Factorio Prestige

by Xobot

A prestige / meta-progression system for Factorio: Space Age.

Content
2 months ago
2.0
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Transportation Logistics Enemies Environment

Changelog

Version: 0.40.0
Date: 2026-06-16
  Features:
    - New "Start" category on the Prestige tab: choose which planet a fresh run
      begins on. The default planet is free (Lignumis when installed, otherwise
      Nauvis); other planets are a one-time, permanent point unlock.
    - Nauvis is selectable for 15 points when Lignumis is installed (skip the wood
      start). Automation research is force-unlocked on arrival so you never stall.
    - Vulcanus is selectable for 30 points: you start there with foundry-era
      research and a lava-tier starter kit. (Trial profile — balance feedback
      welcome.)
    - Lignumis start: all wood and steam research is restored every run, so a wiped
      run doesn't re-grind the wood + steam tier.
  Notes:
    - Each non-Nauvis start force-researches a curated bootstrap so a from-scratch
      start there can never soft-lock; missing items/techs are skipped safely.
Version: 0.39.0
Date: 2026-06-16
  Features:
    - New Flame Tumbler kit (5 points): an AAI flame tumbler vehicle plus 200
      processed fuel to run it. Only available when AAI Vehicles: Flame Tumbler
      is installed.
    - New Gunship kit (9 points): an Aircraft gunship plus 200 processed fuel to
      fly it. Only available when the Aircraft mod is installed.
Version: 0.38.0
Date: 2026-06-15
  Features:
    - New History tab: lists each completed run with its duration, points earned,
      and milestones completed (newest first, last 50 runs).
    - Milestone completions now announce in chat: the milestone, the points
      awarded (scaled by your bonuses), how long into the run it took to reach,
      and - if you've completed it in a previous run - the time difference versus
      that last completion (green = faster, red = slower).
Version: 0.37.0
Date: 2026-06-15
  Changes:
    - Personal Roboport Package now also includes 10 construction robots and
      costs 2 points (was 6).
    - Removed the Small Roboport Package.
    - Renamed the Medium Roboport Package to "Roboport Package".
Version: 0.36.0
Date: 2026-06-15
  Features:
    - Kits that grant armor + equipment now auto-equip on prestige: the strongest
      armor your kits granted is worn and its equipment grid is filled with the
      best gear that fits (higher tiers take priority). Anything that doesn't fit
      stays in your inventory.
    - New kit: Car Start (1 pt) - a car plus 20 coal to fuel it.
Version: 0.35.0
Date: 2026-06-15
  Features:
    - New kit: Mega Bot Start (30 pt) - Power Armor MK2, 500 construction robots,
      4 personal roboport MK2, 4 portable fusion reactors, 2 battery MK2,
      4 energy shield MK2.
    - New kit: Military Start (5 pt) - 5 gun turrets, 500 firearm magazines.
  Changes:
    - Electric Package now also includes 50 coal (to fuel the boiler).
    - Personal Roboport Package now also includes a personal roboport.
Version: 0.34.0
Date: 2026-06-15
  Changes:
    - A fresh run now spawns you with ONLY your prestige items (the contents of
      the kits you bought). The old hardcoded "fresh-start" inventory (burner
      drill, furnace, iron plate, ...) is removed: it never reliably matched a
      real new-game start (it missed mod-added items) and handed out free base
      items on top of the prestige economy.
    - The standard new-game starting items now come solely from the ship wreck,
      which is optional: the prestige confirmation dialog has a "Spawn a starting
      ship wreck" toggle (default on). Off = start with only your prestige items.
    - The prestige confirmation dialog now lists the items you'll start the run
      with, aggregated from your owned/pending kits.
Version: 0.33.0
Date: 2026-06-14
  Features:
    - Prestige now recreates the starting ship wreck (via the base crash-site
      library) so a fresh run looks like a new game. Its ship/debris item lists
      are read from the freeplay interface, so mod-added starting items (e.g.
      aai-industry) end up scattered in the wreck to pick up, like a new game.
      The normal starting kit (created_items) still goes straight to inventory,
      so the wreck items are a small bonus on top.
    - The wreck spawns on every prestige regardless of starting planet (Any Planet
      Start spawns one on its planet starts by default too).
