified, Solar, and Accumulator Concrete tile art as true 4x4 floor modules.
    - 1x1 and 2x2 fallback variants are now derived from the same full-panel art so contiguous placement merges like Wooden Platform rather than repeating a one-tile stamp.

Version: 1.0.52
Date: 2026-09-27
  Features:
    - Integrated Quality Processing 1.2.14 behind a default-enabled GZ-Tweaks startup option when Space Age and Quality are installed.
    - Preserved upstream Quality Processing prototype/setting names for compatibility while routing runtime events through GZ-Tweaks.
  Assets:
    - Bundled Quality Processing's MIT-licensed machine/item graphics; no exact duplicate image assets were found in the supplied GZ Terra asset packs or existing GZ-Tweaks.

Version: 1.0.51
Date: 2026-09-27
  Fixes:
    - Added compatibility alias tile sprites for electrified concrete art so z-prefixed sprite lookups resolve correctly during mod load.
Version: 1.0.50
Date: 2026-09-27
  Changes:
    - Removed Blue Wire, its startup option, recipe/prototype integration, locale, and artwork.
Version: 1.0.49
Date: 2026-09-27
  Performance:
    - Reworked conductive flooring into aligned 16x16 quarter-chunk state machines instead of one hidden electrical helper per tile.
    - Each complete quarter-chunk now uses one hidden network node plus at most one aggregate solar helper, one aggregate accumulator helper, and one soft glow helper.
    - Runtime work remains event-driven; tile changes rescan only the affected 16x16 region and there is no per-tick floor scan.
  Features:
    - A quarter-chunk activates only when all 256 tiles are Electrified, Solar, or Accumulator Concrete.
    - Solar output and accumulator capacity are aggregated natively at 15 kW and 30 kJ per contributing tile.
    - Selecting any conductive concrete displays a player-local gold 16x16 grid overlay with one centered lightning bolt for each active region.
    - Electrification overlay uses a high render layer so it appears above territory visualization.
  Bugfixes:
    - Preserves accumulator charge across active-region helper rebuilds and while a region is temporarily incomplete, capped to remaining storage capacity.
    - Completed hidden-entity cleanup/migration and external-pole reconnection hooks.
    - Dredgeworks fill selector no longer offers Electrified Concrete when that startup feature is disabled.
Version: 1.0.48
Date: 2026-09-27
  Changes:
    - Added Electrified Concrete as a third per-player Dredgeworks water-fill selector choice.
    - Existing Landfill/Refined Concrete player preferences migrate automatically.
    - Electrified, Solar, and Accumulator Concrete remain compatible members of the conductive floor family for water-fill use.
Version: 1.0.44
Date: 2026-09-27
  Features:
    - Absorbed the standalone Diagonal Inserter into GZ-Tweaks.
    - Added a magenta Long-handed Diagonal Inserter electromagnetic upgrade.
    - Added a default-enabled startup option for diagonal inserters.
Version: 1.0.43
Date: 2026-09-27
  Features:
    - Added default-enabled startup option for Electrified/Solar/Accumulator Concrete.
    - Added default-enabled Blue Wire item and recipe, unlocked with Circuit Network.

Version: 1.0.41
Date: 2026-09-27
  Performance:
    - Agriculture range overlays no longer destroy, rescan, and redraw every enabled player's 640x640 search area every five seconds while stationary.
    - Periodic overlay refresh now occurs only after the player moves at least 64 tiles; tower build/remove events and surface changes still refresh immediately.

Version: 1.0.40
Date: 2026-09-26
  Bugfixes:
    - Fixed Cumberdale/Marjory cactus plant prototype loading: tile_buildability_rules.required_tiles now uses a valid TileCollisionMaskConnector instead of a tile-name array.
    - Added a dedicated cactus-ground collision layer to supported red-desert and Moshine desert tiles so cultivated cacti remain restricted to the intended terrain.
Version: 1.0.39
Date: 2026-09-26
  Integration:
    - Routed the Bioflux Autofeeder's temporary movement/mining/crafting bonuses through Gizmod's custom Bonuses GUI.
