Space Exploration

Build Cargo Rockets to launch stuff into space. Ride a rocket into space yourself and start spacewalking. Build an orbital space platform to develop difficult data-driven space science. Build a spaceship tile by tile, fly it from a planet surface to other planets, moon, asteroid belts, and more. Follow progress on

2 days ago
0.17 - 1.0


Version: 0.4.33
Date: 19. 10. 2020
    - Increased core miner resistances (vs meteors in particular).
    - Decreased delivery cannon chest explosion resistance from 99% to 70%.

    - Fixed crash if energy beam switches surfaces while active and in auto mode.
    - Fixed spaceships dropping of the solar system map if their destination is another spaceship.

    - Fixed ruins from the AbandonedRuins appearing is certain zones.
Version: 0.4.32
Date: 17. 10. 2020
    - Increased insight returned from higher tier recipes.
    - Reduce naquium cost of cubes.
    - Reduce vitalic acid cost of naquim plate.

    - Fixed crash if cargo pod become invalid during landing/disassembly sequence.
Version: 0.4.31
Date: 15. 10. 2020
    - Fixed problem with arcosphere collection record assignment.
Version: 0.4.30
Date: 14. 10. 2020
    - Superchargers now have a setting for individual charging port rates, defaulting to 90 MW per port (charges a vanilla robot to full in one tick).

    - Fixed crash if someone had a specific permission group, they entered sat-nav mode, their previous permission group was deleted, then they exited sat-nav mode.
Version: 0.4.29
Date: 09. 10. 2020
    - Fixed crash if opening the universe explorer after a detatched character became invalid.
Version: 0.4.28
Date: 09. 10. 2020
    - Added weapons delivery cannon Plague rocket recipe.
    - Simplified weapons delivery cannon Atomic bomb recipe.

    - Fixed issue with meteor timers.
    - Fixed issue where the technology screen could be forced over the spaceship anchor mode and trap you in the technology screen.
Version: 0.4.27
Date: 08. 10. 2020
    - Fix occasional crash when spaceship takes off/lands while a shield projector barrier was invalid.
Version: 0.4.26
Date: 07. 10. 2020
    - Improved spaceships and shield projectors UPS performance
    - Spaceships can't land on non-neutral entities.
    - Condenser turbines can now accept multiple temperatures.
    - Meteors have zone-specific timers instead of a universal timer.

    - Fix for arcopshere polarisation.
Version: 0.4.25
Date: 04. 10. 2020
    - Fixed Earnded -> Earned

    - Updated recommended mod list in Informatron to match the wiki.
    - Added section about experimental status to Informatron.

    - Removed the incompatibility flag for fluid-memory-storage and deep-storage-unit (previous issue should be resolved by an upcoming change in those mods, memory element should also appear later in the tech tree).
Version: 0.4.24
Date: 04. 10. 2020
    - Renamed laboratories to facilities (except the space lab).
    - Added a new climate tag for universe generation.
    - Added planet Vorlon for new universes.

    - Added a secondary failsafe to some secret code.

    - Marked fluid-memory-storage and deep-storage-unit as incompatible due to cloning bug and other spaceship issues.
Version: 0.4.23
Date: 02. 10. 2020
    - Fixed crash from delivery cannon being built by bots.
    - Fixed missing locale for mode toggle change.
Version: 0.4.22
Date: 02. 10. 2020
    - Scanning via satellite now works differently. It doesn't request a large area and let the factorio internal buffer work through it anymore. Instead it uses an scripted search cursor and custom search patern with mod options to control scan speed. The search buffer lets it skip through already scanned tiles. The chart buffer lets it scan more chunks in parallel.

    - Fixed issue if rocket launched with modded items and the mod was removed before landing.
    - Fixed advanced neural gel recipe returning an extra card.
    - Fixed typo, orgianic is not a word.
Version: 0.4.21
Date: 01. 10. 2020
    - Nexus now ramps up to the final power level as speed increases.

    - Fixes nexus phantom power draw after landing the spaceship (part of the composite entity was left behind).
    - Fixed issue with condenser turbine and big turbine internal storage tanks (part of the composite entity).
Version: 0.4.20
Date: 30. 09. 2020
    - When a spaceship launches/lands all inserters and pump are paused for 1 tick. This avoids Factorio's issue with cloned circuit networks not having signals for 1 tick. (The same fix can't be used for transport belts without some weird hacks.)

    - Fixed that homeworlds overwriting waterless planets still had waterless planet restrictions.
    - Fixed error on CME if there was a deleted force in the game.
    - Shield projector shields triggered damaged entity alerts.
    - Fixed Nexus Dimension Drive recipe was not displaying the recipe name properly.

    - Miniloaders: Added a fix for miniloaders after area cloning command (spaceship surface change).
Version: 0.4.19
Date: 29. 09. 2020
    - Buffed accumulators.
    - Reduced Nexus critical speed back to 250 and Distortion Drive power draw to 8GW.
    - Reduced Factory Spaceship tech cost.
    - Glacier ammo on moving spaceship now slides backwards.
    - Glacier ammo does not use the generic slowdown sticker anymore (uses an invisible version instead).
    - Increased default meteor max interval to 30 minutes.
    - Added some naquium processors to a secret thing.
Version: 0.4.18
Date: 28. 09. 2020
    - Added Universe Explorer text explaining resource estimates and tile requirements.

    - Fixed crash if someone died with an inventory filter, logged out of multiplayer, the mod that created the item for the filtered slot was removed, then the player logged back in and respawned.
    - Fixed issue with multiplayer multi-planet start: starting mini-resource-patches were not spawning properly.
    - Fixed crash from delivery cannon on secret surface.
Version: 0.4.17
Date: 27. 09. 2020
    - Arcosphere collection now benefits from collection from different asteroid fields.

    - Fixed crash if space capsule shadow got unexpectedly deleted.
    - Fixed issue with multiplayer multi-planet start system not overwriting the original planet's seed fully (so may have responded to changes in resource settings, or additional homeworlds being added, changing the resource distribution differently from nauvis).
Version: 0.4.16
Date: 27. 09. 2020
    - Fixed problem with earlier migration code.
Version: 0.4.15
Date: 25. 09. 2020
    - Fixed some DSS science and catalogue crafting times.
    - Fixed condenser turbine process icon size.
    - Fixed issue with multiplayer multi-planet test code.