Version: 0.32.0
Date: 2026-06-14
  Features:
    - Any Planet Start compatibility: when a starting planet is chosen in that
      mod, prestiging now restarts you on that planet (Vulcanus / Fulgora / Gleba
      / modded) instead of Nauvis. Start-surface resolution order is now
      Any Planet Start's planet -> Lignumis -> Nauvis.
Version: 0.31.0
Date: 2026-06-14
  Bugfixes:
    - Prestige bonuses are no longer silently lost after a mod update. Effects are
      applied as a delta tracked in storage; if something external (a
      technology-effects reset triggered by updating mods, another mod, etc.)
      wiped the force modifiers or recipe productivity, the tracker still believed
      they were applied, so re-applying was a no-op and you were left with no
      bonuses until the next prestige. effects.apply now detects this (the live
      value having fallen below the contribution we recorded) and re-applies from
      scratch. As a side effect, recipes newly added by a mod update now also
      receive the existing recipe-productivity bonus.
  Changes:
    - New /prestige-reapply command: manually re-applies prestige bonuses from the
      current owned state — a safety net, though the resilience fix above usually
      makes it unnecessary.
    - Electric Package kit now includes an offshore pump (to feed the boiler).
Version: 0.30.0
Date: 2026-06-14
  Bugfixes:
    - Research now actually resets on prestige. force.reset_technologies() only
      reloads technology definitions from prototypes and keeps the researched
      state, so researched techs (and their unlocked recipes/bonuses) survived
      the wipe. Every technology is now explicitly un-researched (upgrade and
      infinite techs rewound to their base level) and technology effects reset.
  Changes:
    - Wood Kit now grants 20 burner mining drills (was 82).
    - Wood Kit now also includes 5 burner agricultural towers.
Version: 0.29.0
Date: 2026-06-14
  Bugfixes:
    - Map markers (chart tags) are now removed on prestige. They are force-level
      data that surface clearing/regeneration doesn't touch, so old markers
      lingered on the map pointing at places that no longer exist.
Version: 0.28.0
Date: 2026-06-13
  Bugfixes:
    - RSO starting resources now actually respawn after a prestige. The
      resetGeneration call added in 0.26.0 ran in the same tick as
      surface.clear() and was silently swallowed; it's now deferred ~1 second
      until the clear has settled, which is when RSO can place the patches.
  Changes:
    - Added Resource Spawner Overhaul (rso-mod) as an optional dependency, so it
      loads before this mod and the RSO-compat behavior is in effect from the
      start of the game.
Version: 0.26.0
Date: 2026-06-13
  Bugfixes:
    - Prestige now fully resets the character: gun, ammo, armor (and its
      equipment grid) and logistic-trash slots are cleared, not just the main
      inventory. Fixes weapons/ammunition/equipment accumulating across
      consecutive prestiges.
    - Prestige now resets biter evolution to zero on every surface (evolution
      is tracked on the enemy force, which the wipe previously never touched).
    - Resource Spawner Overhaul (RSO) compatibility: starting resources now
      respawn after a prestige. surface.clear() left RSO's "starting area
      already spawned" flag set, so the guaranteed starting patches never came
      back; the wipe now calls RSO's resetGeneration to re-roll regions and
      re-spawn the starting resources. No-op when RSO isn't installed.
    - Under RSO, the Map tab no longer shrinks resources. RSO reads the
      frequency/size/richness autoplace controls as multipliers on its own
      config, so the mod's default 75/75/50 values were scaling RSO patches
      (and starting patches) down to ~88% size / 50% richness. With RSO active
      those controls are now left neutral (1.0) so RSO's own settings govern
      resource size/richness/frequency; cliffs and starting-area size still
      apply. (Without RSO, the Map tab behaves exactly as before.)
Version: 0.25.0
Date: 2026-06-13
  Features:
    - New "Endless" upgrade category: upgrades with no level cap, bought
      level-by-level for a flat point cost each.
      - Faster Crafting (1 pt/level): +50% manual crafting speed per level,
        forever.
Version: 0.24.0
Date: 2026-06-13
  Features:
    - Two new Lignumis-only kits (shown only when the lignumis mod is active):
      - Wood Kit (3 pt): 800 wood belts, 50 wood undergrounds, 50 wood splitters,
        20 stone furnaces, 82 burner mining drills, 20 burner inserters.