    - Routed Early Mech Armor's scripted +20% movement bonus through the same API while the armor is equipped.
Version: 1.0.38
Date: 2026-09-26
  Features:
    - Added Cumberdale Cactus (short) and Marjory Stewart-Baxter Cactus (tall) desert plants using the supplied 15-variant artwork.
    - Added Cactus Flower and Cactus Seed harvest items. Cacti mature in 5 minutes and yield 4 wood, 1.05 cactus flowers on average, and 1.20 cactus seeds on average.
    - Cactus Seed uses the normal Space Age tree-seed visual language and propagates the cultivable short cactus.
  World Generation:
    - Cacti are restricted to Nauvis red-desert tiles and the verified Moshine desert tiles moshine-rock, moshine-dust, moshine-sand, and moshine-dunes when those tiles exist.
  Compatibility:
    - Cactus plants are explicitly ignored by the integrated Quality Seeds scanner so it does not synthesize parallel cactus cultivation/seed paths.
Version: 1.0.37
Date: 2026-09-26
  Features:
    - Added an enabled-by-default 1x2 Stone Crusher for the shared sand production chain.
    - Stone Crusher crafting speed is 1.25 and the shared stone-to-sand recipe converts 1 stone into 2 sand in 1 second.
    - When Terra's canonical stone-to-sand recipe is present, it is routed through the dedicated crusher instead of duplicating the recipe.
    - Reuses and scales the Space Age Crusher artwork; the machine is available wherever the shared sand item is present.
Version: 1.0.36
Date: 2026-09-26
  Locale:
    - Added missing Crossbow/Ballista item, recipe, ammo-category, description, and technology localization.
    - Added the Lumber transport-belt recipe localization fallback used by the GZ logistics compatibility path.
Version: 1.0.35
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: 1.0.34
Date: 2026-09-25
  Integration:
    - Registered Tweaks 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: 1.0.33
Date: 2026-09-21
  Bugfixes:
    - Reworked Dredgeworks wire buoy placement compatibility to explicitly require water tiles, preventing Factorio from requesting landfill or foundation beneath the buoy.
Version: 1.0.32
Date: 2026-09-21
  Changes:
    - Replaced the free-floating Dredgeworks landfill/refined-concrete screen button with a native Factorio shortcut-bar toggle.
    - The shortcut uses Factorio's bottom-right shortcut rows and standard configuration/reordering behavior.
  Migration:
    - Removes the legacy naked viewport button from existing players when the mod updates.
Version: 1.0.31
Date: 2026-09-21
  Compatibility:
    - Fixed Dredgeworks Wire Buoy placement on water by removing tile/foundation buildability rules inherited from big-electric-pole.
    - The Wire Buoy keeps Dredgeworks' own water-only collision mask, so it remains unplaceable on normal land while no longer requesting landfill or foundation under itself.
Version: 1.0.30
Date: 2026-09-21
  Compatibility:
    - Dredgeworks blueprint water-fill default is now selectable independently per player with a bottom-right Landfill/Refined Concrete toggle.
    - Dredgeworks' startup default is retained as each player's initial preference; GZ-Tweaks restores the prototype-global cover tile to landfill and substitutes refined-concrete tile ghosts only for players who select it.
Version: 1.0.28
Date: 2026-09-21
  Changes:
    - Removed the Honeypot prototype, setting, assets, and runtime behavior; Honeypot now belongs to GZ Ecology.
Version: 1.0.27
Date: 2026-09-20
  Features:
    - Added startup option "Enable fuel barrels" (enabled by default).
    - Folded Barrels O' Fuel 2.0.0 behavior into GZ-Tweaks: filled barrels inherit combustible-fluid fuel values and return their empty barrel when burned.
    - Added source-compatible fallback fuel values for petroleum gas, heavy oil, and light oil when those fluids do not already define one.
  Compatibility:
    - Added an incompatibility with standalone barrels-o-fuel to prevent overlapping prototype mutations.
    - Fuel-barrel processing runs after GZ-Tweaks universal barreling so generated modded-fluid barrels are covered.
Version: 1.0.26
Date: 2026-09-20
  Features:
    - Added startup option "Enable cranes" (enabled by default).