    - Added match_nauvis_seed as a flag for the test multiplayer multi-planet code: /c"space-exploration", "setup_multiplayer_test", { force_name = "player-2", players = {game.player}, match_nauvis_seed = false})
Version: 0.4.14
Date: 25. 09. 2020
    - Changed arcosphere polarisation to not give a random number of results.

    - Fixed issue with cargo rocket silo destination list.
    - Fixed wrong prototype type check in delivery cannon code (only affected mod compatibility).
    - Updated remaining icon changes to include the mipmaps specification.
Version: 0.4.13
Date: 25. 09. 2020
    - Added 2 additional arcosphere recipes folding recipes.

    - Fixed issue with getting detination list for cargo rocket silo with no destination.
    - Fixed some issues with merging forces.
Version: 0.4.12
Date: 24. 09. 2020
    - AAI Signal Transmission is now required. This was requested a lot, if you don't want it just edit the info.json file.
    - Moved fluid isothermic generator earlier in the tech tree.
    - Spaceship streamlining is easier, especially for smaller ships.

    - Fixed typo in delivery cannon code (only affected mod compatibility).
Version: 0.4.11
Date: 22. 09. 2020
    - Increased output slots of space probe silo..
    - Items that stack to 1 are now perfectly safe in rockets.

    - Fixed problem with migration script from v0.3 to v0.4 relating to factory spaceship techs.
    - Fixed the DSS1 returned neural gel and other packs did not require it at all.
    - Fixed DSS catalogues required wrong temperature of thermofluid.
Version: 0.4.10
Date: 22. 09. 2020
    - Added a warning if a space probe is launched from the wrong location.

    - Fixed that antimatter spaceship engine and booster still required naquium procesor.

    - Removed duplicate key from Polish translation.

    - Added remote interface for get_on_player_respawned_event. on_player_respawned returns the player index after the player has been given a fresh character on the proper surface.
Version: 0.4.9
Date: 21. 09. 2020
    - Fixed that you could enter interstellar map mode any time you did not have a character attached.
    - Fixed some spaceship event were not triggering when placing entities.
    - Fixed CMEs could target star surface directly (should only be solar orbit).
    - Fixed overhead buttons would not appear immediately.

    - Removed duplicate key from zh-CN translation.
Version: 0.4.8
Date: 20. 09. 2020
    - Fixes issue loading in low-resolution mode.
    - Fixed issue with certain v3 techs being locked on transition to v4.
Version: 0.4.7
Date: 19. 09. 2020
    - Added solar system map and updated interstellar map (thanks to contributions from wladekb).
    - Deep space zones now have a minimum distance between them.
    - Moons are now more evenly distributed in the planet gravity well.
Version: 0.4.6
Date: 17. 09. 2020
    - Increased space probe rocket cost.
Version: 0.4.5
Date: 17. 09. 2020
    - Added space probe rocket silo.
Version: 0.4.4
Date: 15. 09. 2020
    - Fixed some inconsistencies with the tech tree.
Version: 0.4.3
Date: 14. 09. 2020
    - Fixed some inconsistencies with the tech tree and recipes.
Version: 0.4.2
Date: 13. 09. 2020
    - Decreased cost of nanomaterial (result count from 10  to 16).
    - Decreased vitalic acid cost of naquium powder from 10 to 5.
    - Added basic streamline description to spaceships Informatron page.
    - Fixed some broken image links in Informatron.
    - Added migration code to change Universal Catalogue to Deep Space Catalogue 1.
    - Added added migration code to preserve factory spaceship levels up to level 4.
Version: 0.4.1
Date: 12. 09. 2020
    - The DSS Update (Deep Space Science overhaul)

    - There is now a Spaceship Victory Condition. Build a high speed spaceship and power a special device to win the game.
    - There are now 4 tiers of Deep space science. Most useful stuff is unlocked in tiers 1 and 2, but tier 4 is required for the spaceship victory.
    - Added some new and unique ways to make data.
    - The final tier of energy science requires sending probes into stars.
    - The final tier of astronomic science requires sending probes around asteroid belts.
    - Some data can only be generated on a moving spaceship.
    - Arcospheres can be collected from the interstellar void with diminishing returns. They are never consumed and only act as catalysts, but are difficult to cycle.
    - Many deep space science level recipes have been rebalanced.
    - Spaceships now have a streamline mechanic (you may have noticed that this area of space has a lot of rocks), so cut those corners off your box ships for some extra speed.
Version: 0.3.140
Date: 20. 09. 2020
    - Fixes error if assigning a player to the neutral force.

    - Fixed issue placing transport drones road on Nauvis.
Version: 0.3.139
Date: 19. 09. 2020
    - Fixes issue preventing space platform placement.
Version: 0.3.138
Date: 19. 09. 2020
    - Fixes that small starting resource patches could generate an error if trying to place an entity with a resource value above 0 but less than 1.
Version: 0.3.137
Date: 19. 09. 2020
    - Fixed issue where personal roboport active status would get reset by spaceship landing.
    - Fixed electric boiler water pass-though.

    - Fixed Transport Drones mod would let you place land in space.
    - Fixed crash if a mod remove some of the starting resource eneities from the game.

    - Fixed duplicate keys in Czech locale.
Version: 0.3.136
Date: 16. 09. 2020
    - Fixed K2 atmospheric condensers crashing on placement on zones that do not have zone tags (ex. Nauvis).
Version: 0.3.135
Date: 16. 09. 2020
    - Added electric boiler active heat / lighting effects.
    - Internal force data now tracks whether or not a force has had players. This is used for CME events and prevents timers from being reset by players switching forces in single player.