      - Rudimentary Bots (1 pt): 10 basic (copper) construction robots, wood
        armor, a basic personal roboport, and a basic portable generator.
    - Kits can now be gated behind a mod (requires_mod), like Flow unlocks.
Version: 0.23.0
Date: 2026-06-12
  Balancing:
    - Inter-Planet Belt recipe is much more expensive: 100 express belts +
      100 processing units (was 4 + 2), still crafting 2 endpoints.
    - Costs now follow formulas (l = levels already owned): Belt Stacking 5+2l
      (max 3), Inserter Capacity 1+l (max raised 6 -> 8), Research Productivity
      1+l (max raised 5 -> 10), Base Productivity 2+2l (max raised 5 -> 10),
      Base Research Speed 5+3l (max 5), all Curses 3+2l, Map cap steps
      floor(1 + l/2) (1, 1, 2, 2, 3, ...).
    - Flow: Inter-Planet Belts 10 -> 20 pt; Stack Inserter Recipe 20 -> 10 pt.
    - New Flow unlock: Higher-Tier Belts (10 pt, only shown when ev-logistics is
      installed). Adopts ev-logistics' hyper belt/underground/splitter recipes
      into the Prestige crafting tab and unlocks them via prestige instead of its
      hyper-logistics research (now hidden). Recipes otherwise untouched — still
      crafted in a foundry on Vulcanus.
    - New Flow unlock: Quality Condenser (10 pt, only shown when the
      quality-condenser mod is installed). Same adoption pattern: its recipe
      moves to the Prestige crafting tab and prestige replaces its research
      (now hidden) as the only way to unlock it.
    - New Flow unlock: Keep QoL Research (10 pt, only shown when the
      qol_research mod is installed). On prestige, researched Quality of Life
      technologies (and the bonuses they grant) survive the research reset.
    - Removed Black Hole Storage (was an unwired 15-pt placeholder).
    - Smaller Start curse: starting area now shrinks -30% per level (0.7/0.4/0.1)
      instead of saturating at level 2, so every level has a real drawback.
      (Audit finding #7.)
    - Curse rewards toned down: Smaller Start +25% point gain per level (was
      +50%), More Pollution +10% productivity per level (was +25%), Enemy
      Evolution Accelerant +30% research speed per level (was +50%).
    - Curse +/- hover tooltips now show the current totals at the owned level
      for both the benefit (green "Now" line) and the drawback (red "Now"
      line, mirroring the actual mapgen math); the per-level trade stays on
      the card itself.
  Changes:
    - The "Curses" section is now called "Challenges" (display only; saved
      state is unaffected).
    - Buying/refunding upgrades, kits and curses no longer rebuilds the whole
      Prestige tab — the point-buy sections refresh in place, so the page keeps
      its scroll position (part of audit finding #4).
    - The top-left menu button is now the gold prestige star (sprite button via
      item-group/prestige-group) instead of a text button; existing saves get
      the new button automatically.
    - Removed the Effects tab (effects are shown on each upgrade's hover tooltip).
    - Removed the reserved "Recipe Overhauls" button.
    - Lignumis milestones: removed Wood science (1 pt); added Provisional rocket
      silo (3 pt, craft one provisional-rocket-silo).
    - Added a mod-portal thumbnail (144px gold star; tools/make-thumbnail.ps1
      regenerates it).
  Notes:
    - Requires a full restart (data + locale change).
Version: 0.22.0
Date: 2026-06-10
  Features:
    - Inter-Planet Belts implemented (the 10-pt Flow flagship). Crafting the recipe
      (4 express belts + 2 blue circuits -> 2 endpoints) is enabled by the upgrade.
      Place two endpoints and link them: items fed into one emerge from the other,
      even across planets (engine linked-belt mechanism — no per-tick scripting).
      - Controls: Left-click an endpoint to start a link, click another to finish
        (remote view reaches other planets). Shift+Left-click relinks an already-
        linked target. Q cancels a pending link. Shift+Right-click disconnects.
        R flips an endpoint between input and output.
      - Visual feedback: green markers show an existing link when hovering an
        endpoint; gold dashed markers show a pending link.
      - Runs at 90 items/s — a step above the modpack's fastest belt (75/s),
        which remains the floor — and dresses fully in a donor belt tier's assets via
        data-final-fixes.lua: belt surface animation, underground-style cover,
        and icon. Donor preference: ev-logistics' purple hyper belt when present
        (chosen over planetaris-arig's white), else whatever belt is fastest.
