Nexus Kingdoms

by A_R_E_S

A standalone multiplayer Kingdom Battles system for Factorio 2.0 featuring cooperative Survival, competitive Team and Free-for-All modes. Battle across dynamically generated native-planet arenas with destructible Kingdom Cores, territory zones, diplomacy, difficulty voting, escalating enemy waves, weekly victories and persistent player ranks. Search for Nexus Kingdoms in the server browser to join the official server. https://discord.gg/XYAjDkVjwK

Content
a day ago
2.0
172
Combat Environment

Changelog

Version: 2.1.0
Date: 2026-08-04
  Arena Scaling, Nauvis and Spectator Hotfix:
    - Uses 25x25 chunks for 2-3 Kingdoms, 50x50 for 4-7, 75x75 for 8-9 and 100x100 for 10 Kingdoms; Core radius and finite chunk bounds scale safely with the selected size.
    - Uses the canonical Nauvis space-location map-generation settings instead of mutable scenario defaults, preventing mixed off-planet terrain and entities in Native Nauvis arenas.
    - Extends normal play and base building to 120 minutes before the existing 60-minute Sudden Death phase; the leaderboard tiebreak now occurs at 180 minutes.
    - Replaces fixed spectator observers with a dynamic full-arena grid so spectators retain continuous live vision at every supported arena size.
    - Disables peaceful mode while retaining no-enemies mode, moves bridge turrets closer to each bridge and keeps them active so scripted enemy defences engage Kingdom players immediately.
  Gameplay and Testing Polish:
    - Moves the enemy bridge gun turrets inside the central circle and explicitly configures enemy-to-Kingdom hostility so they attack without waiting to be provoked.
    - Stops every Kingdom path at the front edge of its Core instead of continuing underneath and behind it.
    - Replaces the Sudden Death time-block composition with exact waves: 10 attackers at wave 1, +2 per wave through wave 13, 40 at wave 14, then +4 per overtime wave.
    - Uses small units for waves 1–5, medium for 6–10, big for 11–13 and behemoths from wave 14 onward; overtime also increases enemy attack damage/speed and shortens intervals to a safe minimum.
    - Spawns Sudden Death attackers inside the central circle on each Kingdom lane.
    - Gives oil wells deterministic fair yields between 600% and 2000%, never below their existing planned minimum.
    - Removes the legacy extra two burner drills and two stone furnaces so players receive exactly ten of each.
    - Marks Electronics, Steam Power and Automation Science Pack research complete for every force.
    - Adds an administrator-only 1–9 enemy-Kingdom slider after the administrator creates their own Kingdom, enabling 2–10 Kingdom arena tests.
  Leaderboard and Information Polish:
    - Places Biter Kills directly between Score and Power and refreshes active-round standings every five minutes.
    - Aligns Victory headers and rows in one compact scrollable table and removes the visible Kingdom column.
    - Updates the mod description, Mod Info and Server Info to document the current temporary native-sector round system.
  Native Planet Arenas:
    - Uses native planet map generation while disabling native cliffs, resources and enemies before surface generation; native trees, rocks, plants, ruins and decoratives remain.
    - Reduces Aquilo ocean coverage and supplies all Kingdom Core positions as native starting points so its sectors contain broad buildable snow and ice terrain.
    - Adds an irregular local land rescue around Fulgora and Aquilo Cores that only replaces liquid tiles, preventing Cores from spawning in oil or ammoniacal ocean.
    - Keeps Fulgora oil-ocean barriers around the central circle and between sectors while preserving every Kingdom path and bridge.
    - Accelerates chunk requests, tile overlays and resource placement, and replaces technical generation-stage text with one 0-100 percent loading indicator.
    - Removed per-chunk deletion of native resources, enemy units, enemy turrets and cliffs.
    - Keeps resource autoplace-control noise values finite while disabling resource entities through direct probability overrides, preventing Space Age decorative SpotNoise compilation crashes.
  Balanced Resource Bands:
    - Replaces randomly distanced outer resources with four deterministic progression bands per Kingdom sector.
    - Replaces oval outer deposits with deterministic multi-lobed natural patch shapes while keeping identical geometry and richness for every Kingdom.
    - Adds two Scrap patches per Kingdom on Fulgora, plus two Tungsten ore and two Calcite patches per Kingdom on Vulcanus when those Space Age resources exist.
    - Every Kingdom receives exactly three iron, three copper, three stone, two coal and two uranium patches plus three crude-oil clusters outside the classic 499K start fields.
    - Uses identical patch geometry, richness and oil percentages for every Kingdom; only local positions vary to fit the native sector terrain.
    - Uses proportional bands on 50x50 arenas and targets the requested 10/20/30/40-chunk progression on 100x100 arenas while preserving safe sector spacing.
  Fair Round Teams and Arena Size:
    - Supports 2 to 10 Kingdoms with exactly equal team sizes: all Kingdoms contain either one player or two players.
    - Allows odd totals such as 1v1v1 while rejecting uneven matches such as 2v1.
    - Uses 50x50 chunks for up to five Kingdoms and 100x100 chunks from six Kingdoms onward.
  Rules and Lobby Experience:
    - Requires every player to read and accept the Nexus information and server rules before creating, joining or readying a Kingdom.
    - Reuses the Nexus information-window structure with scrollable sections, explicit confirmation and persisted per-player acceptance.
    - Restyles Kingdom creation, color selection, previews and the Kingdom roster in the gold Nexus leaderboard presentation.
  Starter Loadout:
    - Keeps the pistol, 20 firearm magazines and light armor.
    - Adds 10 burner mining drills and 10 stone furnaces per player.
  Native Kingdom Sectors:
    - Divides every round into equal angular Kingdom sectors, with biome-specific water or lava borders running from the central arena moat to the map edge.
    - Keeps one curved Core-to-centre route inside each sector and stores the sector owner/angles in round state.
    - Removes the former 42-tile single-tile Core circle; native terrain now flows naturally around each Core.
    - Changes only the exact Core footprint and liquid tiles beneath classic starting resources, using nearby native land tiles.
    - Clears trees and rocks only in a small 12-tile Core safety area while leaving the surrounding biome untouched.
  Round Cleanup:
    - Dynamic-round defeats no longer run the legacy terrain-regeneration pipeline; the complete temporary arena surface is deleted after the round.
    - Clears stale Core reverse mappings and defeating flags so the reusable admin test Kingdom can spawn correctly in later rounds.
  Chat Identity:
    - Renamed the waiting-room chat identity from [SPAWN] to [LOBBY].
    - Kingdom chat now displays the Kingdom tag before the player name.
  Kingdom Starting Resources:
    - Retains the classic 21-tile circular patches with exactly 499,000 iron ore, copper ore, stone and coal per Kingdom.
  Match Start and Time Limit:
    - Waits until every Kingdom player has spawned, then shows a centered 3-to-0 countdown before enabling PvP.
    - Adds an in-world and player HUD timer: 60 minutes of normal play followed by 60 minutes of Sudden Death.
    - At 120 minutes the highest-ranked surviving Kingdom wins; destroying a rival Kingdom Core now awards 1,000 score while Threat weighting remains unchanged.
  Sudden Death:
    - Starts bounded enemy waves on every surviving Kingdom lane after 60 minutes.
    - Wave intervals shorten from two minutes to thirty seconds while unit counts and unit tiers increase.
    - Spawns wave units in small ten-tick batches and commands each group to attack its lane's Kingdom Core with normal enemy distraction.
  Central Arena Rules:
    - Blocks player, robot, ghost and tile construction inside the central combat circle while leaving every lane and Kingdom sector buildable.
  Two-Hour Technology Balance:
    - Disables Landfill, Foundation, Space Platform and Space Platform Thruster research and their matching recipes.
    - Makes Space Science craftable on Nauvis so the white-science endgame remains reachable without platforms.
    - Rebalances Car, Tank, Rocket Turret, Tesla weapons/turret, Atomic Bomb, Spidertron, Mech Armor and Railgun research for a two-hour match.
    - Replaces Space Age-only ingredients in Rocket Turret, Tesla, Railgun, Mech Armor and Spidertron recipes with costly Nauvis-available materials.
  Weekly Victory and Biter Statistics:
    - Adds a compact per-Kingdom biter/spitter kill table to the main leaderboard without changing Score or Threat.
    - Rebuilds the Victory tab as a compact scrollable weekly list of winning players, their Kingdom, final score and victory age.
    - Clears the round-winner list every seven days of server simulation and caps the active list at 500 entries.
    - Adds the admin command /nexus-sudden-death to immediately start a fresh 60-minute Sudden Death phase.
    - Makes /nexus-sudden-death and /nexus-round-reset available directly inside Nexus Chat for administrators.
  Compatibility and Performance:
    - Existing legacy/manual terrain restoration remains available outside temporary battle surfaces.
    - Reuses on_entity_died for biter statistics and performs only one hourly O(1) weekly-reset check.
    - Adds no new heavy on_tick processing.
Version: 2.0.85
Date: 2026-07-27
  Volcanic Map Centre:
    - Kept the approximately 448-tile-wide biome footprint while increasing the share of lava lakes, hot cracks and native Vulcanus folds, ash, pumice and soil tiles.
    - Removed Nauvis decoratives throughout the centre biome and replaced them gradually per chunk with Vulcanus lava fire, crack decals, rock decals, volcanic pebbles, pumice, sulfur and calcite details.
    - Expanded the two-Small-Demolisher patrol from the very tight cache orbit to an irregular route roughly 41-55 tiles from the chest.