    - Prevents K2 atmospheric condensers on planets/moons with no water/atmosphere (I know you should need lifesupport on these planets but that is coming later).
Version: 0.3.134
Date: 16. 09. 2020
    - Fixed that delivery cannons could not target moon orbits.
    - Fixed electric boiler was restricted to land by type change.
    - Reduced mixed core fragment (from Nauvis) vulcanite yeild in line with other resources.
Version: 0.3.133
Date: 15. 09. 2020
    - Removed Beryllium from planet and moon orbits. This will trigger the "resources have changed" warning but don't worry about that.
    - Added some small starting resource patches that have a guaranteed resource value and are close together. These patches are scripted so won't appear on the pre-game preview, and can be disabled with a mod setting.
    - Changed core mining output to be proportional to planet size. For an average Nauvis this means roughly double the fragments.
    - Mixed core fragment (from Nauvis) has reduced vaues for most resources (-50%).
    - Removed setting for electric boiler.
    - Electric boiler is now a crafting machine and you can choose the steam temperature (or evaporate away water).
    - Added a logging system for some secret stuff.

    - Fixed issue with spaceship distance output stuck at -3.
    - Fixed issue where spaceship with signals to land on a deleted surfaces would cause the deleted surfaces to respawn.
    - Dying now plays the game lost sound from vanilla (was missing due to the respawn mechanic).

    - se_allow_in_space now works for containers.
    - Marked ModMash as incompatible due to crashes.
Version: 0.3.132
Date: 12. 09. 2020
    - Fixed a spacehip crash if an entity became invalid mid-script.
    - Fixed a spacehip crash if the destination surface was deleted while checking for docking clamps.

    - Czech translations thansk to xXmirechekXx.
Version: 0.3.131
Date: 07. 09. 2020
    - Optimised some on_configuration_changed code it is around 428x faster now.

    - Reduced popping sound when looping secret structure's audio.
    - Fixed that jetpack could get disabled after entering and exiting a rocket silo without launching. If you can't use jetpack it will fix itself after you ride a rocket, or use the command: /c"jetpack", "unblock_jetpack", {character=game.player.character})
Version: 0.3.130
Date: 06. 09. 2020
    - Preliminary support for the merge_forces command.

    - Deleted leftover permission groups from previous versions.
Version: 0.3.129
Date: 06. 09. 2020
    - Fixed permission states of players that may be stuck with satellite permissions while not in satellite mode.
Version: 0.3.128
Date: 06. 09. 2020
    - Satellite mode no longer forgets prior permissions mistakenly. If you have used satellite view in 0.3.127, please check over permissions. If you're unsure, just run the command "/c game.player.permission_group = nil" when outside of nav view. -ACTingKris
Version: 0.3.127
Date: 06. 09. 2020
    - Satellite mode now inherits the player's existing permissions group, clones the settings, then applies additional restrictions. When the mode ends the player is set back to the previous permissions group.

    - Fixed that you couldn't stay in a cargo rocket silo during launch if the entrance was on empty space.
Version: 0.3.126
Date: 04. 09. 2020
    - Updated Space Exploration map gen settings preset: Larger starting area, reduced evolution.

    - Fixed issue boarding one spaceship from another.
    - Fixed Calidus (and other homeworld systems) skipping asteroid field 2 (this won't fix existing saves as changing the name can cause issues).
    - Fixed issues with legacy tech trees after configuration changes (Note: It is not recommended to add SE to existing games).
    - Fixed that Umbrellas on the same surface would not share the load.

    - Several spelling and grammar fixes and improvements (by ACTingKris).
Version: 0.3.125
Date: 31. 08. 2020
    - Fixed crash when checking for defence against delivery cannon projectiles but a defence was invalid.
    - Fixed invalid gps tag surface name for rocket crash on Nauvis.
Version: 0.3.124
Date: 29. 08. 2020
    - Forces added by other mods that don't have any players (e.g. K2 radiation force) won't have their own Coronal Mass Ejection timers.
    - Corpses (includes scorch mark entities) do not block tile deconstruction orders.
    - Random landing pad and random spaceship respawn options have been replaced with closest landing pad and closest spaceship respawn options (by ACTingKris).
Version: 0.3.123
Date: 27. 08. 2020
    - Reduced meteor defence power draw.
    - Added Iridium Piledriver recipe to Weapons delivery cannon.
Version: 0.3.122
Date: 25. 08. 2020
    - Fixed missing passive draw from meteor defences.
Version: 0.3.121
Date: 25. 08. 2020
    - Deconstruction of tiles is canceled if an entity over it would be destroyed.

    - Fixed incorrect Coronal mass ejection power requirement in space.
    - If a surface is deleted then any player last-looked locations are cleared (in case the surface ID is used for something else).
    - Fixed that meteor defences power supply area was reduced in the previous update.
Version: 0.3.120
Date: 25. 08. 2020
    - Added overchage mode to point defence, 'rotate' them to enable a low idle power draw, high recharge mode. Warning - Causes base brownouts while recharging. Energy per shot unchanged.
Version: 0.3.119
Date: 23. 08. 2020
    - Fixed issuse with Coronal mass ejection zone selection code.

    - Fixed some typos.
Version: 0.3.118
Date: 23. 08. 2020
    - Fixed issue with new CME formula not returning a value.
Version: 0.3.117
Date: 23. 08. 2020
    - Coronal mass ejection cannot target deep space zones.
    - Reduced Coronal mass ejection strength in space (does not get the 5x solar power boost so is similar to the strength on the planet below).
    - Increased minimum Coronal mass ejection timer when updating existing games.
    - Updated locale to state that only one umbrella is needed per surface vs Coronal mass ejections.

