Native copper/iron bacteria grow into stromatolite entities. Agricultural harvesting yields bacteria and hydrated crystals; dehydrate crystals in a biochamber for ore. Metal bacteria spoil into spoilage. Direct bioflux multiplication and duplicate inocula are removed. Decomposers are isolated from spoilage at 10%; saprophytic fungi and decomposers produce all eleven soils. Existing inocula and soil cultures migrate to the replacement items.
Mods introducing new content into the game.
Version: 0.5.2
Date: 2026-10-14
Graphics:
- Redraw hydrated crystals as damp microbial mineral precipitates with fine grains, fragile flakes and residual organic binder.
- Replace large polished crystal clusters with granular copper and laminated iron aggregates.
Version: 0.5.1
Date: 2026-10-14
Graphics:
- Replace bacterial placeholders on hydrated copper and iron crystals with dedicated transparent mineral cluster icons.
- Distinguish copper-orange chunky crystals from steel-gray layered iron crystals.
Version: 0.5.0
Date: 2026-10-14
Changes:
- Reused native copper and iron bacteria for stromatolite inoculation; removed duplicate inocula.
- Changed metal bacteria spoilage to spoilage and retired direct bioflux multiplication recipes.
- Agricultural harvesting now yields bacteria and hydrated crystals; added crystal dehydration recipes.
- Added 10% decomposer isolation from spoilage and replaced binding/weathering cultures with saprophytic filamentous fungi.
- Migrated existing inoculum and soil-culture inventories without removing terrain entities.
Version: 0.4.1
Date: 2026-10-14
Graphics:
- Added distinct microbial icons for decomposer, binding, weathering, copper and iron inoculation consortia.
Version: 0.4.0
Date: 2026-10-14
Features:
- Added twelve agriculture technologies, each unlocked by mining its corresponding native organism.
- Added decomposer, binding and weathering consortia isolated from native plants.
- Added one biochamber soil-formation recipe with probabilistic outputs for nine habitats and both vanilla artificial soils.
- Added stable copper and iron stromatolite inocula for habitat-bound growth and agricultural harvesting.
Changes:
- Removed seed consumption from artificial soil production and retired the eleven individual soil recipes.
- Preserved the native artificial-soil nutrient milestone and added microbial discovery prerequisites.
- Restored vanilla copper and iron bacteria behavior; bacteria no longer function as planting items.
- Replaced generic cultivation descriptions with explicit compatible artificial habitat names.
- Removed the blanket science-pack cultivation unlock; preserved existing terrain and planted entities on upgrade.
Version: 0.3.0
Date: 2026-10-14
Features:
- Added twelve cultivable native Gleba organisms with habitat-specific planting restrictions.
- Added ten harvestable propagules, nutrient-fed propagation recipes, and renewable native secondary drops.
- Allowed the standard agricultural tower on supported shallow water while retaining deep-water restrictions.
- Reused native copper and iron bacteria for stromatolite planting, without duplicate mineral items or recipes.
- Added nine independently selectable habitats based on native Gleba ecological regions.
- Split shallow water into green, pale, and red habitats for distinct aquatic communities.
- Split lowlands into olive, fungal-mat, and red-vein habitats, and midlands into turquoise and yellow-crust habitats.
Changes:
- Removed rotation-based habitat selection; each habitat has its own item and recipe.
- Restricted coordinate-based visual variation to the selected habitat's colour band.
- Preserved existing terrain tile identities and mapped recovered materials to the corresponding new habitat.
- Added distinct custom item icons for all nine terrain habitats.
- Added a mod thumbnail featuring craftable Gleba soil and shallow water.
- Added ten distinct propagule icons and a terrain cultivation technology icon.
Version: 0.2.0
Date: 2026-10-14
Features:
- Added coordinate-based terrain variation using 37 native Gleba terrain appearances.
- Consolidated buildable ground into one terrain substrate with four placement styles.
- Added rotation controls to select lowland, midland, highland, or buildable wetland before placement.
- Added a separate shallow-water item with native water effects, water access and collision rules.
Changes:
- Preserved the four existing ground tile identities while merging their items and recipes.
- Enabled Gleba terrain engineering research and added English and Chinese descriptions.
- Reused native terrain sprites, puddles, ambient effects and transition definitions.
Bugfixes:
- Fixed hard square seams by refreshing tile transitions after selecting terrain variants.
- Preserved hidden terrain when applying coordinate-based variation.
- Restored terrain types in supported blueprints captured from built terrain, including rotated placement.
- Prevented shallow-water placement beneath existing buildings with incompatible collision rules.
- Replaced the unfinished plant-spawning script with terrain placement handling.