    - Increased the fixed causeway slalom to up to 44 large volcanic rocks and Vulcanus chimneys, including obstacles close to the island and along the full approaches.
    - Preserved solid walkable causeway-to-island connectors so the richer lava layout cannot create an impassable seam around the reward chest.
Version: 2.0.84
Date: 2026-07-27
  Volcanic Map Centre:
    - Expanded the centre into a roughly 448-tile-wide Vulcanus-style biome with broad ash fields, hot fracture zones, lava pockets and a gradual Nauvis transition.
    - Added a second Small Demolisher; both guardians patrol the same close route around the Mech Armor cache and start on opposite sides.
    - Existing defeated guardian slots are never resurrected; the new second guardian is created once during migration.
    - Added solid overlapping bridge throats between every winding causeway and the central island so lava seams can never block walking access.
    - Preserved and expanded volcanic rock and chimney slalom obstacles along all four approaches.
  Random Crash Sites:
    - Replaced the fixed crash loot with a broad materials, logistics, module, ammunition, weapon, armor, equipment and Space Age loot catalogue.
    - Every bonus item receives its own chance calculated from bundle value and the earliest science/research tier that unlocks its recipe.
    - Railguns have an exact 0.001 percent jackpot chance per crash site; unavailable optional items are skipped safely.
    - Every crash still contains two to four modest salvage picks so the rare event is never completely empty.
Version: 2.0.83
Date: 2026-07-27
  Changes:
    - Added the public /center command to native Factorio console and Nexus Chat. It posts an exact clickable GPS ping for Nauvis position 0,0.
    - Reduced the volcanic caldera footprint and moved the Small Demolisher patrol closer to the central reward island.
    - Moves a living Small Demolisher onto the compact patrol path without replacing or healing it; a previously defeated Demolisher is not resurrected.
    - Added a deterministic one-time slalom of volcanic rocks and Vulcanus chimneys along all four winding approaches, making quick car runs substantially harder.

Version: 2.0.82
Date: 2026-07-27
  Spectator Visual Cleanup:
    - Changed the invisible spectator observer radar to a free void energy source.
    - Disabled no-power and no-network status icons so no yellow lightning icon follows administrators or appears above players, Kingdom Cores or the Caldera Cache.
    - Removed obsolete runtime energy injection from spectator observers.
  Volcanic Map Centre:
    - Replaced the four ruler-straight causeways with four independently curved volcanic approaches.
    - Each road follows a deterministic multi-wave centreline with gently varying width and rough natural edges.
    - Bumped the centre design version so existing 2.0.81 terrain is gradually rebuilt into the new shape.
  Compatibility:
    - Preserved the demolisher patrol, central Mech Armor cache, Discord relay, Spawn force and Kingdom performance behaviour from 2.0.81.
Version: 2.0.81
Date: 2026-07-27
  Admin Spectator Vision:
    - Removed Kingdom copy_chart imports that could immediately reapply black fog to the dedicated Nexus Spectator force.
    - Spectators now chart all generated chunks directly and mirror newly charted/generated chunks without sharing vision back to Kingdoms.
    - Added temporary invisible live-observer radars around every spectating administrator, connected player, active Kingdom Core and the map centre.
    - Observer radars exist only while an administrator is spectating and are destroyed when the last spectator returns to Spawn.
  Volcanic Map Centre:
    - Replaced the old circular centre landmark with a 256-tile-wide volcanic caldera that blends gradually into the original Nauvis terrain.
    - Added lava, hot volcanic cracks, ash, pumice, basalt causeways and a protected central reward island.
    - Calculates one deterministic closed patrol route and uses the same equation to shape the visible demolisher track.
    - Creates exactly one small demolisher assigned to that custom territory and route; it is never automatically respawned after death.
    - Added a neutral indestructible centre cache that every Kingdom may open, containing exactly one Mech Armor and never refilling after collection.
  Compatibility:
    - Space Age content is runtime-guarded; the mod still loads when the optional Space Age dependency is absent.
    - Preserved Discord, starter inventory, Spawn-force and Kingdom performance behaviour from 2.0.80.
Version: 2.0.80
Date: 2026-07-27
  Discord Attack Relay Fixes:
    - Kingdom Core damage now bypasses the optional zone-claim lookup and always queues an attack alert for two valid Kingdom forces.
    - Added attacker-force fallbacks through the damage event cause, source and last user for projectile and scripted weapon edge cases.
    - Fixed the host relay skipping the first live event when attack-alerts.jsonl did not exist before the service started.
    - The installer now pre-creates the JSONL path and initializes its read position before starting the relay.
    - Added /nexus-discord-test for administrators to verify the complete Factorio-to-Discord path without attacking a Kingdom.
    - Added explicit Factorio and systemd journal logs for queued and successfully delivered events.
    - Existing attack cooldowns are cleared once during this update so the fix can be tested immediately.
  Compatibility:
    - Preserved the 2.0.79 starter inventory rules and all prior Spawn, Spectator, map-centre and performance behaviour.
Version: 2.0.79
Date: 2026-07-27
  Fixes:
    - New Kingdom players now receive exactly 2 burner mining drills and 2 stone furnaces.
    - All carried, equipped, cursor and queued crafting items are cleared before the one-time starter kit is granted.
    - Returning to SPAWN now removes items from the previous Kingdom so repeated Kingdom creation cannot duplicate starter equipment.
    - Removed pistols, firearm magazines, iron plates, wood and respawn equipment from the Nexus starter configuration.
    - Disabled crashed-ship starter containers so no extra ammunition or materials are available at a new Kingdom spawn.
Version: 2.0.78
Date: 2026-07-27
  Changes:
    - Added a dedicated Spawn force for every player waiting in the Kingdom-selection area.
    - Added a separate Nexus Spectator force for administrators with full generated-map and Kingdom chart vision.
    - Spectator chart data is one-way and cannot leak rival vision back to normal Kingdoms.
    - Added a circular natural-terrain landmark at the true Nauvis map centre, processed gradually per chunk.
    - Preserved all 2.0.75 creation/removal performance improvements and the integrated Discord attack relay.
Version: 2.0.77
Date: 2026-07-27
  Integrated Discord Component:
    - Bundled the Discord attack forwarding installer inside the Nexus Kingdoms ZIP under host-tools.
    - Nexus Kingdoms is the only Factorio mod and the only package that must be uploaded.
    - Removed the need for a separately downloaded Nexus Discord relay archive.
    - Retained the compact @here Kingdom <victim> is under attack by Kingdom <attacker>. message.
    - Retained one shared 60-minute cooldown for each pair of fighting Kingdoms.
  Compatibility:
    - Preserved all 2.0.75 Kingdom creation and gradual removal performance improvements unchanged.
    - Preserved the accepted no-ruins cleanup behavior unchanged.
Version: 2.0.76
Date: 2026-07-27
  Discord Attack Alerts:
    - Simplified the relay event to only the defending Kingdom, attacking Kingdom and one ready-to-send message.
    - Discord now sends: @here Kingdom <victim> is under attack by Kingdom <attacker>.
    - Removed player Discord-ID registration, administrator linking and all personal mention data.
    - Increased the attack-alert cooldown from five minutes to 60 minutes.
    - Uses one shared cooldown per two-Kingdom pairing, so immediate counterattacks cannot create a second alert.
  Compatibility:
    - Preserved the 2.0.75 staged Kingdom creation and gradual low-lag Kingdom removal behavior unchanged.
    - Ruins remain disabled as part of the accepted removal-performance behavior.
Version: 2.0.75
Date: 2026-07-27
  Kingdom Creation Performance:
    - Creates the final validated Kingdom force immediately instead of creating a temporary player-named force and merging it during the last spawn stage.
    - Preserves final spawn position, charting, colour, tags and the new-Kingdom announcement without the force-merge pause.
    - Removed the global all-Kingdom entity-source rescan from on_forces_merged.
  Kingdom Defeat and Removal Performance:
    - Replaced four normal entity deaths every 30 ticks with at most two silent bulk removals per simulation tick.
    - Caches up to 256 force entities per query so a large Kingdom no longer performs a new surface-wide search for every tiny batch.
    - Uses occasional lightweight collapse explosions instead of invoking loot, corpse and death-event processing for every structure.
    - Territory removal and force transfer now update only affected zone chunks, borders and labels instead of rebuilding every rendering in the save.
    - Sole-owner Restart Player now uses the same gradual Kingdom collapse and spawn-restoration pipeline instead of the legacy large-radius synchronous cleanup.
    - Added /nexus-delete-kingdom <Kingdom name or owner> and /delete-kingdom for administrators.
  Discord Attack Alerts:
    - Attack JSONL events now identify the attacked player when available and prioritize that player's registered Discord mention.
    - Added entity, surface and position details for the secure host-side Discord relay.
  Moderation and Balance:
    - Admins and the Moderator permission group can use /kick and /ban directly in Nexus Chat; moderators cannot target admins or other moderators.
    - Increased Tesla Turret range from 40 to 45.
    - Increased automatic inactive Kingdom retirement from three days to seven days.
Version: 2.0.74
Date: 2026-07-27
  Hotfix:
    - Corrected the Space Age Cliff Explosives recipe ingredient from the nonexistent empty-barrel prototype to the valid barrel item.
    - Restores successful data-stage loading while retaining the 2.0.73 performance changes.