    - Fixed that Weapons delivery cannon could not be placed in space.
Version: 0.3.116
Date: 23. 08. 2020
    - Fixed that the live update of Coronal mass ejection warning would not be given an expected energy value and default to the locale substitution index (3).
Version: 0.3.115
Date: 23. 08. 2020
    - Fixed crash on energy beaming informatron page.
Version: 0.3.114
Date: 23. 08. 2020
    - Added Energy beaming, can be used as a weapon across surfaces, or to beam power.
    - Added Coronal mass ejections a dangerous new threat that is rare and has early warnings.
    - Added Umbrella: Energy beam defence, to defend against energy beam weapons and coronal mass ejections.
    - Added Weapons delivery cannons, can fire nukes at surfaces.
    - Delivery cannons now have an off switch.
    - Meteor defences now shoot down enemy delivery capsules.
    - Space accumulators can now used on the ground, renamed based on material.
Version: 0.3.113
Date: 21. 08. 2020
    - Added alternate processing unit recipe using holmium cable (by ACTingKris).
Version: 0.3.112
Date: 16. 08. 2020
    - Fixed issue with migration code where landed spaceships could cause areas of space to appear on land.
Version: 0.3.111
Date: 16. 08. 2020
    - Players are now put back into vehicle they were in before a shaceship changed surfaces.
    - Trains now remember automatic/manual state when changing surfaces via spaceship.
Version: 0.3.110
Date: 15. 08. 2020
    - Moved processed fuels into the same area.
    - Spidertron can now be deployed from cargo rockets.

    - Fixed crash when spaceship tries to update console signals but console was destroyed.
    - Added cleanup code to fix broken tiles on surfaces.
Version: 0.3.109
Date: 15. 08. 2020
    - Players are now ejected from vehicles if they are on a spaceship when it changes surfaces (prevents loss of character).
    - Spaceship now takes fuel more evenly from booster tanks.
Version: 0.3.108
Date: 14. 08. 2020
    - Allowed Spidetron remote from satellite view.
Version: 0.3.107
Date: 14. 08. 2020
    - Allowed Spidertron in space.
    - Increased turret damage vs spaceship obstacles, increase spaceship obstacle hp, decreased spaceship obstacle resistances.
Version: 0.3.106
Date: 14. 08. 2020
    - Spidertron update.
Version: 0.3.105
Date: 10. 08. 2020
    - Rocket crashes now provide a gps tag.
    - Meteor alert gps tags now include the surface.
    - Altered meteor random landing so that it has a chance to hit bases that are constructed a long way from the surface origin.

    - Fixed that mining naquium heat pipe retuned normal heat pipe.
Version: 0.3.104
Date: 09. 08. 2020
    - Hotfix for rocket crash code.
Version: 0.3.103
Date: 09. 08. 2020
    - Spaceship floor ghost is now automatically placed if spaceship floor is removed by asteroid collisions.

    - Fixed most situations where composite entities (Condenser turbine) would get broken due to spaceship floor removal (asteroid damage).
Version: 0.3.102
Date: 09. 08. 2020
    - Added Polish translation.

    - Fixed that beacon overload caused a crash.
    - Off-course rockets now track cargo pods as consumed.
Version: 0.3.101
Date: 06. 08. 2020
    - Fixed that if a beacon overloaded entity was enabled by another mod it could get a 2nd permanent overload icon.
    - Fixed missing prerequisite on thruster suit 4: self seling gel.

    - Orbital ion cannon remote can now be used from satellite mode.
    - Fixed incompatibility with mods using different tech complexity format.
Version: 0.3.100
Date: 29. 07. 2020
    - Fixed issue with previosu migration code.
Version: 0.3.99
Date: 29. 07. 2020
    - Fixed remaining issues left in game saves resulting from a previous issue. Some saves may have secret content re-shuffled. This is not a problem unless you have additional notes outside the game, in which case they may not match you game save anymore. If a shuffle took place the text will be "Migrate.v0_3_99" in your log file.
Version: 0.3.98
Date: 28. 07. 2020
    - Fixed issue with mapping some secret things to some other secret things.
Version: 0.3.97
Date: 27. 07. 2020
    - Decreased radar pylon update scan frequency (improves UPS).
    - Added mod option to remove charging points from construction pylons. This helps control bot charging behaviour, but you may need to add other charging options along long distance routes.

    - Fixed that cargo rocket silos were not properly resetting the sections and capsules consumed.
Version: 0.3.96
Date: 26. 07. 2020
    - Reduced the number of situations where beacon overload affects other modded entities (e.g. transport drone structures).
    - Spaceship console output now updates immediatly after a manual destination change via the UI.
    - Added next-upgade definitions for Space Solar Panels and Wide Area Beacons. (Thanks to Mylon)
    - Improved Cargo rocket part tracking. (Thanks to Mylon)

    - Changed all instances of Bio Sludge to Biosludge.

    - Added an interface call for on_entity_activated after beacon overload is stopped so other mods can disable the entity for other reasons.

    - Fixed spaceship clamps not being deconstructible.
Version: 0.3.95
Date: 20. 07. 2020
    - Reduced width of Universe Explorer (zonelist).
    - Beacons won't overload entities that can't benefit from beacons (e.g. steel furnace).

    - Fixed missing description on spaceship clamp item.
    - Fixed pylon internal roboport connection distance (64 to 32 tiles).
Version: 0.3.94
Date: 18. 07. 2020
    - Changed auto-scanning routine for planets and moons (better fits the circle instead of scanning a square).

    - Fixed problem with discovering some moons which could cause no zones to be discovered by a satellite even when there were moons left to discover.
Version: 0.3.93
Date: 15. 07. 2020
    - Conditionally changed the plague sticker graphic for furutre Factorio update (would otherwise break when the update hits).

    - Fixed GPS tag behaviour for when satellite is still locked.
    - Removed hidden flags from railgun.
Version: 0.3.92
Date: 13. 07. 2020
    - Lifesupport Informatron page.
    - Naquim tessaract now requires nano material.

    - Fixed that some recipes required nano material but did not have the tech as a prerequisite.
    - Fix for jetpack while flying around moving spaceship.
    - Fixed some material fusion card return rates.
Version: 0.3.91
Date: 10. 07. 2020
    - If satellite mode is unlocked, clicking a GPS tag activates nav-view at the specified location. (Cannot work for damage alerts due to engine limitation - no event is fired.)
    - Added potential planet/moon Marquardt.

    - Fixed spaceship solar power transition to interstellar space.
Version: 0.3.90
Date: 09. 07. 2020
    - Added remote interfaces for: lock_player_respawn_location, unlock_player_respawn_location, get_known_zones.