      - Crafted in pairs.
    - New script scripts/linkbelt.lua (pairing UX, adapted from the EditorExtensions
      pattern); custom inputs piggyback on standard game controls (no new keybinds).
    - The Prestige crafting tab has a proper icon: a custom gold star at 128px
      (graphics/icons/prestige-group.png — the mod's first shipped art), replacing
      the gold-tinted 64px inserter icon that rendered small.
  Notes:
    - Requires a full restart (data + locale change).
Version: 0.21.0
Date: 2026-06-10
  Changes:
    - Prestige-unlocked recipes now live in their own "Prestige" crafting tab
      (new item-group + subgroup), instead of being mixed into the Logistics tab.
    - The prestige inserter is now cloned from the real Space Age stack-inserter
      instead of the bulk-inserter, so it uses the genuine stack-inserter model,
      textures and icon (no more bulk-inserter look / tint hack). Renamed to
      "Prestige Stack Inserter" to distinguish it from the vanilla one; still
      1.5x swing/extension speed and crafted from a bulk inserter + blue circuit.
  Notes:
    - Requires a full restart (data + locale change).
Version: 0.20.0
Date: 2026-06-09
  Features:
    - First prestige-unlocked recipe (proof of concept): a "Stack Inserter" — a faster
      bulk inserter crafted from a bulk inserter + a blue circuit.
      - data.lua: new item + entity (cloned from bulk inserter, 1.5x speed, tinted
        icon) + a disabled recipe. Guarded so it only adds when the bulk inserter and
        blue circuit exist.
      - New effect kind "unlock_recipe": the "Stack Inserter Recipe" Flow upgrade
        (20 pts) enables the recipe for the force; re-applied on prestige/load.
    - Requires a full restart (data + locale change).
Version: 0.19.0
Date: 2026-06-09
  Changes:
    - Removed the Achievements tab. The base game already has achievements, and a
      parallel system wouldn't add enough. Tabs are now Prestige / Milestones / Effects.
Version: 0.18.1
Date: 2026-06-09
  Changes:
    - Milestones grid: trimmed cell width to remove the horizontal scrollbar.
    - Cleaned info.json encoding.
Version: 0.18.0
Date: 2026-06-09
  Changes:
    - Milestones tab layout upgrade: large 40px icon sprites per milestone and a
      4-column grid that fills the width (was small inline icons in 2 narrow columns).
      Falls back to an inline icon if a sprite path is unavailable.
Version: 0.17.1
Date: 2026-06-09
  Changes:
    - Lignumis group: removed the First lumber / First wooden gear milestones (one-craft
      trivial items that could be farmed for points). Kept the science packs, which
      require a real production chain.
Version: 0.17.0
Date: 2026-06-09
  Features:
    - Added a Lignumis milestone group for the early wood start (first lumber, first
      wooden gear, wood science, steam science). Only shows when the Lignumis mod is
      installed.
    - Milestone groups whose milestones don't exist in the active modset are now
      hidden entirely (no empty heading).
Version: 0.16.0
Date: 2026-06-09
  Features:
    - Added Power and Kills milestone groups and expanded Progress, taking cues from
      the Milestones mod's Space Age preset:
      - Progress: first locomotive, construction robot, the planet buildings
        (foundry / EM plant / biochamber / cryogenic plant), spidertron, mech armor.
      - Power: first solar panel, accumulator, nuclear reactor, fusion reactor.
      - Kills: biters (medium/big/behemoth, +1000 behemoth), Vulcanus demolishers,
        Gleba stomper/strafer pentapods.
    - New "kill" milestone kind tracked via kill-count statistics; kill stats are
      cleared on prestige so they re-earn.
Version: 0.15.0
Date: 2026-06-09
  Changes:
    - Reworked milestones from production-quantity thresholds to achievement-based
      ("reach a new thing", mostly produce >= 1):
      - Science spine with escalating points (automation 1 ... space 7), planetary
        sciences tiered by distance (Vulcanus/Fulgora/Gleba = 8, Aquilo = 9,
        Promethium = 10).
      - Progress: first steel, oil processing (fluid), blue circuits, and rocket
        launch counts (1 / 10 / 100).
    - Milestones now show item/fluid icons (rich text) like the Milestones mod.