Version: 2.0.73
Date: 2026-07-27
  Radar Intelligence Performance:
    - Replaced the force-wide hourly radar intelligence scan with the native radar sector-scanned event.
    - Only active powered Kingdom radars enqueue work, and only when a sector finishes scanning.
    - Added a persistent observing-Kingdom/surface/chunk cache so Nexus never analyzes the same radar chunk twice.
    - Added queue deduplication and a hard budget of two radar sectors per tick.
    - Removed full-surface machine, power, train, turret, pollution and radar scans from the scheduled intelligence path.
    - Updated /nexus-radar-scan to process a bounded queue batch and report cache statistics instead of launching a blocking world scan.
  Robot Limits:
    - Removed the Nauvis construction/logistic robot limiter, its rolling scheduler job and /nexus-check-bots command completely.
    - Kingdoms may now operate unlimited construction and logistic robots on every surface.
  Territory Performance:
    - Removed the all-registered-building scan that ran once for every new claim chunk during building placement.
    - New buildings now create the local 5x5 claim area first and register/link themselves only once to nearby claims.
    - Unsupported-claim cleanup uses a bounded local building search only after a source is destroyed.
  Kingdom Creation Performance:
    - Split final Kingdom placement into nine separately profiled stages over multiple ticks.
    - Enemy cleanup, liquids, resources, shared structures, random entities, starter turrets, crash-site setup, welcome rendering and Core creation no longer run in one simulation update.
    - The loading screen remains visible and reports finalization step progress until the player is actually spawned.
  Kingdom Lifecycle Performance:
    - The hourly inactivity scan now uses tracked join/leave activity and connected-player lists instead of walking every historical force member.
  Leaderboard and Grace Timer:
    - Added every Kingdom member, including the creator, to the member panel with total online time in HH:MM format and preserved player tags.
    - Renamed the temporary creator countdown to GRACE PERIOD and added a shield icon.
  Cliffs and Cliff Explosives:
    - Enabled non-zero cliff generation settings for all planet prototypes and active surfaces; this affects newly generated chunks.
    - Cliff Explosives now unlock directly after Explosives, require only Automation and Logistic science, and use grenades, explosives and empty barrels with no calcite.
Version: 2.0.72
Date: 2026-07-26
  Terrain Restoration:
    - Rebuilt former-spawn restoration around the official on_chunk_deleted and on_chunk_generated events instead of relying on generated-state polling alone.
    - A chunk is now counted as restored only after deletion is confirmed, regeneration is requested, and the generated event has completed while spawn shaping is still suppressed.
    - Manual legacy restoration now detaches the nearest stale OARC unique-spawn registration before regenerating terrain, preventing the old moat/tree circle from being recreated immediately.
    - Automatic defeat restoration also removes any surviving stale spawn registration before processing the former spawn footprint.
    - Existing in-progress 2.0.70/2.0.71 restoration records restart once through the event-confirmed workflow; completed legacy circles can be retried safely with /nexus-restore-spawn-here.
  Kingdom Zones:
    - Tightened automatic expansion: after the first zone on a surface, the new building's own chunk must be inside or directly adjacent to existing connected territory.
    - Remote radars and outposts can no longer use the future 5x5 footprint to jump several chunks and create a detached zone island.
    - Rejected remote buildings are no longer registered as zone support sources.
    - Connected-component audits now anchor Nauvis to the actual Kingdom Core and other planets to the largest connected landing-base component.
    - Kingdom labels are calculated only from the retained connected component, so a legacy detached island cannot pull the name into the middle of the map.
    - The bounded connectivity audit now automatically starts a fresh cycle every ten minutes instead of running only once after an update.
Version: 2.0.71
Date: 2026-07-26
  Terrain Restoration:
    - Fixed former Kingdom spawn circles not disappearing: LuaSurface.delete_chunk completes on a future tick, so regeneration is now requested only after the engine confirms the old chunk is no longer generated.
    - Added a terrain-await-delete phase with retries instead of falsely counting a still-existing chunk as restored.
    - Suppresses the OARC spawn-shaping hook for every chunk currently being restored so a stale spawn registration cannot recreate the moat/tree circle during regeneration.
    - In-progress restoration jobs from 2.0.70 are safely restarted once with the corrected future-tick workflow.
    - The admin /nexus-restore-spawn-here command uses the same corrected queue for legacy circles already left behind.
  Kingdom Zones:
    - Automatic zones can now expand only when the new 5x5 claim area overlaps or directly touches the Kingdom's existing connected territory on that surface.
    - A distant radar or outpost on the same surface no longer creates an isolated zone or pulls the Kingdom label into the middle of the map.
    - Each Kingdom may still establish one initial zone per surface, so the first buildings at a landing site on Gleba, Vulcanus, Fulgora, Aquilo or another world create a valid local territory seed.
    - Added a bounded legacy connectivity audit that checks four Kingdom/surface pairs every ten minutes and removes old disconnected claim islands without a startup spike.
Version: 2.0.70
Date: 2026-07-26
  Interface:
    - Removed the 16-Kingdom capacity text from Server Info; the capacity warning is now shown only in Spawn Options when all sixteen slots are occupied.
    - Changed the creator permanence/PvP warning from blank-line-separated paragraphs to one normal line break after each sentence.
  Kingdom Defeat:
    - Replaced the visible incoming atomic rocket with an invisible impact-only projectile that retains the complete vanilla nuclear explosion action.
    - After the bounded structure collapse finishes, restores the former spawn footprint to deterministic map-generator terrain by deleting and asynchronously regenerating only the chunks intersecting the old land/moat circle.
    - Terrain restoration is globally staggered to at most one chunk per second and never calls the blocking force_generate_chunk_requests function.
    - Chunks occupied by an online or offline player character are deferred and retried later instead of deleting a player beneath the map.
    - Corrected the legacy 20-chunk regrowth release radius to the actual configured Kingdom spawn footprint.
    - Added the admin-only `/nexus-restore-spawn-here` tool for one-time restoration of spawn circles already left behind by older releases; occupied chunks are safely deferred.
Version: 2.0.69
Date: 2026-07-26
  Hotfix:
    - Fixed the second non-recoverable startup error caused by the internal OCFG spawn-distance defaults still being 50-100 while the runtime setting prototypes were 100-200.
    - Updated OCFG gameplay.near_spawn_distance to 100 and gameplay.far_spawn_distance to 200 so config validation succeeds before Nexus enforces the live server values.
    - No save, world-generation or gameplay changes beyond allowing the server to finish loading with the intended regular-player 100/admin 100-200 configuration.
Version: 2.0.68
Date: 2026-07-26
  Hotfix:
    - Fixed the non-recoverable startup error in EnforceNexusSpawnDistanceRange.
    - Expanded the near/far spawn-distance setting prototypes to accept the admin 100-200 chunk range used by Nexus.
    - Added non-fatal protected writes for Nexus-enforced runtime settings so a future stale setting constraint is logged instead of preventing the world from loading.
    - No gameplay, save or world-generation changes beyond restoring the intended fixed 100/admin 100-200 spawn-distance configuration.
Version: 2.0.67
Date: 2026-07-26
  Kingdom Capacity and Lifecycle:
    - Added a hard maximum of 16 active Kingdoms, matching the sixteen available Kingdom colours.
    - Disables Create Your Own Spawn when all slots are occupied and tells waiting players to ask an existing Kingdom for permission to join.
    - Added an hourly lightweight inactivity scan; a Kingdom is retired when every member has remained offline for three days.
    - Server Info now explains the 16-Kingdom limit, three-day inactivity retirement, creator permanence rule and 24-hour PvP protection.
    - Players returning after an inactivity retirement receive a dedicated KINGDOM REMOVED notice explaining why their Kingdom is gone and may immediately create or join again.
    - A defeated or retired Kingdom releases its public slot, colour and territory immediately while its physical structures continue through the bounded collapse queue.
  Creator Permanence:
    - The 60-minute persistence rule now applies only to the player who created the Kingdom; members who joined another Kingdom never schedule or announce early-leave deletion.
    - Added a private top-screen KINGDOM PERMANENCE countdown, visible only to connected members of that temporary Kingdom until the creator completes sixty total online minutes.
    - Reformatted the initial IMPORTANT warning with blank lines between each sentence for readability.
    - Announces to the Kingdom when the creator requirement is complete and removes the temporary timer.
  New-Kingdom PvP Grace:
    - Corrected the protection duration to a true 24 hours of server simulation time.
    - Protection is now fully mutual: a protected Kingdom cannot attack another Kingdom and cannot be attacked by one; biters remain hostile.
    - Declare War cannot bypass protection, and damage restoration remains as a safety net if another script temporarily changes force relations.
    - Added an energy-shield icon after protected Kingdom names in the leaderboard, with a tooltip showing the remaining time.
    - Announces the grace period to new members and announces to the Kingdom when protection expires.
  Defeat, Audio and World Recovery:
    - Restored a real atomic-rocket finale at the Kingdom Core.
    - Marked the Kingdom Core as a military target with high selection priority so Space auto-targeting and hostile turrets can select it.
    - Delays Game lost until defeated players have returned to SPAWN and delays Game won until the Core-death event has completed, improving audibility.
    - Reduced gradual collapse to one global batch of at most 4 entities every 30 ticks (approximately 8 entities per second across all defeated/retired Kingdoms).
    - Structures use normal entity death in small batches, preserving ordinary death explosions and ruins while inventories and fluids are emptied first to prevent huge item-spill spikes.