    - Folded Cranes 2.0.0 into GZ-Tweaks, preserving the crane-short and crane prototype IDs.
  Compatibility:
    - Added an incompatibility with standalone cranes to prevent duplicate prototype definitions.
    - Applied the intended circuit connector definitions directly to the integrated crane entities.
Version: 1.0.25
Date: 2026-09-20
  Features:
    - Added startup option "Enable additional Gleba farming" (enabled by default).
    - Folded Slipstack Agriculture 1.1.0, Fluroflux 1.0.2, and Boompuff Agriculture 1.1.0 into GZ-Tweaks.
  Changes:
    - Routed Boompuff runtime explosion/research behavior through GZ-Tweaks' shared event dispatcher.
    - Preserved Wayward Seas raised-lakebed compatibility for integrated Slipstacks.
Version: 1.0.24
Date: 2026-09-19
  Features:
    - Added integrated GZ Searchlight using SearchlightAssault MIT graphics and research concept.
    - Reimplemented runtime scanning with direct-teleport scan targets, staggered 5 Hz visual updates and 2 Hz local footprint detection.
  Performance:
    - No pathfinding turtle, per-tick full searchlight walk, runtime turret replacement, or boosted copies of neighboring turrets.
Version: 1.0.23
Date: 2026-09-19
  Fixes:
    - Removed the Titanium Wall/Gate tier completely instead of retaining hidden compatibility prototypes.
    - Stone -> Iron -> Steel now proceeds directly into the Reinforced wall family.
    - Removed the obsolete Titanium technology, recipes, items, entities, gate, upgrade links, and locale entries.
    - Fixes Factorio data-stage validation rejecting titanium-wall because its hidden mining result was paired with next_upgrade.
Version: 1.0.22
Date: 2026-09-19
  Changes:
    - Consolidated the two parallel additional-wall families into one upgrade progression: Stone -> Iron -> Steel -> Reinforced -> Structured -> Uranium -> Enriched Uranium.
    - Removed Titanium Wall/Gate from the visible progression because its 2400 HP overlapped the 2500 HP reinforced tier; legacy prototypes remain hidden for save compatibility and upgrade into Reinforced.
    - Renamed the imported Mk1 Steel Wall/Gate to Reinforced Wall/Gate to remove the duplicate Steel Wall name.
    - Matching wall and gate recipes now unlock from the same technology; the redundant standalone gate technologies are hidden.
    - Normalized upper-tier recipes to one-for-one wall/gate upgrades and made their resistances monotonically stronger than the preceding tier.
    - Unified next_upgrade/fast-replace links across the complete visible wall and gate progression.
Version: 1.0.21
Date: 2026-08-25
  Bugfixes:
    - Fixed Water Balloon player healing crashing under Factorio 2.0 by reading LuaEntity.max_health instead of the invalid LuaEntityPrototype.max_health field.
    - This synchronizes the standalone GZ-Tweaks implementation with the already-correct absorbed GZ-Tweaks copy in GZ-Terra.
Version: 1.0.20
Date: 2026-08-24
  Bugfixes:
    - Fixed shattering shotgun shell prototype loading on Factorio 2.0 by applying pellet repeat_count to the shotgun trigger entry instead of the action array.

Version: 1.0.19
Date: 2026-08-24
  Changes:
    - Split Lighted Poles out of the "Additional walls" startup option into its own "Lighted poles" startup option.
    - The new Lighted Poles option is enabled by default.
    - "Additional walls" now controls only the integrated wall/gate tiers.
    - Runtime lighted-pole lamp management follows the new independent setting.

Version: 1.0.18
Date: 2026-08-24
  Features:
    - Added startup option "Additional weapons and ammo types" (enabled by default).
    - Integrated Mk2 turret/shattering-ammo content, VortiK cannon turrets, Ballista/Crossbow content, and Space Age planetary ammunition.
    - Added startup option "Additional walls" (enabled by default).
    - Integrated FactorioExtended-style wall/gate tiers, IndustrialCraft reinforced wall/gate tiers, and Lighted Poles+ infrastructure using source defaults.