    - Fixed Astrobionic Simulation took 90 seconds instead of 120 like the other tier 3 simulations.
Version: 0.3.89
Date: 07. 07. 2020
    - Cargo rocket silos with variable destinations now display safety percentages as "Variable" instead of worst-case values.

    - Fixed issue with cargo rocket item loss.
Version: 0.3.88
Date: 07. 07. 2020
    - The first meteor of the game had a timer reduction, this has been removed (was 7.5 minutes, now up to 15).

    - Removed debug code from Core miner (sorry about that).
Version: 0.3.87
Date: 30. 06. 2020
    - Particle stream recipe now requires 5 sand, yield increased from 100 to 200.
    - Material fabrication loss of data card recuced from 5% to 1%.
    - Changed addon power pole collision layer to layer-13 (same as walls block spitters) projectile collision. This means that they can be placed on more entities, but not directly on walls or certain tiles or entities modified by other mods.

    - Ruin remnant entities now support modded entities with the .icons format.
    - Krastorio 2: Removed Imersium and Mineral water from generic core fragment.
    - Krastorio 2: Added ability to get matter from sand.

    - Fixed issue with core miners being revived by bots not mining (existing broken entities need to be replaced).
    - Fixed error when trying to board another spaceship.
    - Fix for low-solar surfaces having solar multiplier that was lower than intended.
Version: 0.3.86
Date: 29. 06. 2020
    - Fixed bug with low-solar space zones having 0 solar dut to incorrect time of day.
Version: 0.3.85
Date: 27. 06. 2020
    - Planet size now has a slight negative impact on the solar value of a surface.

    - Fixed some inaccurate solar % display values.
    - Fixed potential issue with respawn code and logistic slots.
Version: 0.3.84
Date: 22. 06. 2020
    - Fixed some iridium moons having an invalid climate tag (moisture_very_low should be moisture_low). Surfaces already settled won't be corrected, the effect on gameplay is not significant.
Version: 0.3.83
Date: 22. 06. 2020
    - Added mod setting for deep space belt speed.
    - Alternate medpack 1 recipe uses only resources that can be automated.

    - Fixed updaetd factorio beacon not displaying contained modules in alt mode.
    - Fixed that starting satellite would always spawn in Nauvis orbit for multiplayer multi-planet setting.
    - Fixed issue deleting a surface when a player was viewing the surface via satelliate: that player was sent back to Nauvis instead of their homeworld.
    - Fixed error placing tiles in editor mode.
Version: 0.3.82
Date: 17. 06. 2020
    - Placed tiles should (normally) not remove resources anymore. There will be the usual excpetions for water-based resources + landfill, etc.

    - Fixed some code where the Universe Explorer was able to find the default or previously selected zone for the sidepanel.
Version: 0.3.81
Date: 16. 06. 2020
    - Added missing locale for cryogun attack modifiers.
    - Fixed issue with setting up multiplayer homeworld.
Version: 0.3.80
Date: 15. 06. 2020
    - Railgun has incresed damage, decresed cooldown, and reduced movement penalty.

    - Fixed multiplayer homeworlds not inheriting the nauvis planet radius setting (map gen should have been correct though).
Version: 0.3.79
Date: 12. 06. 2020
    - Improved reliability of spaceship console returned signals.
    - Spaceship console now returns distance of -1 if arrived but not anchored, -2 if anchored at the destination, or -3 if no destinationis set.
Version: 0.3.78
Date: 11. 06. 2020
    - Fixed issues with spaceship clamps checking the wrong tiles.
    - Fixed universe explorer close button stipped working.

    - Spaceship clamps now flash red the problem tiles if they cannot be placed.
    - Spaceship asteroids are more resistant to personal laser defense.
Version: 0.3.77
Date: 10. 06. 2020
    - Added filters to Universe Explorer (can exclude planet and moon orbits for example).
    - Added a basic display for planet climate tags (WIP).
    - Added alert icon to machines with beacon overload.

    - If doing multiplanet multiplayer, you now respawn on the correct planet.
Version: 0.3.76
Date: 09. 06. 2020
    - Cargo rocket silo can now move items with data (blueprints, equipment, etc) without clearing internal data.
    - Optimisation: Updated some code to use Factorio built-in events instead of virtual events for player opened and selected. (Built-in events were's available when oiginal code was written).
    - Optimisation: Updated cargo rocket silo code to use some new inventory functions.

    - Fixed a crash on spaces/grounded entity swap.
    - Fixed incorrect module tier 2 and 3 crafting times.
Version: 0.3.75
Date: 09. 06. 2020
    - Fixed invalid image link in Informatron.

    - Decreased cost of naquium cube (1 catalogue per 16 cubes instead of per 4).
    - Decreased cost of deep space science pack (produces 10 packs instead of 4).
Version: 0.3.74
Date: 08. 06. 2020
    - Fixed a crash with lifesupport gui when on an unknown surface.
    - Issue with Nauvis having climate tags on some saves that prevents waterfill.
Version: 0.3.73
Date: 04. 06. 2020
    - Increased base density of uranium, copper, stone, and coal.
    - Added more functions for multi-planet start multiplayer. There is an experimental test function in scripts/remote-interface.lua (setup_multiplayer_test).
    - Added upgrade planner path from Thermal radiator 1 to 2.

    - Added some more Krastorio2 compatibility features (delivery cannon recipes, recpe changes, resource settings, core fragment yeields). There is still a lot of work to do on the tech tree especially in regard to removing optimization science from certain techs to move them back up the tech tree.
    - If a mod adds radiation damage then thruster suits now have some resistnace to it.
Version: 0.3.72
Date: 04. 06. 2020
    - Fixed that medpack still needed logistic science pack.

    - Added code to log the mods list, if other mods have the same code the list will be logged only once. If other mods also elog the mods list it is encouraged to read and write the logged_mods_once flag so it won't get logged multiple times. Other mod makers can copy the collowing line:
    - if not logged_mods_once then logged_mods_once = true log("Log mods once: "..serpent.block(mods)) end
Version: 0.3.71
Date: 03. 06. 2020
    - Moved space lab module icons down.
    - Updated code to check if a tech has an ingredient (thanks to walter).
    - Added some code to prevent infinite water sources on planets that are specifically waterless (e.g. volcano worlds)

    - Altered some code so that if some important entities on planets are destroyed due to tile changes under them (waterfill) it won't crash or break saved data.
Version: 0.3.70
Date: 03. 06. 2020
    - Changed the basic medpack recipes.