    - After collapse, the former spawn is released to the existing 48-hour conservative regrowth timer so abandoned terrain can eventually regenerate without synchronous chunk deletion.
    - Removed the public Map cleanup done message; scheduled regrowth completion is log-only.
  Spawn Creation:
    - Regular players no longer see a distance selector and always spawn exactly 100 chunks from map centre.
    - Administrators retain a private, server-validated 100-200 chunk selector.
    - Added a Cancel button to the asynchronous Kingdom-generation screen; cancellation safely releases generated terrain to normal regrowth and returns the player to Spawn Options.
  Enemy Expansion:
    - Kept the existing 25 percent reduction to enemy-base frequency in newly generated chunks.
    - Enabled expansion and reduced minimum and maximum enemy expansion cooldowns by 25 percent so biters establish new bases somewhat faster.
Version: 2.0.66
Date: 2026-07-26
  Fixes:
    - Fixed the non-recoverable GUI error after clicking `I Understand`.
    - Spawn Options now opens and raises its top-level `gui.screen` frame instead of calling `bring_to_front()` on the nested content frame.
    - Preserves the mandatory welcome gate while allowing the Spawn Options window to open normally afterward.
Version: 2.0.65
Date: 2026-07-26
  Changes:
    - Removed the redundant ADMIN kick/ban panel and `/kick`/`/ban` routes from Nexus Chat; moderation remains available under Server Info > Admin Controls.
    - Fixed Railgun Turret shots at the 100-tile edge by extending railgun ammunition's damaging line action from the vanilla 50 tiles to 110 tiles while keeping turret targeting at 100 and reload at 8 seconds.
    - Added Space (white) science to Power Armor Mk2 research.
    - Changed fog memory to a true 24 hours and added a staggered full chart reset every 24 hours, with the first post-update pass beginning after 10 minutes.
    - Full fog resets clear stale explored map knowledge for one Kingdom every 30 seconds, then immediately restore owned claims, the Core area and current player surroundings.
    - `/nexus-refresh-fog-all` now queues the same staggered reset instead of clearing every Kingdom synchronously in one spike.
    - Made the Nexus I Understand window a mandatory gate before Spawn Options; stale serialized Spawn Options can no longer cover or bypass it.
    - Replaced the black spawn-generation minimap with a Nexus loading image, live chunk progress bar and updating estimated countdown.
    - Kingdom creation now closes Spawn Options, welcome, color picker and other setup dialogs immediately on click, before location search, so only the loading screen remains until teleportation completes.
Version: 2.0.64
Date: 2026-07-26
  Defeat Recovery:
    - Fixed the offline-defeat reconnect path: players whose Kingdom Core was destroyed while they were offline now receive a complete SPAWN rebuild on their next join.
    - Restores the main force, holding-area permissions, Global Nexus Chat and the create/join Kingdom interface before showing the defeat notice.
    - The Begin Again button now explicitly reopens the Kingdom selection interface as a final safety check.
  Victory and Defeat Audio:
    - Plays the Factorio Miscellaneous `Game lost` sound for connected members of the defeated Kingdom.
    - Plays the Factorio Miscellaneous `Game won` sound for connected members of the Kingdom that destroyed the enemy Core.
  Turret Balance:
    - Increased Tesla Turret range from 30 to 40 tiles.
    - Increased Railgun Turret range from 40 to 100 tiles.
    - Set the Railgun Turret base reload cooldown to 8 seconds (480 ticks).
  Gradual Kingdom Collapse:
    - Removed the five-minute wait before defeated structures begin disappearing.
    - Replaced the large cleanup batches with one global batch of at most 12 entities every 30 ticks, shared across all defeated Kingdoms.
    - Removed the real atomic-rocket detonation at the Core and replaced it with a visual-only explosion to avoid an area-damage spike.
    - Defeated forces are put into cease-fire immediately so surviving turrets cannot continue fighting during the gradual collapse.
    - Removed the immediate full-map chunk cleanup after defeat; empty terrain is left to the normal conservative 48-hour regrowth cycle.
    - Added completion timing and removed-entity totals to `[Nexus Performance]` logs.
Version: 2.0.63
Date: 2026-07-26
  Admin Spectator Mode:
    - Added a Spectator Mode section to the SPAWN Kingdom-selection screen; it is visible to all players but usable only by admins.
    - Admins enter a non-interactive spectator controller on Nauvis and receive a persistent RETURN TO SPAWN button.
    - Returning safely restores the holding-area character, Global chat identity and Kingdom-selection GUI.
  Administration:
    - Added an ADMIN button to the Nexus Chat header with a compact online-player kick/ban panel and optional reason field.
    - Ban requires a second confirmation click to reduce accidental bans.
    - Added `/kick <player> [reason]` and `/ban <player> [reason]` support directly inside Nexus Chat for admins.
  SPAWN Chat:
    - Fixed the holding_pen permission group blocking the custom-input action used by the Nexus chat key.
    - Existing saves now repair the holding_pen permission group during configuration migration.
    - Players entering SPAWN are explicitly reset to Global chat so stale Kingdom/Allies channel state cannot silence their messages.
    - Nexus Chat remains available while an admin is using the spectator controller.
Version: 2.0.62
Date: 2026-07-26
  Discord Phase-out:
    - Added `Discord Server: https://discord.gg/3U2byn35Zn` directly below Map Info in the Server Info tab as a selectable copy field.
    - Kept the legacy scenario-owned `/discord` command registered for existing-save multiplayer compatibility, while redirecting both Nexus Chat and native console usage to Server Info.
    - Removed the obsolete five-minute Discord setting poll; suppression now runs only during initialization, migration or an explicit setting change.
  Vehicle Combat and Fog:
    - Removed the player-movement vehicle privacy handler that uncharted every driven car/tank chunk for rival forces.
    - Removed full-surface car/spider-vehicle privacy scans and chart-time vehicle searches.
    - Vehicles now use normal Factorio fog-of-war visibility, preventing black trails and reducing combat-time chart churn.
  New Kingdom Performance:
    - Replaced synchronous/expanding-radius spawn generation with a centre-out queue that requests exactly one chunk at a time.
    - New Kingdom creators remain in the holding area while bounded generation continues instead of blocking the simulation and risking a timeout.
    - Added profiler/timing logs for location search, force creation, chunk-generation duration and final spawn placement.
    - Configuring a new force now updates only relationships involving that force instead of rewriting every existing force pair.
  Runtime Performance:
    - Shared one closest-Kingdom lookup across enemy, resource and spawn shaping for every generated chunk.
    - Replaced repeated square-root distance calculations in chunk generation, enemy-spawn handling and distance rejection with squared comparisons.
    - Moved the leaderboard rolling step to a minimum 10-minute interval and reduced the rotating scheduler to one bounded slice per job turn.
    - Reduced regrowth scanning to two chunks per tick, one player refresh per 10 seconds and one spider refresh per second.
    - Attack alerts now check their five-minute cooldown before making a territory lookup.
  Admin Spawn Range:
    - Regular players remain limited to 50-100 chunks from map center.
    - Administrators receive a private 50-300 chunk slider and server-side submission clamp before creating a Kingdom.
Version: 2.0.61
Date: 2026-07-25
  Chat:
    - Added `/r <message>` to reply directly to the last whisper contact in Nexus Chat.
  New Kingdom Protection:
    - Added a 24-hour PvP grace period beginning when a new Kingdom Core is created.
    - Declare War does not bypass protection; hostile Kingdom damage and cease-fire changes are blocked until expiry.
    - Biters and other enemy-force PvE attacks remain unaffected.
    - Existing Kingdoms are migrated as mature and do not receive a fresh grace period.
Version: 2.0.60
Date: 2026-07-25
  Robot Limits:
    - Reduced the Nauvis allowance to 2,000 construction robots and 2,000 logistic robots per Kingdom.
    - Robots on other planets, surfaces and space platforms no longer count toward or get removed by the Nauvis cap.
  Kingdom Persistence:
    - Confirmed and hardened the five-minute reconnect grace period for Kingdom creators below the 60-minute playtime threshold.
    - Rejoining during the grace period now gives a private confirmation that pending cleanup was cancelled.
    - Added a clear creator-only warning immediately after the Kingdom Core is established explaining the 60-minute requirement and five-minute reconnect window.
  Chat:
    - Added `/whisper <player> <message>` and `/w <player> <message>` directly inside Nexus Chat, including player names with spaces or quoted names.
    - Private whispers are shown only to sender and recipient and are retained in their Nexus Chat histories.
  Random Crash Event:
    - Replaced full territory-claim centroid scans with cheap Kingdom Core positions.
    - Crash sites now rotate among different Kingdom pairs, avoid recently used pairs and locations, and use varied positions in unclaimed space between Kingdoms.
    - Reduced the event's requested generation area to a compact 3x3 chunk region to limit hitching.
  Discord Reminder:
    - Changed fresh-world Discord invite defaults to disabled and added periodic enforcement so old save settings cannot restore the legacy `/discord` chat reminder.
  Compatibility:
    - Retained Factorio 2.0 compatibility.
Version: 2.0.59
Date: 2026-07-25
  Multiplayer Compatibility:
    - Fixed the join-blocking "mod command handlers are not identical" error introduced in 2.0.58.
    - Stopped removing the scenario-owned `/discord` command at runtime; doing so changed the server's level command table after clients had loaded it.
    - The legacy Discord invite is now safely blanked and its welcome reminder remains removed, while the command handler stays registered for existing-save compatibility.