  Compatibility:
    - The absorbed source mods are marked incompatible to prevent duplicate prototype definitions.
    - FactorioExtended weaponry behavior is recreated with base-game graphics/material fallbacks because its separate Assets/Core packages were not supplied.

Version: 1.0.17
Date: 2026-08-23
  Fixes:
    - Hardened compact GZ-Dock discovery so Show agriculture can reattach on existing saves even when Gizmod's private Dock GUI name changed.
    - Added launcher-signature fallback detection for the stable G/D/E/C/T Dock controls, stale-control cleanup, immediate post-registration refresh, and the existing once-per-second reattach pass.
Version: 1.0.16
Date: 2026-08-23
  Changes:
    - Moved the per-player Show agriculture toggle out of the expanded Tweaks panel and into the permanent compact GZ-Dock for quick access.
    - Removed the now-redundant expanded Tweaks GZ-Dock panel registration while retaining the agriculture overlay behavior.
Version: 1.0.15
Date: 2026-08-23
  Fixes:
    - Updated the Gizmod/GZ-Dock registration version to match the actual mod version so existing saves refresh the registered Tweaks panel instead of retaining stale registration metadata.
    - The GZ-Dock Tweaks panel continues to expose the per-player Show agriculture checkbox.
Version: 1.0.13
Date: 2026-08-23
  Features:
    - Added a GZ-Dock "Tweaks" panel with a per-player "Show agriculture" checkbox.
    - Show agriculture renders nearby agricultural-tower planting footprints as a subtle green ground overlay and follows the player across surfaces.
  Integration:
    - Added a gz-tweaks build_gizmod_panel remote interface and registered the panel with Gizmod.
    - Updated the Gizmod registration metadata to the current GZ-Tweaks version.
Version: 1.0.12
Date: 2026-08-23
  Changes:
    - Universal barrel items and fill/empty recipes are now generated during data-updates as well as the final compatibility pass.
    - This lets GZ-Economy see GZ-Tweaks-generated filled barrels while building its data-final-fixes price cache, without losing the late-fluid catch-all pass.
Version: 1.0.11
Date: 2026-08-23
  Changes:
    - Reduced the Barreling Plant from 2x2 to a true 1x1 footprint for clean tile alignment.
    - Moved its north/south fluid connections to the adjacent tile centers at {0,-1} and {0,1}, eliminating the between-tiles pipe connection caused by the even-sized footprint.
    - Rescaled Assembly Machine 2-derived artwork from 2/3 to 1/3 to match the new footprint.
Version: 1.0.10
Date: 2026-08-23
  Fixes:
    - Fixed Barreling Plant fluid pipe connections being outside the compact 2x2 furnace collision box.
    - Moved the input/output connection points to +/-0.75 tiles and explicitly oriented them north/south.
Version: 1.0.9
Date: 2026-08-23
  Features:
    - Moved the absorbed Quality Seeds 1.3.3 subsystem from Gizmod into GZ-Tweaks.
    - Preserved Enable Quality Seeds (default on), Balanced Cultivation (default on), and Freeplace Cultivators (default off), including their existing setting IDs.
    - Preserved all Quality Seeds prototype IDs so existing cultivators/items remain compatible when ownership moves between mods.
  Compatibility:
    - GZ-Tweaks is now incompatible with standalone quality-seeds to prevent duplicate prototypes.
    - Bundled Quality Seeds graphics, English locale, runtime spore behavior, and MIT attribution.
Version: 1.0.8
Date: 2026-08-23
  Features:
    - Absorb Adjustable Quality into GZ-Tweaks using the final Factorio 2.0-compatible upstream behavior/defaults.
    - Hide the individual Adjustable Quality tuning settings while preserving their setting IDs/defaults for future tuning.
    - Add one combined startup option for extended machine/infrastructure quality effects, enabled by default.
    - Add one startup option for a single Mythical quality tier above Legendary, enabled by default.
  Compatibility:
    - Mark standalone adjustable-quality incompatible to avoid duplicate global setting prototypes/quality rewrites.
