Mods introducing new content into the game.
Version: 0.5.8 Date: 2025-05-12 Fixes: - Also make mod recognize new building prototypes added by Space Age
Version: 0.5.7 Date: 2025-05-12 Fixes: - Mod now listens for on_space_platform_built_entity, hence shield generators now work on space platforms
Version: 0.5.6 Date: 2025-05-11 Changes: - entity -> shield provider table no longer saved into savefile, but instead rebuilt every time savefile is loaded, reducing saves bloat Fixes: - Fixed another migration blopper from 0.5.3
Version: 0.5.5 Date: 2025-05-11 Fixes: - Fixed migration crash introduced in 0.5.3
Version: 0.5.4 Date: 2025-05-11 Changes: - Mod data structure migration was switched to separate library, Migratus Orchestrus
Version: 0.5.3 Date: 2025-05-09 Features: - Shield health multiplier is now configurable Changes: - Mod data structure migration was greatly improved - Concentrated Solar reflectors are now blacklisted from having self shield (previously they had shield because they use turret base) - Shield provider internal data structure was simplified and should generally tick faster Fixes: - Fixed re-connected to power grid turrets taking way longer than expected to be "discovered" by script as active - Saves created in Factorio 1.1 are now properly migrated from - Disabling shield generator no longer crashes the game - Cloning shield generators have been slightly improved, it now properly copies its own shield upon clone - Reversing (unresearching through editor) "turret shield generators" research no longer robs them off provider shields if they have one - Visuals of shield generators no longer stop updating when shield generator energy drops to zero
Version: 0.4.2 Date: 2024-12-12 Changes: - Bring back extra "valid" guard on shield bars, this should fix spontaneous crashes
Version: 0.4.1 Date: 2024-10-22 Fixes: - Added back processing unit tech requirement to shield generators buildings tech
Version: 0.4.0 Date: 2024-10-21 Features: - Factorio 2.0 support
Version: 0.3.6 Date: 2023-10-09 Changes: - More assertions for fail-fast behavior of code Fixes: - Fixed rendering crash related to turret shields having exactly 0 energy stored while also having fully charged shield (issue first appeared in 0.1.4)
Version: 0.3.5 Date: 2022-07-23 Fixes: - Add missing event filters for shield providers themselves
Version: 0.3.4 Date: 2022-06-06 Changes: - Use event filters
Version: 0.3.3 Date: 2022-05-29 Fixes: - Fix disabling shield had one piece of code thinking it is not connected to any power network (which is incorrect); This fixes crash where you disable and enable shield with no power in it's buffer
Version: 0.3.2 Date: 2021-12-20 Changes: - same as 0.3.1 but for shield providers
Version: 0.3.1 Date: 2021-12-20 Changes: - assert() tick argument passed to some functions - More soft last_damage_bar and last_damage check for validity with this version migration
Version: 0.3.0 Date: 2021-12-17 Features: - Shield battery recharge control shortcut
Version: 0.2.4 Date: 27. 11. 2021 Additions: - Added exeperimental per-world option to remove turret shield interfaces when they are idling (for worlds with insane (>>>30k) amount of turrets)
Version: 0.2.3 Date: 27. 11. 2021 Fixes: - Building new entities inside existing shield provider no longer do hard validation (improved UPS) - Damaging entities under protection of shield provider no longer do hard validation (improved UPS)
Version: 0.2.2 Date: 24. 11. 2021 Fixes: - Fix provider using wrong even distribution formula
Version: 0.2.1 Date: 24. 11. 2021 Fixes: - Fix provider and self shields being stacked wrong, resulting in self shield not properly absorbing damage
Version: 0.2.0 Date: 21. 11. 2021 Balancing: - Massively buffed shield generators power input - Buffed shield generators power capacity - Receiving damage on shielded entity now cripple shield build speed of entire provider
Version: 0.1.13 Date: 18. 11. 2021 Fixes: - When applying migrations for 0.1.11 and 0.1.12, check data integrity
Version: 0.1.12 Date: 06. 11. 2021 Fixes: - Fix last_damage tick not being set under certain conditions
Version: 0.1.11 Date: 02. 11. 2021 Fixes: - Cloning cause a fatal error Changes: - Better shield bar damage receive visuals
Version: 0.1.10 Date: 02. 11. 2021 Additions: - Visual effect on shield bar upon taking damage Balancing: - Damage must be at least 1 hitpoint for it to reset shield build speed
Version: 0.1.8 Date: 05. 09. 2021 Fixes: - Fix crash when getting self shields after getting provider shield (bug appeared in 0.1.4)
Version: 0.1.7 Date: 18. 08. 2021 Fixes: - Support on_entity_cloned event (fully: turret shields, minimal: shield providers) - Support above fixes issues with mods such as Space Exploration
Version: 0.1.6 Date: 29. 07. 2021 Fixes: - Fix crash if shield is removed earlier than on_remove is fired and something else is also removed
Version: 0.1.5 Date: 11. 05. 2021 Fixes: - Fix crash related to shielded entity destroying
Version: 0.1.4 Date: 11. 05. 2021 Optimisations: - Destroy shield bar rendering objects when not visible instead of hiding them. https://forums.factorio.com/viewtopic.php?t=98277
Version: 0.1.3 Date: 11. 05. 2021 Fixes: - Lazy iterated table is now save-aware, bloating save file but fixing multiplayer desync issues
Version: 0.1.2 Date: 05. 05. 2021 Changes: - Fix recharge speed increase (from 1.5s delay + 6s increase to 1.5s delay + 3s increase) - Make recharge speed configurable - Change default recharge speed values
Version: 0.1.1 Date: 04. 05. 2021 Changes: - Fixed "invalid key to next()"
Version: 0.1.0 Date: 04. 05. 2021 Changes: - Mark self shields as placeable-off-grid. This might break existing blueprints, so it is marked as 0.1.0
Version: 0.0.15 Date: 04. 05. 2021 Changes: - Power unconnected self-shields (turrets) are now performance free. Side effect: It might take a while when connecting them to power network