Version: 2.0.58
Date: 2026-07-25
  Fog of War:
    - Added `/nexus-refresh-fog` for admins to erase only their Kingdom's chart memory without deleting or regenerating chunks.
    - Added `/nexus-refresh-fog-all` to rebuild fog for every active Kingdom at once.
    - Fog resets clear obsolete fade overlays and then restore each Kingdom's own claimed territory, Core surroundings and currently occupied area.
  Chat:
    - Players waiting at the Nexus spawn now chat as a gold `[SPAWN]` identity followed by their white player name.
    - Added an ALLIES channel button that delivers messages to the sender's Kingdom and every mutually allied Kingdom.
    - Alliance chat uses a distinct green `[Allies]` prefix and automatically falls back when the Kingdom no longer has allies.
    - Removed the legacy `/discord` reminder from the welcome text and actively removes a legacy custom `/discord` command when present.
  Leaderboard:
    - Replaced long Allied-with and At-war-with text beneath each row with compact green-wire and red-wire icons plus counts.
    - Full ally and war lists remain available in the Diplomacy tooltip.
Version: 2.0.57
Date: 2026-07-23
  Performance:
    - Replaced repeated full-surface leaderboard entity scans with cached prototype lists and LuaForce entity counters.
    - Kingdom Power and Industry now use maintained O(1) per-prototype force counts instead of scanning every entity on every surface five times per Kingdom.
    - Changed the fog-memory refresh interval from ten to thirty minutes, reducing chart-overlay maintenance frequency while retaining the full forty-eight-hour fade.
  Enemy Balance:
    - Disabled destroy-based and pollution-based enemy evolution; global evolution now advances only through the existing time factor.
    - Reduced the enemy-base frequency for newly generated chunks by twenty-five percent while preserving enemy-base size.
    - The enemy-base reduction is applied once per compatible surface and is not multiplied again on later configuration changes.
Version: 2.0.56
Date: 2026-07-23
  Leaderboard:
    - Prevented an active rolling leaderboard refresh from being overwritten by the next hourly cycle start.
    - Moved leaderboard processing to a dedicated two-minute schedule instead of the shared rotating maintenance queue.
    - Reduced each background leaderboard step to one Kingdom to limit server hitching.
    - Added clear start, progress, skip and completion log messages for leaderboard refresh cycles.
    - A ten-Kingdom world now normally completes its background refresh in about twenty minutes.
  Fixes:
    - Removed the unconditional false ERROR log after cancelling a shared Kingdom join request.
    - Missing join-queue entries are now logged only as a normal informational condition.
Version: 2.0.55
Date: 2026-07-23
  Fog of War:
    - Replaced the immediate ten-minute rival-territory scrub with a gradual forty-eight-hour map-memory decay.
    - Rival territory that is no longer under real player or radar vision now receives a progressively darker chart-only overlay.
    - The darkness is recalculated every ten minutes, giving up to 288 visual fade steps across the forty-eight-hour period.
    - Revisiting or restoring radar vision to a chunk immediately removes the dark overlay and resets its memory age.
    - Only after forty-eight continuous hours without real vision is the chunk returned to fully uncharted black map space.
    - Existing charted rival territory receives a fresh forty-eight-hour grace period after updating.
Version: 2.0.54
Date: 2026-07-23
  Leaderboard:
    - Added a conquest icon and destroyed-Kingdom count beside a Kingdom name after its first confirmed Kingdom Core destruction.
    - Added victim names to the conquest tooltip.
  Victory History:
    - Added a Victory tab directly after Kingdoms, displaying the archived top five Kingdoms from previous worlds.
    - Added admin export/import commands and remote interfaces so the external monthly reset script can carry Victory history into the next save.
    - Added a bounded twelve-season archive.
  Fog of War:
    - Added gradual map-intelligence decay for rival claimed territory after direct vision is lost.
    - Fog cleanup is processed in small rolling batches to avoid a single large UPS spike.
    - Direct scouts and currently visible chunks retain normal vanilla vision.
Version: 2.0.53
Date: 2026-07-23
  Map Size Management:
    - Enabled the integrated regrowth cleanup system by default for new and existing Nexus worlds.
    - Empty explored chunks now age for 48 hours before they may be removed and regenerated later when revisited.
    - Protected all claimed Kingdom Zone chunks and every chunk within 20 chunks of an active Kingdom Core.
    - Cleanup rechecks Nexus protection immediately before deleting a chunk, preventing queued stale removals.
    - Player structures remain permanently protected while world-eater mode stays disabled.
    - Existing 2.x saves automatically enable the cleanup once during the 2.0.53 migration.
Version: 2.0.52
Date: 2026-07-23
  Chat Interface:
    - Added an admin-only EDITOR button to Nexus Chat for toggling map editor mode without using the native console.
    - Added Nexus Chat handling for /editor, /help, /players, /admins, /time and /evolution.
    - Unsupported slash commands now show a clear message explaining that Factorio does not expose a safe way for mods to forward arbitrary built-in console commands.
Version: 2.0.51
Date: 2026-07-22
  Chat Interface:
    - Lowered Nexus Chat slightly so its lower edge aligns more closely with the game window edge.
    - Increased the history area upward by another 16 GUI pixels, giving the chat more vertical reading space without changing its width.
Version: 2.0.50
Date: 2026-07-23
  Chat Interface:
    - Raised Nexus Chat a few additional pixels from the bottom edge to match the requested placement.
    - Increased the chat-history area by 32 GUI pixels so more previous messages remain visible.
    - Kept the panel anchored to the left side and preserved the working non-blocking Tab completion.
Version: 2.0.49
Date: 2026-07-22
  Fixes:
    - Nudged Nexus Chat slightly upward from the absolute bottom-left screen corner.
    - Added a small lower display-pixel offset so the panel sits just above the corner, matching the requested reference placement more closely.
Version: 2.0.48
Date: 2026-07-22
  Fixes:
    - Corrected Nexus Chat lower-left docking again so the frame uses the physical display height minus the GUI-scaled panel height.
    - The complete chat window now sits exactly in the screen corner with no intentional left or bottom gap and fully overlays the vanilla ammunition and armour HUD.
    - Forced all outer frame margins to zero before applying the docked position.
Version: 2.0.47
Date: 2026-07-22
  Fixes:
    - Corrected Nexus Chat corner positioning to use Factorio GUI-scaled coordinates instead of raw display pixels.
    - The complete chat frame, including its text input, now remains visible and sits flush against the bottom-left corner without an intentional gap.
Version: 2.0.46
Date: 2026-07-22
  Chat Interface:
    - Moved Nexus Chat to the true lower-left screen corner so it deliberately overlays the vanilla ammunition and armour panel.
    - Removed the previous loadout-height reserve from the docking calculation while retaining resolution and GUI-scale repositioning.
  Controls:
    - Changed player-name Tab completion to a non-consuming custom input so the normal Factorio map control is no longer blocked when Nexus Chat is closed.
    - Tab completion still activates only when the Nexus chat text field exists and is open.
Version: 2.0.45
Date: 2026-07-22
  Chat Interface:
    - Corrected the lower-left docking calculation so Nexus Chat no longer overlaps the vanilla loadout panel.
    - Reserved the complete visible chat-frame layout and the weapon/armour HUD height at the player's current GUI scale.
    - Disabled automatic frame centering before applying the calculated docked position.

--------------------------------------------------------------
Version: 2.0.44
Date: 2026-07-22
  Changes:
    - Docked Nexus Chat directly above the vanilla bottom-left weapon and armour panel.
    - Corrected chat positioning to use the physical display height while respecting GUI scale.
Version: 2.0.43
Date: 2026-07-22
  Chat Interface:
    - Moved the Nexus chat panel further down so it connects directly to the lower-left HUD instead of floating near the middle-left of the screen.
    - Reduced the bottom clearance to a minimal edge gap while retaining resolution and GUI-scale repositioning.
    - Renamed the visible Local chat channel to Kingdom, including its button, message marker and tooltips.
Version: 2.0.42
Date: 2026-07-22
  Chat Interface:
    - Fitted the Nexus chat panel into the complete lower-left space above the character and ammunition HUD.
    - Increased the visible history area while keeping the panel compact and aligned to the screen edge.
    - Chat history now reliably opens at the newest message using an immediate and one-tick deferred bottom scroll.
    - Increased the displayed recent-history window from 40 to 60 messages.
  Player-name Completion:
    - Added Tab completion for partial player names typed at the end of the Nexus chat input.
    - Completion is case-insensitive, supports optional @ prefixes and includes connected plus known offline players.
    - Repeated Tab presses cycle through multiple matching player names.
Version: 2.0.41
Date: 2026-07-22
  Chat Channels:
    - Added persistent Global and Local channel controls to the Nexus chat window.
    - Global chat reaches every connected Kingdom; Local chat reaches only connected members of the sender's own Kingdom.
    - Local messages receive a visible [Local] marker in chat history so they cannot be confused with global messages.
    - Players without a Kingdom remain on Global chat and cannot select Local until they join or create a Kingdom.
    - Native fallback chat relay now follows the same saved Global or Local preference.
Version: 2.0.40
Date: 2026-07-22
  Features:
    - Added Kingdom member management to the Kingdoms leaderboard. Kingdom owners and server admins can kick non-owner members, including offline members.
    - Kicked players are returned to the holding area and receive the normal create-a-Kingdom menu plus a clear kick notification.
  Performance:
    - Rolling maintenance jobs now rotate one job per minute instead of firing many different jobs throughout every minute.