    - Supports item / fluid / technology / rocket milestone kinds; milestones whose
      target doesn't exist in the active mods are hidden and skipped (X / Y reflects
      only valid ones).
  Notes:
    - Modded-planet science packs not yet included; values are a first pass for the
      joint cost-balancing.
Version: 0.14.0
Date: 2026-06-09
  Features:
    - Replaced the wooden-chest test milestones with a real production-driven set
      (Smelting / Circuits / Chemistry / Science / Progression), ~30 milestones with
      point values. Item milestones read total production across surfaces+qualities;
      progression tracks rocket launches.
    - Milestones tab redesigned: grouped sections with live progress (current /
      threshold) and point values; generic header.
    - Production statistics are cleared on prestige so milestones re-earn from zero
      each run (they reset, as before).
    - Per-second polling refreshes only the Milestones tab (Prestige tab scroll
      undisturbed). Milestone item names are guarded, so a set missing in the active
      mods simply won't appear.
  Notes:
    - Milestone point values and thresholds are a first real pass; cost balancing
      against this income comes next.
Version: 0.13.0
Date: 2026-06-09
  Changes:
    - Removed the Power-Hungry Mode and Glass Cannon curses: machine speed/power and
      building max-health are prototype-locked with no clean runtime lever, so neither
      could be done faithfully. Effects unwind automatically via the delta tracker.
    - Remaining curses: Smaller Start, More Pollution, Bigger & Faster Expansions,
      Enemy Evolution Accelerant.
Version: 0.12.0
Date: 2026-06-06
  Changes:
    - More Pollution curse reframed and wired:
      - Benefit +25% productivity per level (per-recipe productivity_bonus).
      - Drawback via pollution dynamics (game.map_settings.pollution, from baseline):
        ageing down (pollution lingers/accumulates), diffusion_ratio up (spreads
        further), enemy_attack_pollution_consumption_modifier down (more attacks).
      - Baseline snapshot now stores pollution defaults too; idempotent at level 0.
Version: 0.11.1
Date: 2026-06-06
  Changes:
    - Corrected the Inserter Capacity description: it raises items moved per swing
      (throughput), but stacking items onto belts requires the bulk prototype flag,
      which is data-stage only and (by design choice) left to bulk inserters.
Version: 0.11.0
Date: 2026-06-06
  Changes:
    - Reframed two prototype-locked speedups into real force modifiers:
      - "Belt Speed" -> "Belt Stacking" (belt_stack_size_bonus +1/level): belts carry
        items stacked higher for more throughput.
      - "Inserter Speed" -> "Inserter Capacity" (inserter_stack_size_bonus +1/level):
        all inserters, even basic ones, grab/place more items per swing like stack
        inserters, feeding stacked belts.
    - Tooltips now render flat-count effects as "+N" (not "+N%").
    - Force-modifier application is pcall-guarded so a bad value can't crash a prestige.
Version: 0.10.2
Date: 2026-06-06
  Bugfixes:
    - Don't overwrite a planet's starting-area size on prestige unless the
      Smaller-Start curse is active. Previously it was forced to 1.0 every prestige,
      shrinking custom starting areas (e.g. Lignumis's generous start).
Version: 0.10.1
Date: 2026-06-06
  Bugfixes:
    - Fix crash on prestige ("Value must be a dictionary in property tree at
      ROOT.enemy_evolution"): game.map_settings sub-tables cannot be reassigned
      wholesale; set their fields individually instead. apply_world_settings is now
      also pcall-guarded so a map-settings issue can never crash a prestige.
Version: 0.10.0
Date: 2026-06-06
  Features:
    - Map config now actually applies on prestige (scripts/mapgen.lua):
      - Per planet/ore frequency/size/richness (overrides -> global -> base, clamped
        to the unlocked cap) written to each surface's map_gen_settings before it
        regenerates.
      - Cliffs toggle and Smaller-Start area (start planet) applied too.
      - Planets first visited after a prestige get the config via on_surface_created.
      - Evolution-rate and Bigger/Faster-Expansion curses applied to game.map_settings
        from a stored baseline (idempotent).
  Notes:
    - The map baseline is intentionally below vanilla (freq/size 75%, richness 50%),
      so it is only applied after the first prestige; the initial run stays vanilla.
