Mods introducing new content into the game.
Version: 0.2.0 Date: 23. 01. 2020 Changes: - Factorio 0.18 support
Version: 0.1.30 Date: 21. 10. 2019 Bugfixes: - Stricter sticker icon type checks
Version: 0.1.29 Date: 01. 03. 2019 Changes: - Auto deploy and retire stops
Version: 0.1.28 Date: 01. 03. 2019 Changes: - Switch to factorio changelog format - Experimental support for undeground belts as cart tunnels
Version: 0.1.27 Date: 27. 02. 2019 Changes: - 0.17 compat, item prototype flags, science pack names
Version: 0.1.26 Date: Yore Changes: - Carts will ignore paths with empty stickers. [report](https://forums.factorio.com/viewtopic.php?f=190&t=61053&start=20#p382496). - Invalid key caused crash (spelling "technolgies" -> "technologies"). [report](https://forums.factorio.com/viewtopic.php?f=190&t=61053&start=20#p387476). - Reduce cart selection box size to allow easier access to path tile underneath. - Link cart loading speed to stack inserter bonus [report](https://mods.factorio.com/mod/logicarts/discussion/5c72a70426cc3c000bae6506)
Version: 0.1.25 Date: Yore Changes: - RU locale (Oceanel51)
Version: 0.1.24 Date: Yore Changes: - BUGFIX: load/unload stops wouldn't trigger until researching first inserter stack size bonus. - Grammar in en locale.
Version: 0.1.23 Date: Yore Changes: - Rename Dual Carriageway as it's technically wrong. - Change cart items to item-with-entity-data to retain grid equipment if present. - Split out groups equipment category, but retain option for vanilla "armor" equipment.
Version: 0.1.22 Date: Yore Changes: - Dual Carriageway research and tiles.
Version: 0.1.21 Date: Yore Changes: - Path graphics update. - Default to empty barrel icon for stickers. Can't handle tints yet.
Version: 0.1.20 Date: Yore Changes: - BUGFIX: nil mod.players reference - BUGFIX: yield icon broken in 0.1.19
Version: 0.1.19 Date: Yore Changes: - BEHAVIOUR CHANGE: Removed group-specific paths and turns. See stickers for the same result. - BUGFIX: Burner carts now always run out of fuel, rather than sometimes stopping with slightly >0 supply. - Added stop types to perform logistics-chest-like operations on normal chests. - Added tile stickers to direct carts based on contents and equipment. - Grass paths eventually wear down to grass-4 (mod setting). - Split out stops, stickers and turns research. - Increased tile stack sizes.
Version: 0.1.18 Date: Yore Changes: - Base tile recipes on untinted paint. - Virtual signal T sets trunk filtered slots from other signals. - Virtual signal G sets grid group equipment from other signals. - Added *optional route (fuel)* tiles. - UPS savings when off-road. - Recipe cost balancing.
Version: 0.1.17 Date: Yore Changes: - Added *continue off road* light green paint tile. Carts will continue straight until another path is encountered. - Added trial group-specific *optional route* tiles, to allow directing cart groups using only paint. - Further reduce burner cart fuel efficiency.
Version: 0.1.16 Date: Yore Changes: - Changed cart recipe category to allow hand-crafting. - Added trial group-specific path tiles, to allow directing cart groups using only paint. - BEHAVIOUR CHANGE: carts now only load from buffer chests. This seems more useful, without a modal option like requester "request from buffer chests".
Version: 0.1.15 Date: Yore Changes: - BUGFIX: check combinator signals_count (limit) before sending cart contents
Version: 0.1.14 Date: Yore Changes: - Changed yellow *turn-if-clear* arrows to blue *optional routes* (cosmetic only; same item/entity in saves). - Added orange *alternate route* arrows as the inverse action.
Version: 0.1.13 Date: Yore Changes: - BUGFIX: Yield tiles were broken in 0.1.11. - Avoid double-claiming a cell (duplicating the transient marker entity) when CART_TICK_ARRIVING.
Version: 0.1.12 Date: Yore Changes: - BUGFIX: Fix nil reference on entity rotation.
Version: 0.1.11 Date: Yore Changes: - New cart graphics thanks to [Arch666Angel](https://mods.factorio.com/user/Arch666Angel) - Carts now automatically interact with logistic chests adjacent to stops. See above for docs. - Reduced mod overhead a lot; should be easier on UPS and have less bloat in save files now. - BALANCING: Slight increase to burner cart fuel consumption to represent inefficiency compared to electric. - BALANCING: Reduce base cart speed to 5km/h (leaves room for future cart speed research, and is offset by increased loading speed). - BALANCING: Bump up cart recipe costs.
Version: 0.1.10 Date: Yore Changes: - Prevent nil entity ref crash: https://forums.factorio.com/viewtopic.php?f=190&t=61053#p370623 . - Adjust cart timing slightly to reduce jitter (due to auto centering on a tile before moving to next). - Add missing item-group-name.
Version: 0.1.9 Date: Yore Changes: - Added second-tier electric cart. Usable with solar panels or [induction charging](https://mods.factorio.com/mod/Induction%20Charging). - Adjustment to per-tile cart fuel consumption to better match the advertised 50kW consumption.
Version: 0.1.8 Date: Yore Changes: - Changed precedence of yellow turn paint vs L/R/S signals (previous order essentially made them useless when combined). - Fixed constant combinators not resetting in some layouts after cart departure on L/R signal.
Version: 0.1.7 Date: Yore Changes: - Improved anti-collision and path centering checks. - Fixed constant combinator detection when adjacent to more than one path. - Driving carts is now blocked as it causes too many issues with on_tick. Player will be automatically switched to the passenger seat. - *BEHAVIOUR CHANGE*: If a cart has filtered trunk slots the item count sent to constant combinators will be negative if there is a shortfall. This allows *item < 0* checks for loading stops, and *item >= N* of *item != 0* for unloading stops.
Version: 0.1.6 Date: Yore Changes: - Carts now send signals to constant combinators slightly before arrival to allow circuits time to execute and possibly avoid a cart stopping at all.
Version: 0.1.5 Date: Yore Changes: - Added an path-stop paint symbol. - *BEHAVIOUR CHANGE*: inserters and constant combinators no longer implicitly stop carts (though gates still do, and a CC next to a stop still sends and receives cart signals). Place explicit path-stop symbols. This change allows carts to supply a row of inserters while driving past, which is an easy way to load balance resource distribution.
Version: 0.1.4 Date: Yore Changes: - Carts will now pause if damaged. - Added L=go-left, R=go-right, S=go-straight incoming signals to direct carts using the circuit network. - Added small equipment grid to carts, and equipment contents is sent to the circuit network at stops. - Added G1-G5 equipment for easily identifying cart groups.
Version: 0.1.3 Date: Yore Changes: - Improve tile clean up when removing from under cars, or when just traversed. - Fix a lua nil reference bug when removing paint path.
Version: 0.1.2 Date: Yore Changes: - Stop leaking state and making save file size blow out. Updating the mod should fix existing saves.
Version: 0.1.1 Date: Yore Changes: - EN locale