    - Each rolling turn processes two bounded slices, keeping expected Kingdom maintenance within the hourly cycle while removing the recurring 10-30 second script cadence.
    - Kingdom Core tick processing now exits immediately when no creation or cleanup work is queued.
  Fixes:
    - Shared-spawn member arrays are compacted when a player leaves or is kicked, preventing stale membership holes.
Version: 2.0.39
Date: 2026-07-22
  Chat Interface:
    - Restored chat history inside the Nexus chat window opened through the configured Toggle chat control.
    - The history keeps the last 120 messages received by each player and displays the newest 40 entries.
    - Rebuilt the chat as a compact framed panel with a title bar, close button, scrollable history and input field.
    - Anchored the panel directly above the lower-left character and ammunition HUD.
  Staff Chat:
    - Restored the Admin prefix to a fixed crimson color independent from the player's Kingdom color.
    - Moderator remains cyan, player names remain white and Kingdom tags keep the selected Kingdom color.
Version: 2.0.38
Date: 2026-07-22
  Bugfixes:
    - Fixed a non-recoverable Kingdom Core migration error caused by reading the removed LuaEntityPrototype.max_health field.
    - Kingdom Core health migrations now use LuaEntityPrototype.get_max_health() with the entity quality.

Version: 2.0.37
Date: 2026-07-22
  Chat Interface:
    - Reduced the custom Nexus chat input to roughly one eighth of the logical screen width, approximately one quarter of its previous length.
  Diplomacy:
    - Added the complete Allied, Friendly, Neutral, Hostile and At War status model.
    - New and migrated non-allied Kingdom relationships now start Neutral while remaining valid turret targets.
    - Three successful Nexus Trade Chest inventory exchanges automatically make both Kingdoms Friendly.
    - Three separate entries into another Kingdom's claimed territory automatically make the intruding Kingdom Hostile toward the owner.
    - Declare War and actual cross-Kingdom damage now set the attacker's directional status to At War.
    - Public leaderboard details now distinguish alliances from active wars.
  Nexus Trade Chest:
    - Renamed the player-facing Nexus Link Chest to Nexus Trade Chest.
    - Added rolling ownership registration and bounded trade-transaction snapshots without introducing a full-world scan.
  Map Cleanup:
    - Shortened the completed cleanup message to: Map cleanup done.
Version: 2.0.36
Date: 2026-07-22
  Staff Chat:
    - Changed the Admin prefix from fixed crimson to the player's selected Kingdom color.
    - Reduced the Nexus chat input to half of the logical screen width and kept it aligned to the left edge.
  Interface:
    - Restored the original simple Nexus header logo layout while retaining the close button.
  Map Cleanup:
    - Increased legacy forced map cleanup from thirty seconds to five minutes after the warning.
Version: 2.0.35
Date: 2026-07-22
  Interface:
    - Placed the Nexus header logo inside a dedicated inset frame.
    - Added a standard close button to the top-right of the Nexus menu.
  Staff Chat:
    - Changed the Nexus chat input to follow the player's configured Toggle chat control instead of the unrelated Enter/vehicle control.
    - Admin messages now use a crimson [Admin] prefix before the white player name; Moderator messages use cyan.
    - Added complete native fallback tags so staff rank remains visible even if another input path opens native chat.
Version: 2.0.34
Date: 2026-07-22
  Diplomacy:
    - Removed Set Friendly and Set Neutral from the Kingdoms diplomacy controls.
    - Alliance requests and Declare War remain available.
  Staff and Chat:
    - iluckie is automatically demoted from admin and assigned to the Moderator permission group on join.
    - Added exact-format Nexus chat opened with Enter so the sender and all recipients see the same Admin/Moderator prefix order.
    - Native player color changes remain blocked and Kingdom colors are restored automatically.
  Interface:
    - Moved the Nexus menu to the screen root at the top-left corner and added the Nexus logo to its header.
    - Removed the legacy Main Force by using the built-in player holding force and migrating existing Main Force members.
  Kingdom Core:
    - Removed the background routine that cleared Kingdom Core inventories, energy and rocket progress.
    - Kingdom Cores remain fully functional Rocket Silos and no longer destroy cargo prepared for launch.
  World Events:
    - Added a recurring Nauvis spaceship crash event every 24-48 hours between existing Kingdom territories.
    - Crash sites contain wreckage, fire, a dead character with randomized valuable loot and a global GPS announcement.
Version: 2.0.32
Date: 2026-07-20
  Mod Portal Packaging:
    - Removed all PowerShell, command and shell installer files from the Factorio mod archive so the release complies with Mod Portal executable-file restrictions.
    - The duplicate-version cleanup installers remain available as separate downloads outside the mod package.
  Diplomacy Interface:
    - Added clearly named Request Alliance and Declare War buttons directly in the Kingdoms tab.
    - Added Set Friendly and Set Neutral actions beside them for directional diplomacy management.
    - Declaring war changes only the declaring Kingdom's stance to Hostile and publicly announces the declaration with both Kingdom colors.
  Enemy Evolution:
    - Halved the enemy destroy evolution factor from 0.002 to 0.001.
    - The value is applied only on new-world initialization and mod configuration changes, without adding a repeating script check.
Version: 2.0.31
Date: 2026-07-20
  Performance and Scheduling:
    - Added a shared sixty-minute scheduler that spreads leaderboard, radar, zone visibility, diplomacy, robot-limit, Kingdom Core and migration work across separate minute/second slots.
    - Added named LuaProfiler log entries for every scheduled Nexus job so server owners can identify the exact task behind a Script Update spike.
    - Replaced several full-update scans with rolling per-Kingdom or per-surface migrations, including Kingdom Cores, research rules, diplomacy relationships, linked chests, legacy mines and Rocket Turret ammunition.
  Spawn Setup:
    - Reduced the maximum selectable distance from map center to 100 chunks while keeping the minimum at 50 chunks.
    - Removed Buddy Spawn, surface selection and team selection from the player-facing Kingdom setup flow.
    - New Kingdoms always create their own force on Nauvis; stale saved GUI values are overridden at submission.
  Robot Limits:
    - Added a maximum of 3,000 active/stored construction robots and 3,000 active/stored logistic robots per Kingdom.
    - Robot enforcement is checked one Kingdom per minute so a full server is covered within the sixty-minute maintenance window.
  Research:
    - Health research now unlocks directly after Modular Armor and continues to use only Automation and Logistic science packs.
    - Removed the complete Artillery research line and disabled every artillery recipe.
  Diplomacy:
    - Added directional Friendly, Neutral and Hostile policies plus mutual public Alliances.
    - Added alliance requests, acceptance and rejection controls to the Kingdoms tab.
    - Added a Diplomacy column and public ally lists to the Kingdoms table.
    - Attacking a friendly or allied Kingdom immediately changes only the attacker's stored stance to Hostile and dissolves the alliance.
  Update Installation:
    - Added double-click/PowerShell Windows client and Linux server update helpers that delete all packaged and unpacked older Nexus Kingdoms versions before installing the selected release.
    - The server helper also backs up old versions, restarts Factorio and prints version/error logs and container status.
Version: 2.0.30
Date: 2026-07-19
  Kingdom Zone Fog-of-War Privacy:
    - Rival Kingdom territory overlays are now visible only while the corresponding chunk is currently visible and not covered by fog of war.
    - Previously explored but currently fogged chunks no longer reveal enemy zone fills, borders or Kingdom labels.
    - A Kingdom's own members can continue to see their own territory overlay at all times.
    - Zone visibility uses lightweight cached rendering updates and chunk-chart events instead of scanning entities or shortening radar and leaderboard timers.
Version: 2.0.29
Date: 2026-07-19
  Research Balance:
    - Artillery research now additionally requires Production science packs.
    - Atomic Bomb research now requires Production and Metallurgic science packs.
    - Health research now consumes only Automation and Logistic science packs.
Version: 2.0.28
Date: 2026-07-19
  Bugfixes:
    - Fixed the technology research ingredient format used for Car, Tank, Power Armor and Power Armor MK2.
    - Research science packs are now added as valid Factorio ResearchIngredient tuples, preventing the automobilism prototype loading error.
Version: 2.0.27
Date: 2026-07-19
  Scouting and Map Privacy:
    - Scouting warnings now measure an enemy player against the nearest border chunk of claimed Kingdom territory rather than the Kingdom Core or interior territory.
    - Border warnings use 300-tile and 150-tile distance bands and no longer trigger merely because a scout is somewhere near the centre of a Kingdom.
    - Player-death GPS announcements are isolated to a temporary private force so only the player who died receives the built-in death ping.
  Defeated Kingdom Cleanup:
    - Destroyed Kingdoms are queued for cleanup five minutes after their Kingdom Core falls instead of using the legacy 30-second forced cleanup.
    - Added concise global cleanup announcements and Kingdom-colored names for defeat and cleanup messages.
    - Defeated structures and vehicles are removed in bounded batches before old marked chunks are deleted.
  Combat Restrictions:
    - Atomic bombs now use a private ammunition category accepted by player and vehicle rocket launchers but not by Rocket Turrets.
    - Existing atomic bombs stored in Rocket Turrets are removed during migration and returned beside the turret.
    - Land Mine technology, crafting and placement are disabled; existing placed mines and carried mine items are removed during migration.
  Performance:
    - Territory support removals are debounced and processed in one coalesced batch after large explosions, preventing hundreds of repeated zone redraws when many enemy structures are destroyed at once.