    - Fixed an ingredient in the expensive version of space pipe.
    - Fixed a tech unlock problem.

    - Made Krastorio2's Imersite a non-homeworld resource.
Version: 0.3.69
Date: 01. 06. 2020
    - Fixed problem with a game-breaking test item being left in a blueprint.
Version: 0.3.68
Date: 01. 06. 2020
    - Fixed problem with a game-breaking test item being left in a blueprint.
    - Fixed error when mods add a multi-level tech without a number suffix.
    - Fixed error on launching a rocket where the launch pad would be left with exactly 0 fuel.
Version: 0.3.67
Date: 31. 05. 2020
    - Marked some bobs mods as compatible (testers reported they work without additional compatibility code needed).

    - Added Chinese translation thanks to Frost.
Version: 0.3.66
Date: 29. 05. 2020
    - Increased base density of stone (only affects new chunks).
    - Added more Close [X] buttons to various GUIs.
    - Renamed Space solar panel to Flat solar panel, can now be placed on planets.
    - Added mod setting to disable the zone preview window. (Note: If you are having FPS issues when it is open they may be due to debug overlays displaying in the window.)

    - Material catalogue 4 requires electrical shielding instead of explosive shielding data.
Version: 0.3.65
Date: 27. 05. 2020
    - Better compatibility with quality of life research mod.
Version: 0.3.64
Date: 26. 05. 2020
    - Updates for Factorio 0.18.27

    - Increased the cargo rocket silo fluid box (so fluid can be loaded faster).
    - Delivery cannon deals double damage when "delivering" explosives.
Version: 0.3.63
Date: 23. 05. 2020
    - Fixed migration issue for new cliff settings.
Version: 0.3.62
Date: 23. 05. 2020
    - Planets now have cliff settings.
    - Non-homeworld planets now have a small starting area even if Nauvis had a large starting area.
    - Space zones now have no starting area.
    - Added a new default space science behaviour: Replace: replaces space science pack with rocket science pack.

    - Fixed an issue with small moon resource frequency compensation not being applied to resources if the resources were reset by the addition or removal of new resource types.

    - Krastorio 2 now not marked as incompatible, there are still compatibility improvements to make but the main game-breaking issues have been resolved.
Version: 0.3.61
Date: 18. 05. 2020
    - Buffed medpacks now that you can have enough health to make use of larger heals.
    - Added chance of uranium ore to meteors.
    - Bio upgrade strength 5 now gives an inventory bonus of 10.
    - Cargo rocket silo was outputting a rocket item when completed, but that item was supposed to be a hidden internal one. That has been fixed, so the silo now outputs the signal from the virtual signals tab. If you used that items as a combinator condition you should update the combinators.
    - Switched to the mine_entity function for the invalid entity build cancel script to preserve the entity's item data (vehicle grids).

    - Fixed stated number or module slots in beacon description.
    - Fixed crash on placing a core miner of the core fragment type had not been initialised properly.
Version: 0.3.60
Date: 18. 05. 2020
    - Fixed space platform plating recipe.
    - Fixed crashes related to being in editor mode and trying to use tesla gun, pheromone darts, or lifesupport.
    - Fixed crash if the spaceship boarding UI is open and the target spaceship becomes invalid.
Version: 0.3.59
Date: 18. 05. 2020
    - Added bio gun.
    - Added bloatburst ammo.
    - Added pheromone dart.
    - Added Bio upgrade: Constitution. Increases character health.
    - Added Bio upgrade: Strength. Increases inventory slots.
    - Added Bio upgrade: Agility. Increases movement speed.
    - Added Bio upgrade: Dexterity. Increases character crafting speed.
    - Added Bio upgrade: Intelligence. Increases lab productivity.
    - Changed the way that light is calculated for surfaces.
Version: 0.3.58
Date: 17. 05. 2020
    - Fixed no lab input for rocket science.
    - Fixed crash on launch first satellite if space science was set to be removed.
Version: 0.3.57
Date: 16. 05. 2020
    - Added collision to addon power poles so that can't stack on top of each other. They should still be able to attach to most buildings.
    - Space science, if not altered by another mod, can either by removed completely or have a fallback recipe as a mod option. You should select the option you want before loading an existing game as removal will remove the existing packs.
    - Added mod option to never show lifesupport GUI.
    - Mylon's meteor changes: defences get credited kills, meteor defence ammo consumption statistics.

    - Fixed that rocket science was needed to unlock rocket science.
    - Fixed supercharge collision to not be 2x2.
    - Fixed spaceship console output entity not being removed.
Version: 0.3.56
Date: 15. 05. 2020
    - Added productivity to some ground recipes that were lacking it.
    - Added sulfuric acid to vitalic acid recipe.
    - Added vulcanite brick recipe to the vulcanite processing tech.
    - Added vulcanite glass recipe (and added to vulcanite processing tech).
    - To avoid conflicts with other mods, the rocket science pack is now not based on the space science pack. The space science pack is now called optimisation science pack and is used for the same things as the vanilla space science pack, but other mods are free to use it for different things.
Version: 0.3.55
Date: 14. 05. 2020
    - Changed Vulcanite iron/copper smelting recipes again (buff).
    - Added vulcanite brick recipe.
    - Reduced vulcanite from Nauvis core fragment.
    - Moved power armor and early equipment closer to vanilla positions in tech tree.
    - Added new planet/moon: Tarn.
Version: 0.3.54
Date: 14. 05. 2020
    - Increased base uranium spots per km2 from 1.5 to 2 (only affects new chunks).
    - Reduced Vulcanite from omni fragment.
    - Increased Vulcanite requirement for Vulcanite smelting of iron and copper.
    - Shield projectors are now 4x4 entities and have a greater range.
    - Added spaceship clamps, required for spaceship automatic landing.
    - Added spaceship automation, you control target speed, set destination, trigger launch, and trigger landing that matches 2 specific clamps (See Informatron).
    - Spaceship console are now 4x4 entities.
    - The changes to spaceships may cause existing spaceships to lose existing settings and wire connections.