Version: 0.9.1
Date: 2026-06-06
  Changes:
    - Tooltips now describe the real wired effects: per-level magnitude and the
      current total at your owned level (Speedups/Flow buttons, Curse +/- buttons).
    - Upgrades with no wired effect yet show "(effect not yet wired)".
    - Kit Buy tooltip notes the contents are granted on prestige.
Version: 0.9.0
Date: 2026-06-06
  Features:
    - First batch of real effects wired (scripts/effects.lua), applied on prestige
      and re-synced on load:
      - Base Research Speed -> laboratory_speed_modifier
      - Research Productivity (base) -> laboratory_productivity_bonus
      - Base Productivity + Glass Cannon production -> per-recipe productivity_bonus
      - Evolution Accelerant research-speed half -> laboratory_speed_modifier
      - Smaller Start / Bigger Expansions point-gain -> milestone award multiplier
    - Effects use delta-tracking so they add to (not overwrite) tech/other-mod
      contributions, and re-applying is idempotent.
  Notes:
    - Map-gen + map_settings effects and the prototype-locked reframes are tracked in
      spec/feasibility.md (Wiring status) and come next. Magnitudes are placeholders.
Version: 0.8.2
Date: 2026-06-06
  Changes:
    - Buying/refunding a map cap no longer jumps to the top of the page: the Map
      section rebuilds in place and the points label updates without a full refresh.
    - Only planets that actually have adjustable ores are listed (drops non-planets
      like the quality-condenser surface).
    - The ore area reserves some height when no planet is selected, so you can
      pre-scroll to where the ore sliders will appear.
Version: 0.8.1
Date: 2026-06-06
  Changes:
    - Per-planet overrides are now a horizontal wrapping grid of planet tiles with
      single-select, instead of a vertical list of collapsible blocks. Selecting a
      tile shows that planet's ore sliders below (updated in place, no scroll reset);
      clicking the selected tile deselects it.
Version: 0.8.0
Date: 2026-06-06
  Features:
    - Map tab fleshed out into the cap/slider system:
      - Each property (Frequency/Richness/Size) is a slider from a base up to an
        unlocked cap. Frequency/Size: 75%->200% in 25% steps; Richness: 50%->600%
        in 50% steps.
      - Spend prestige points to raise a property's cap globally (+/- buy/refund).
      - A global "All" slider per property sets the value applied to every planet.
      - Per planet / per ore overrides: every planet is a collapsible block listing
        its ore autoplace controls, each with Frequency/Size (and Richness where
        applicable) sliders, constrained to [base, cap].
    - Planets and their ores are enumerated at runtime (guarded), so it adapts to
      whatever planet mods are installed.
  Notes:
    - Map values are stored but not yet applied to world generation (effect wiring
      comes when prestige regenerates surfaces). Cap costs are placeholders.
Version: 0.7.4
Date: 2026-06-05
  Changes:
    - Sections now use Milestones-style headers: a title with a full-width divider
      line, instead of a box around the whole section.
    - Kit/Curse options are each boxed again (single box per option) so they read as
      distinct choices, while keeping fixed sizes and bottom-aligned action rows.
    - Flow and Map are separate full-width sections again.
Version: 0.7.3
Date: 2026-06-05
  Changes:
    - Section panels now hug their content (no more full-width dead space).
    - Kit/Curse cards are flat and fixed-size (no inner box, consistent sizing);
      action rows align to the bottom of each card.
    - Flow and Map now share one panel as two inline columns.
    - Curses now cost prestige points to level up (refunded on level-down).
Version: 0.7.2
Date: 2026-06-05
  Changes:
    - Each section is now a titled, content-hugging framed panel, which both groups
      the UI visually and stops the grids from stretching across the whole page.
    - Flow and Map now share one row to reclaim vertical space.
    - Tightened grid column counts (Speedups 6, Kits 5, Flow 3, Curses 4).
Version: 0.7.1
Date: 2026-06-05
  Changes:
    - Removed the Start (planet-start selection) feature.
    - Flattened the Prestige tab: instead of nested sub-tabs, all groups (Speedups,
      Kits, Flow, Curses, Map) are now sections on one scrolling page, so we can judge
      density and start grouping toward a balanced layout.
    - Widened the grids to use more horizontal space.
Version: 0.7.0
Date: 2026-06-05
  Features:
    - Prestige tab reorganised into nested sub-tabs: Speedups | Kits | Flow | Curses | Map | Start.