    - Entity destruction for defeated Kingdoms remains spread across multiple ticks to reduce script-update spikes.
  Kingdoms Table:
    - Removed the redundant footer about hidden Military, Power and Industry details.
    - Added each Kingdom's live online capacity as an online/max value, such as 1/3 online.
    - Rebalanced hidden Threat progression so early military research and starter defenses remain LOW for longer, while advanced capabilities and combat achievements still reach the higher tiers.
Version: 2.0.26
Date: 2026-07-19
  Map Privacy and Visibility:
    - Enemy cars, tanks and spider vehicles are no longer live-tracked through fog-of-war in previously charted chunks.
    - Vehicle privacy is enforced on movement, placement, entering/leaving vehicles and with a lightweight once-per-minute cleanup.
    - Nearby scouts retain normal vanilla vision, so enemy players and vehicles remain visible while actually inside visible range.
    - Rival Kingdoms are explicitly hostile rather than merely non-friendly, restoring normal enemy-player visibility at close range.
  Kingdom Zones:
    - Kingdom territory overlays and Kingdom names are visible to every player who has the zone overlay enabled, without sharing the underlying enemy map chart.
    - Replaced removal-time area rescans with exact per-building support tracking for each claimed chunk.
    - Removing the last supporting building now removes its unsupported territory immediately; overlapping buildings continue to support shared chunks correctly.
  Research Balance:
    - Tank research now also requires Production and Utility science packs.
    - Power Armor MK2 now also requires Military and Production science packs.
    - Power Armor now also requires Military science packs.
    - Land Mine research now also requires Chemical and Production science packs.
    - Car research now also requires Military science packs.
    - Land-mine damage reduced from 250 to 50.
  Land Mine Territory Rules:
    - Land mines can only be placed inside territory claimed by their own Kingdom.
    - Invalid placements are cancelled and refunded; existing mines outside their owner's territory are removed and returned during migration.
Version: 2.0.25
Date: 2026-07-19
  Performance and Update Cadence:
    - Kingdom standings now perform their full world scan every 20 minutes instead of every 15 seconds.
    - Opening the Kingdoms tab, joining the server and using /rank now use cached standings instead of forcing an immediate full recount.
    - Science-pack milestones reuse the same cached production data as the standings refresh, removing a duplicate world-wide statistics scan.
    - Radar intelligence scans every 30 minutes, physical scouting checks every 10 minutes and open radar panels refresh every 10 minutes.
    - Powered radar lists are now collected once per observing Kingdom per scan instead of once for every Kingdom pair.
  Radar Discovery Balance:
    - Reduced the maximum custom signal range from 4,000 to 3,000 tiles and the quiet-Kingdom base range from 1,000 to 600 tiles.
    - Added slower evidence accumulation with diminishing returns from additional radars.
    - Signal detection now requires accumulated evidence and identification requires substantially more evidence, preventing dense radar networks from exposing a Kingdom too quickly.
    - Existing Signal Detected and Kingdom Identified records are cleared once during migration; physically discovered territories remain stored.
  Kingdom Privacy:
    - Rival Kingdoms are forcibly kept non-friendly and chart sharing is disabled, while buddies in the same Kingdom remain unaffected.
    - GPS/map-ping chat references are no longer relayed through the global cross-Kingdom chat system.
    - On migration, previously leaked chart data is cleared from rival claimed chunks once.
    - Vanilla radar scans can no longer reveal rival claimed territory from a distance; the chunk is kept only when a scout from that Kingdom is physically within 500 tiles.
Version: 2.0.24
Date: 2026-07-19
  Player Control Recovery:
    - Fixed an intermittent dedicated-server issue where a player could appear at a newly created Kingdom but remain unable to walk.
    - The Kingdom setup window is now destroyed before synchronous spawn generation begins, preventing a focused name field from retaining movement keys.
    - Removed automatic keyboard focus from the Kingdom name field.
    - Normal permissions and the character controller are now restored after every Kingdom teleport, reset/rejoin edge case and final Kingdom Core spawn adjustment.
    - Returning players outside the holding pen are automatically repaired when they join the server.
Version: 2.0.23
Date: 2026-07-19
  Hidden Kingdom Intelligence:
    - Power now exposes only the Kingdom Power value. Its hover text is: The Current Strength of a Kingdom.
    - Industry now exposes only its total value; drills, furnaces and production-building counts remain hidden.
    - Threat now exposes only its severity label. Military research, unlocked weapons, armour, vehicles, ammunition, turrets, online strength and PvP history are not shown separately.
    - PvP remains a hidden Threat factor and still contributes to total Kingdom score without exposing a separate PvP value or breakdown.
  Research-Based Threat:
    - Threat now detects researched or otherwise unlocked combat capabilities instead of crafted or owned items.
    - Added firearms, normal/piercing/uranium ammunition, shotguns and piercing shells, grenades, flamethrowers, gun/laser/flamethrower/rocket/Tesla/artillery turrets, rockets and explosive rockets, cars, tanks, cannon-shell variants, combat robots, all armour tiers, artillery, Spidertron, railguns and other Space Age weapons.
    - Repeated weapon-damage, shooting-speed, explosives, flammables, laser, robot, artillery and railgun upgrades add hidden military risk.
  Radar Intelligence:
    - Added a gradual three-stage discovery system: Signal Detected, Kingdom Identified and Territory Discovered.
    - Powered standard radars scan every 15 minutes and can detect Kingdom signals up to 4,000 tiles away.
    - More radars and closer radar placement identify signals faster, while larger industrial Kingdoms produce stronger signals.
    - Signal strength considers active machines, power infrastructure, rocket and Space Age infrastructure, radar installations, pollution, moving trains and military infrastructure.
    - Hovering a Kingdom-owned radar opens permanent shared intelligence with direction and rough distance first, then Kingdom name/color and estimated distance, and finally first-discovery time plus last known exact distance.
    - Physical scouting permanently discovers territory at close range and warns the approached Kingdom at two distance bands.
    - Nexus radar intelligence never adds exact enemy map markers, reveals live player locations or awards leaderboard points; normal Factorio radar vision remains unchanged.
Version: 2.0.22
Date: 2026-07-19
  Nexus Menu:
    - Moved Kingdom standings into the existing Nexus menu and renamed the former Player List tab to Kingdoms.
    - Removed the separate Rankings button and standalone window, including automatic cleanup for older saves.
    - Simplified the layout to avoid duplicate summaries and duplicate PvP/Expansion columns.
    - Only Kingdom names use their selected Kingdom color; scores use neutral interface colors and Threat uses its own severity color.
  Scoring:
    - Expansion is now included in Kingdom Power at 1 point per complete 25-chunk zone.
    - Industry now equals the exact total number of mining drills, furnaces and production buildings, with no multipliers.
    - Turrets contribute their exact count to Kingdom Power, with no multiplier.
    - Kingdom Power now uses exact member, turret, science-tier and zone counts; military research is reserved for Threat.
    - PvP achievements are displayed under Threat while remaining part of the stable total score.
  Threat:
    - Removed the GUARDED tier. Available levels are LOW, HIGH, SEVERE, CRITICAL and EXTREME.
    - Threat includes military research, current online players, exact turret count and PvP history, while Industry remains excluded.
  Science Milestones:
    - Global milestones now trigger only when a Kingdom produces each science pack for the first time.
    - Only the Kingdom name uses the selected Kingdom color in the announcement; ordinary research is not announced.
  Spawn Defense:
    - Replaced the bridge-focused 12-turret layout with a symmetric 16-turret ring evenly covering the inside edge of the moat.
    - Turrets are offset in pairs around every bridge and remain on the land side of the water.
Version: 2.0.21
Date: 2026-07-19
  Rankings:
    - Rebuilt the leaderboard into English left-to-right categories for Score, Kingdom Power, Threat, Technology, Industry, PvP and Expansion.
    - Kingdom names, rank markers and category values now use each Kingdom's selected color.
    - Removed Activity and idle-time scoring completely.
    - Rebalanced scoring around current structures, research, territory and actual PvP achievements to prevent runaway early scores.
    - Added detailed hover breakdowns for members, online players, turrets, science level, research, drills, smelters, production buildings, kills, destroyed buildings, defeated Kingdoms and claimed chunks.
  Threat Level:
    - Added LOW, GUARDED, HIGH, SEVERE, CRITICAL and EXTREME military threat levels.
    - Threat is based on combat research, unlocked weapons, current online players, turrets, player kills and defeated Kingdoms.
    - Industry and general economic size do not increase Threat Level.
  PvP:
    - Added persistent tracking for enemy player kills, meaningful enemy buildings destroyed and Kingdoms defeated.
    - Destroying a Kingdom Core now credits the attacking Kingdom with a defeated-Kingdom achievement.
  Spawning:
    - First-time hosts and buddies now spawn at separate safe random positions 16-28 tiles from the Kingdom Core.
    - Normal respawns remain at a stable safe position below the Core, farther away from the Rocket Silo.
  Resources:
    - Nauvis starting resources now always use the fixed top-to-bottom order Coal, Iron, Copper and Stone.
    - Kept the existing deposit locations while removing random or unstable Lua table ordering.
  Nexus Link Chest:
    - Removed the temporary ground helper text; the chest description remains available in the entity panel.
Version: 2.0.20
Date: 2026-07-18
  Bugfixes:
    - Fixed dedicated-server saves retaining the old 32-64 Spawn Options slider after a mod update.
    - Spawn Options windows are now versioned and rebuilt from current code during migration and player join.