Version: 1.0.7
  Changes:
    - Added independent startup options for universal fluid barreling and the automatic Barreling Plant; both are enabled by default.
    - Universal barreling generates missing filled-barrel items plus fill, direct-from-steel fill, and empty recipes for every fluid prototype.
    - Added a compact 2x2 Barreling Plant based on Assembly Machine 2 graphics. It is furnace-driven and automatically selects fill/unfill recipes from its item/fluid inputs without manual recipe selection.
    - Barreling Plant accepts either empty barrels or steel plates when filling and returns empty barrels when unbarreling.
Version: 1.0.6
  Changes:
    - Removed the per-tick nuclear-generator inventory/filter scan; fuel filters are now applied only when generators are discovered or built.
    - Capped Spider Mine Lua processing to 32 mines per tick and throttled armed target acquisition/chase checks.
    - Staggered Honeypot 500-tile attraction scans so only one honeypot performs the expensive unit query per pulse.
    - Disabled idle Early Mech player polling when the compatibility target is absent and no speed-bonus cleanup remains.
Version: 1.0.5
  Changes:
    - Added runtime Atlas ATF -> FluxMart integration through GZ-Economy's generic registration API.
    - Registers Atlas handheld firearm subgroups and ATF ammunition as military FluxMart goods.
    - Does not modify Atlas item groups/subgroups or move items into Factorio's normal combat crafting group.
    - Excludes Atlas components, resources, armor, drones, turrets, and suppressed trading items.
    - Prices and unlocks remain owned by GZ-Economy's generic recipe-derived systems; GZ-Tweaks carries no Atlas price table.
Version: 1.0.4
  Changes:
    - Absorbed Acid Weapons 1.0.0 directly into GZ-Tweaks, preserving original prototype names for save/blueprint compatibility.
    - Added startup option "Enable Acid Weapons", enabled by default.
    - Added an explicit conflict with standalone acid-weapons so duplicate prototypes cannot load.
    - Bundled Acid Weapons graphics, English/Portuguese locale, and MIT attribution.
    - Added optional load-order integration for Atlas_ATF and gz-economy.
    - When Atlas ATF and GZ-Economy are both installed, hides/disables Atlas Remote Market, Cash, Gold Bullions, Gems, Gem Box, all cash buying/selling recipes, and the related trade technology while preserving Atlas combat content.
    - Rebuilds GZ-Economy's data-stage price cache after Atlas trade suppression so hidden cash recipes cannot influence derived prices.
Version: 1.0.3
Date: 2026-06-02
  Changes:
    - Minor tweak to the nuclear generator dropped in hardmode to make it work when foundations-required is enabled.
    - Reduced the nuclear generator output to 16 MW and removed desirable dirt paths integration.
Version: 1.0.2
Date: 2026-05-31
  Changes:
    - Minor tweak to the nuclear generator dropped in hardmode to make it work when foundations-required is enabled.
    - Reduced the nuclear generator output to 16 MW and removed desirable dirt paths integration.
Version: 0.2.7
Date: 2026-05-23
  Changes:
    - Packaged Spider Mines directly into GZ-Tweaks alongside the integrated Personal Launcher and water balloons.
    - Integrated Personal Launcher now includes Spider Mine Capsule as a selectable payload mode.
    - Added Spider Mine Capsule prototypes, tiny spider runner runtime, settings, locale, unlocks, and notices.
Version: 0.2.5
Date: 2026-05-21
  Changes:
    - Optimized honeypot entity graphic to look slightly less stupid
    - Confirmed GIZMOD is not in fact a psyop
Version: 1.0.42
Date: 27. 09. 2026
  Features:
    - Added Electrified Concrete: 10 refined concrete + 10 copper cable crafts 10 conductive tiles.
    - Added Solar Concrete: 15 kW generation per tile, conductive power distribution, and a subtle warm-gold glow.
    - Added Accumulator Concrete: 30 kJ storage per tile with conductive power distribution and no glow.
    - Added Electrified Concrete research (500 red/green/blue/purple/yellow/space science).
    - Added Advanced Electrified Concrete research (1000 of the same packs plus electromagnetic science) unlocking Solar and Accumulator Concrete.