    - Fixed wide area beacon 2 not being placeable in space.
    - Fixed incorrect space manufactory research time.
    - Fixed collision issue with gravimetric lab.
Version: 0.3.53
Date: 12. 05. 2020
    - Removed naquim ore from resource discovery preferences.
    - Added scrap and contaminated scrap to delivery cannon list.
    - Added length indicator to long pipe icons.
    - Added core fragments to delivery cannon list.
    - Improved ordering of delivery cannon recipes.
    - Added productivity to alternate low density structure and heat shield recipes (there may be others that still need to be updated).
    - Changed multipliers on procedural tech changes so deep space science addition makes the tech cheaper (values subject to further changes).

    - Fixed typos in Informatron for spaceships and navigation satellite.
    - Fixed that switching to flying mode would cause fast healing.
Version: 0.3.52
Date: 10. 05. 2020
    - Fixed recycling recipe categories so that are available again.
    - Fixed decompression resistance data recipe icon.
    - Crushed cryonite and vulcanite are now more compressed (for transport).

    - Fixed low solar issue.
Version: 0.3.51
Date: 10. 05. 2020
    - Removed always_show_made_in from more crafting recipes.
    - Iridium heat shielding recipe is now better.
    - Beryllium LDS recipe is now worse.

    - Marked the main overhaul mods as incompatible in preparation for public testing. If you want to use those mods just edit info.json but I won't be dealing with any compatibility issues from them for at least a few weeks.
Version: 0.3.50
Date: 09. 05. 2020
    - Made some compatibility code more robust.
    - Removed always_show_made_in from standard crating recipes.
    - Zone tooltip pre surface generation now factors in the body size frequency compensation.
    - Reduced scrap from locomotive (to not be resource positive).
    - Changed the basic biosludge loop so biomass is cheaper and the process is a bit more efficient.
    - Tier 1 bio science recipes are cheaper (mostly due to returned by-products).
    - Added alternate multispectral mirror recipe (should probably have its own tech).
Version: 0.3.49
Date: 08. 05. 2020
    - Added some angles & bobs compatability code.

    - Fixed beacons overload issue, may need to replace the affected machines 1 last time.
    - Fixed wide are beacon 2 not being unlocked by the tech.
Version: 0.3.48
Date: 08. 05. 2020
    - Increased modules slots in basic beacons.
    - Decreased transmission efficiency of wide area beacons (back to 50%).
    - Increased modules slots of wide area beacons.
    - Krastorio is temporarily marked as incompatible but the intention is to fix the issues asap. You should not play on an earlier version of Space Exploration either because the problems permanently affect your progression.
Version: 0.3.47
Date: 08. 05. 2020
    - Increased uranium frequency by 50%.
    - Delivery cannon can fire plastic bar, sand, glass, low density structure, heat shielding, and explosives.
    - Decreased delivery cannon damage (in the future it will be increased if sending explosives).
    - Added flags info to Universe Explorer: Has visited in person, has landing pad, etc.
    - Reduced Pulveriser crafting time.
    - Increased delivery cannon chest size from 10 to 40.
    - Resource patches are a bit more cohesive.
    - Added unit capsules.

    - Fixed that you couldn't select no resource preference for zone discovery.
Version: 0.3.46
Date: 06. 05. 2020
    - Exaggerated the differences between cooling recipes.
    - Added wide area beacon 2, 75% transmission effect.
    - Spaceship cannot land on certain special things.
    - Satellite launch now gives you an astronomic science pack.
    - Launching a satellite, or completing a discovery tech, should print a message if nothing is found.

    - Fixed inventory getting cleared when changing surface in satellite mode.
    - Fixed some broken locales.
Version: 0.3.45
Date: 05. 05. 2020
    - Added some missing locales.
    - Changed alternate thermal radiating recipes, there is now a version faster then default, and one more efficient than default.
    - Added new planet/moons: Horaerratum, Ketobar.

    - Fixed effectivity module 9 needing wrong catalogue type.
Version: 0.3.44
Date: 03. 05. 2020
    - Made starting resource less clustered but a lot more reliable (less likely to overlap).
    - Reduced the limitations on which surfaces can be deleted.
Version: 0.3.43
Date: 02. 05. 2020
    - Changed supercooled temperature back to -273 (to workaround a suspected base game issue).
    - Space solar panel 1 no longer requires energy science or holmium products.
    - Core mining no longer requires laser tech.
    - Updated the starting satellite.
    - Added new planet/moons: Xiada, Drakkett.
Version: 0.3.42
Date: 02. 05. 2020
    - Added new planet/moons: Trelos, Sparky.
Version: 0.3.41
Date: 02. 05. 2020
    - Fixed Delivery Cannon could not be placed in space.
Version: 0.3.40
Date: 01. 05. 2020
    - Added Delivery Cannon.

    - Fixed problem recycling mod compatibility.
Version: 0.3.39
Date: 27. 04. 2020
    - Adjusted mining and crafting times related to new resources.
    - Added matter/resource settings for K2 compatibility.
    - Updated Space Exploration map gen preset to excluded non-homeworld resources (thanks to Bilbo).
    - Increased cost of biosludge from vitamelange.
    - Change Universe generation so that there are some guaranteed planet and moon types in homeworld systems. These are also applied to existing systems.
Version: 0.3.38
Date: 27. 04. 2020
    - Changes some of the messages relating to launching satellites.
    - Updated some Informatron text relating to space sciences.
    - Changed a most of the specialist science recipes so resource costs are more consistent, most of the changers are increasing or decreasing probabilities or return rates.
    - Decreased cost of Advanced neural gel.
    - Added a patreon support message (hopefully not intrusive).
    - Spaced/Grounded versions of entities don't appear in crafting tooltips anymore.