    - Speedups & Flow: point-buy notch upgrades (belt/inserter speed, research prod scaling,
      base productivity/research, flagship unlocks).
    - Kits: item-bundle cards (Electric/Utility/Small+Medium Roboport/Personal) showing contents;
      bought kits grant their contents on prestige.
    - Curses: multi-level opt-in toggles with benefit/cost lines and +/- level controls.
    - Map: free configuration sliders (ore frequency/richness/size) + cliffs toggle.
    - Start: planet-start selection (Default/Nauvis/Vulcanus), gated by available planets.
  Notes:
    - Content text (titles/descriptions) is now plain strings in scripts/content.lua, so text
      tweaks only need a hot-reload, not a full restart.
    - Layout-first: most gameplay effects (speedups/flow/curses/map/start) are not wired yet;
      only kit item-granting is active. Costs/levels are placeholders.
    - scripts/upgrades.lua is superseded by scripts/content.lua (left in place, unused).
Version: 0.6.1
Date: 2026-06-02
  Features:
    - Prestige now respawns you on the correct starting planet: Lignumis if that mod
      is active (and any-planet-start isn't overriding), otherwise Nauvis.
    - Starting inventory is planet-appropriate (wood kit on Lignumis, vanilla kit on Nauvis).
    - Added Lignumis and any-planet-start as optional dependencies.
Version: 0.6.0
Date: 2026-06-02
  Features:
    - The Prestige button now performs a real prestige (full run reset):
      - Confirmation dialog first; a backup autosave ("prestige-backup") is taken
        before anything is wiped.
      - Commits pending upgrades, deletes space platforms, wipes all planet
        surfaces, regenerates Nauvis with a new seed, resets research.
      - Respawns the player with a fresh starting inventory + owned upgrade effects.
      - Keeps prestige upgrades, unspent points, and blueprints; resets milestones;
        increments the prestige counter.
    - Backup-safety: loading the backup save will NOT re-trigger the wipe (a
      session-local arm token guards it).
  Notes:
    - Armor/weapons inventories are not reset yet (only the main inventory).
    - Other mods' hidden/utility surfaces (no planet, no platform) are left untouched.
Version: 0.5.0
Date: 2026-06-02
  Features:
    - Milestones (test): crafting wooden chests completes milestones — the first 20
      chests each award 1 prestige point. Tracked via on_player_crafted_item.
    - Milestones tab now lists the milestones with completion marks and a progress header.
    - First real upgrade effect: "Start with Mining Drills" (Fast Start) grants 4
      electric mining drills per owned level when you prestige.
    - Prestige button now applies owned upgrade effects (not just the purple->green commit).
  Notes:
    - Effects re-apply on every prestige (correct once prestige resets the run; for now
      pressing Prestige repeatedly will re-grant items).
Version: 0.4.0
Date: 2026-06-02
  Features:
    - Prestige tab upgrade grid: categories Map / Fast Start / Flow-Changers / Cursed,
      each with upgrade buttons (data-driven, defined in scripts/upgrades.lua).
    - Per-upgrade level notches: green = owned, purple = pending, grey = unbought.
    - Left-click an upgrade to allocate a pending level (spends a point); right-click to refund.
    - Header shows available + pending points; the Prestige button commits pending -> owned
      (purple -> green) as a stand-in until the real prestige (Phase 3).
    - Upgrades are visual-only; no gameplay effects yet.
  Dev:
    - /prestige-points [n] grants points; /prestige-reset wipes progress.
Version: 0.3.0
Date: 2026-06-02
  Features:
    - Window is now a full-screen popup (like the tech tree) with a tabbed pane.
    - Tabs: Prestige, Milestones, Achievements, Effects.
    - Prestige tab skeleton: points summary header + Prestige button (not yet functional).
    - Other tabs are placeholders pending later phases.
Version: 0.2.0
Date: 2026-06-02
  Features:
    - Top-left mod button that toggles a Prestige dashboard window.
    - Dashboard skeleton with placeholder sections: Points, Milestones, Achievements, Unlocks.
    - Window is draggable, closes via the X button or Esc.
Version: 0.1.0
Date: 2026-06-02
  Changes:
    - Initial scaffold: empty data/settings stages, minimal control stage, /prestige-ping command.