    - Recreating the top-left Nexus GUI no longer leaves the separately saved spawn selector untouched.
  Diagnostics:
    - Added log confirmation when a saved Spawn Options GUI is migrated to the fixed 50-200 range.
Version: 2.0.19
Date: 2026-07-18
  Spawning:
    - Hard-locked the player-facing Distance From Map Center slider to 50-200 chunks.
    - The Spawn Options GUI now repairs stale 32-64 scenario/save values each time it opens.
    - Primary, buddy and secondary spawn requests are clamped to 50-200 before location searching.
    - Added server-log confirmation whenever the fixed range is enforced or the Spawn Options GUI opens.
Version: 2.0.18
Date: 2026-07-18
  Spawning:
    - Expanded the selectable distance from map center from 32-64 chunks to 50-200 chunks.
    - Existing saves are migrated automatically to the new range.
    - The Nexus server rule now keeps this range fixed when stale runtime settings try to restore older values.
Version: 2.0.17
Date: 2026-07-18
  Chat:
    - Normal chat is now reliably shared between all connected Kingdoms.
    - Fixed older saves retaining a disabled shared-chat runtime setting.
    - Cross-Kingdom relays now preserve the player's chat color and colored Kingdom tag.
    - Messages are delivered directly to players in other forces to prevent force-filtering issues and duplicate lines.
Version: 2.0.16
Date: 2026-07-18
  Privacy:
    - Kingdom territory borders and map labels are now visible only to members of the owning Kingdom.
    - Rival Kingdom names and territory locations can no longer appear through unexplored map areas.
    - Territory visibility is refreshed immediately when a player joins or changes force.
Version: 2.0.15
Date: 2026-07-18
  Interface:
    - Merged the remaining legacy Server Features information into the styled IMPORTANT section.
    - Added Space Age, independent Kingdom research and enemy progression details with matching icons and colors.
    - Removed the separate Server Features heading and its duplicate legacy bullet list from the Server Info tab.
Version: 2.0.14
Date: 2026-07-18
  Bugfixes:
    - Kingdom creation no longer depends on the simulation tick advancing while a player waits in the holding area.
    - Requested spawn chunks are now force-generated and the delayed spawn is completed immediately after selection.
    - Pending delayed spawns from an existing save are force-completed automatically after updating.
  Changes:
    - Shortened the first two IMPORTANT welcome lines so they remain on one line at standard GUI scaling.
Version: 2.0.13
Date: 2026-07-18
  Bugfixes:
    - Permanently repaired sparse delayed-spawn queues that could leave players waiting in the holding area indefinitely.
    - Existing delayed-spawn queues are compacted automatically when updating the mod.
  Changes:
    - Reworked the first-join welcome window with current Nexus Kingdoms settings, icons and rich-text colors.
    - Removed the obsolete generic OARC scenario warning from the welcome window.
    - Added clearer delayed-spawn scheduling diagnostics to the server log.
Version: 2.0.12
Date: 2026-07-18
  Graphics:
    - Replaced the top-left Nexus controls icon with the new Nexus Kingdoms artwork.
  Kingdom defense:
    - Added twelve symmetric gun turrets to every new primary kingdom spawn, with three per side.
    - Each starter turret receives five firearm magazines.
  Nexus Link Chest:
    - Renamed the visible OARC Linked Chest to Nexus Link Chest.
    - Added an English description explaining matching private link codes between kingdoms.
    - Moved the chest below the Kingdom Core and player spawn, away from moat bridges.
    - Existing Nexus Link Chests are moved automatically while preserving their selected link code.
  Spawning:
    - Rebuilt spawn-location searching to scan many directions and progressively farther distances.
    - New spawns now avoid existing and pending kingdom locations and reserve enough room for the full island and moat.
    - Added forced chunk-generation recovery so players cannot remain stuck in the holding area when generation is delayed.
Version: 2.0.11
Date: 2026-07-18
  Graphics:
    - Replaced the mod thumbnail with the new Nexus Kingdoms artwork.
Version: 2.0.10
Date: 2026-07-18
  Notifications:
    - Removed the automatic announcements when a player creates their temporary team.
    - Removed the automatic joining and surface-change announcements.
    - Kingdom creation now announces: "A new kingdom has emerged" followed by the kingdom name in its selected color.
Version: 2.0.9
Date: 2026-07-18
  Notifications:
    - Added a consistent gold [NEXUS] prefix to all automatic in-game mod messages.
    - Message text now uses white as the default color for a cleaner, professional server style.
    - Existing colored names and highlighted rich-text elements remain supported.
    - Cross-force player chat keeps its normal player-chat appearance without a Nexus prefix.
Version: 2.0.8
Date: 2026-07-18
  Spawning:
    - New kingdom founders now appear directly below the Kingdom Core on their first teleport.
    - Removed the brief visual flash at the original center spawn position.
    - OARC per-player respawn data is synchronized with the Kingdom Core spawn before teleporting.
Version: 2.0.7
Date: 2026-07-18
  Kingdom Core:
    - Added a dedicated Kingdom Core Rocket Silo entity with the visible name "Kingdom Core".
    - Normal player-built Rocket Silos keep their original name.
    - Existing Nexus Kingdom Core silos migrate automatically when loading an existing world.
  Spawning:
    - Every kingdom force now uses a safe character spawn point directly below its Kingdom Core.
    - The host is moved below the core when a new kingdom is created.
    - New members joining an existing kingdom spawn below its core as well.
Version: 2.0.6
Date: 2026-07-17
  Changes:
    - Removed obsolete conflict declarations for the former standalone Nexus and OARC mods.
    - Nexus Kingdoms remains standalone; only Factorio base is required and Space Age is optional.
Version: 2.0.5
Date: 2026-07-17
  Kingdom Core:
    - Refined hazard concrete now matches the exact Rocket Silo footprint instead of creating a 13x13 platform.
    - Existing oversized foundations are trimmed back to the silo footprint during migration.
  Balance:
    - Artillery Turrets can now be crafted without tungsten.
    - Artillery Wagons can now be crafted without tungsten.
  Rankings:
    - Activity score now uses tracked active playtime instead of total online time.
    - Standing still or remaining idle no longer earns activity points.
    - Movement, building, mining, repairing, combat and direct interactions keep a player active.
    - Automatic train travel does not count as activity.
    - Rebuilt the rankings panel with a cleaner title bar, kingdom summary, medal colors, active-time column and scrollable rows.
Version: 2.0.4
Date: 2026-07-17
  Kingdom Core:
    - The Kingdom Core Rocket Silo is now fully operable and can launch rockets, while remaining non-mineable.
    - Added a 13x13 refined hazard concrete foundation beneath every new and existing Kingdom Core.
  Shared kingdoms:
    - Shared Spawn Controls announcements now display the colored kingdom name instead of the host player's name.
  Balance:
    - Rocket Turret research no longer requires Agricultural science packs or the Carbon Fiber prerequisite.
    - Rocket Turrets now use low density structures instead of carbon fiber so they can be produced without Gleba materials.
    - Artillery research no longer requires Metallurgic science packs.
    - Artillery shells use the Nauvis-compatible explosive cannon shell, radar and explosives recipe without tungsten or calcite.
Version: 2.0.3
Date: 2026-07-17
  Fixes:
    - Fixed Kingdom Cores not appearing when the spawn-created event ran before the final kingdom force was ready.
    - Kingdom Core creation is now queued and retried after spawn creation, host teleport and player reconnect.
    - Existing primary kingdoms automatically receive a missing core after updating.
    - Added the admin fallback command /nexus-create-missing-cores.
    - Added detailed server-log messages for successful placement and final placement failures.
Version: 2.0.2
Date: 2026-07-17
  Major features:
    - Added a central, non-operable Rocket Silo as the Kingdom Core for every primary kingdom spawn.
    - Destroying a Kingdom Core now defeats that kingdom, launches an atomic explosion and announces the victor.
    - Defeated kingdom structures and territory are removed, and all members return to the Nexus holding area.
    - Offline defeated members receive the defeat notice when they next join and may create a new kingdom.
  Interface:
    - Hid the generic Settings and Surface Settings tabs without removing their underlying configuration systems.
    - Removed Respawn Location controls from the player-facing Spawn Controls tab.
    - Rebuilt the Mod Info tab around the actual Nexus Kingdoms rules and objectives.
    - Moved the Nexus Rankings close button to the left of the title.
Version: 2.0.1
Date: 2026-07-17
  Changes:
    - Disabled shared map vision between kingdoms by default.
    - Territory claims now chart only for the kingdom that owns them, preventing enemy bases from being revealed automatically.
    - Territory chunks are removed automatically when no qualifying building of their owning force still supports them.
    - Existing buildings are registered during migration so removals continue to update territory correctly.
    - Changed the zone toggle message prefix from [Nexus Zones] to [Nexus].
Version: 2.0.0
Date: 2026-07-17
  Major features:
    - Integrated the complete multiplayer spawn system directly into Nexus Kingdoms.
    - Removed the required OARC dependency; players now install one mod.
    - Preserved custom kingdom names, colors, rankings and territory zones.
    - Removed public GPS coordinates from automatic spawn, buddy, secondary-spawn and reroll announcements.
    - Added compact default spawn distances: 32 chunks near, 64 chunks far, 5 chunks clear margin.
    - Replaced the OARC interface icon and portal thumbnail with the Nexus Kingdoms logo.
  Compatibility:
    - Requires a new world when upgrading from the previous split-mod architecture.