    - Fixed missing locale for Thermal radiating.
Version: 0.3.37
Date: 25. 04. 2020
    - Moved resource settings into data.lua and made the settings available so that other mods can control their own resources and override others.

    - Fixed an issue loading the universe if a vanilla resource had been removed.
Version: 0.3.36
Date: 25. 04. 2020
    - Fixed some specialist science recipes using the wrong resource.
    - Increased material fabricator crafting speed by 4x.

    - Added a remote interface for other mods to read the zone index. (Needed for multiplayer PVP homeworld generation.)
Version: 0.3.35
Date: 24. 04. 2020
    - Matter fabricator can't benefit from effectivity.
    - Reduced material cost of antimatter production by 50%.
Version: 0.3.34
Date: 23. 04. 2020
    - Added recipe to make water ice with cryonite.
    - Added recipe to make water from steam.
    - Tweaked resource autoplace settings to make starting resources more reliable.

    - Fixed condenser turbine accepting low temperature steam.
Version: 0.3.33
Date: 22. 04. 2020
    - Changed the procedural tech update system to use multiple tiers of specialist science.
    - Added a system for other mods to add exclusion from the procedural tech system so they can be updated manually as part of mod compatibility code.
Version: 0.3.32
Date: 20. 04. 2020
    - Added a system for other mods to specify crafting machines that are valid for space.
    - Split crafting machines in the production tabs into rows by role (chemistry, assembling, telescopes, etc).
    - Material fabricator is now the source of antimatter. It uses more energy as a result.
    - Antimatter production is now 10x faster by using the material fabricator.
    - Swapped particle collider and material fabricator graphics (as material fabricator is now the antimatter producer).
    - Added some additional material fabrication recipes for other materials. They are not worthwhile unless you are stuck in space and have no other options.
Version: 0.3.31
Date: 20. 04. 2020
    - Removed space tab.
    - Added Science tab.
    - Added Resources tab.
    - Renamed Intermediate Products tab to Manufacturing.
    - Renamed Combat tab to Equipment & Combat.
    - Moved recipes to appropriate tabs.
Version: 0.3.30
Date: 18. 04. 2020
    - Added Addon power poles, that don't collide with other entities.
    - Reduced module costs.
    - Distance now affects rocket survivability and cargo loss. Stats are show on the rocket silo side panel.
    - Moved pure science recipes to their own tab.
    - Tweaked high temperature heat exchanger/turbine/condenser turbine ratios.
    - Implemented zone discovery research and resource preference UI.
Version: 0.3.29
Date: 16. 04. 2020
    - Added a large high temperature heat exchanger.
    - Added a large high temperature turbine generator.
    - Changed long heat pipe and long space pipe lengths.
Version: 0.3.28
Date: 09. 04. 2020
    - New icons for data cards.
    - Catalogues now use an icon that indicated 4 grouped cards, and all are made of 4 data cards. Insight recipes adjected accordingly.
    - Specialist space science packs now use the old catalogue canister-style graphics.
    - Specialist space science packs are now tiered so there is more of a steady progression, you can't jump straight from T1 to T4.
    - Early bio science is cheaper based on Prdfndr's suggestions.
Version: 0.3.27
Date: 05. 04. 2020
    - Fixed error caused when trying to fix an invalid resource generation control.
Version: 0.3.26
Date: 05. 04. 2020
    - Fixed error loading deep space belt graphics in low resolution.
    - Fixed deep space belts mining into normal space belts.
Version: 0.3.25
Date: 05. 04. 2020
    - Huge changes to resource distribution. The new system essentially ignores the game's current state and generates a procedural distribution. There will be a big changes in resources shifting to this system, but things will be less affected by resource changes in the future, especially if mods that change resources are added and/or removed multiple types.
    - Cryonite hypercooling 2x faster.
    - Tweaked shield generator mechanics for smoother power curves.

    - Fixed that rotatable long heat pipes blocked player.
    - Fixed condenser turbines sub-entities getting reversed.
    - Fixed bots would try to repair shields.
Version: 0.3.24
Date: 04. 04. 2020
    - Gave long space pipe extra connection points.
    - Long naquium heat pipe is now one rotatable entity.

    - Fixed locale issue.
    - Fixed deep space belts not placeable in space.
Version: 0.3.23
Date: 03. 04. 2020
    - Increased average resource values for non-homeworlds.
    - Reduced shield projector passive draw to 2MW.
    - Fixed shields on spaceships.
    - Added deep space transport belts.
    - Reverted thermofluid kelvin changes.
    - Minor balance changes to bio and material tier 2 recipes.
    - Added Cryonite slush recipe for hypercooling.
    - Added radiator 2.
    - Added a WIP interface to help with finding zones with the resources you want.
    - Can now place pylons in empty space.
Version: 0.3.22
Date: 02. 04. 2020
    - Changed basic beacon module slots to 4.
    - Added Shield Projector.
    - Added Naquium heat pipe which is a huge improvement over normal heat pipes, plus additional extended horizontal and vertical versions that are even better for longer heat transfers.
    - Update to ruins code thanks to LEitK.
Version: 0.3.21
Date: 28. 03. 2020
    - Changed space science recipe to require vulcanite blocks.
    - Increased vulcanite in core fragments
    - Reduce number of core fragments required per pulverising cycle from 20 to 16.
    - Increased vulcanite blocks for rocket fuel to 8
    - Reduced vulcanite smelting bonus to +50%
    - Reduced number of satellite rocket parts to 50.
    - Decreased satellite cost.
    - Removed experimental material prototype and recipes that used it.
    - Moved nanomaterial to just before deep space science and now requires the 4 specialist sciences
    - Material science recipes adjusted to use iridium products (still need balancing).
    - Gravimetrics lab is not required for Astro science until T2, recipes are otherwise the same.
    - Changed timespace anomaly experiment to not require energy science cards.
    - Moved the conductivity and superconductivity data to energy science.
    - Superconductive cable no longer requires material science, just needs energy science, holmium and cryonite.
    - Reduced iridium stack sizes, it is very dense.
    - Increases beryllium stack sizes, it is very light.
    - Renamed orbital data to machine learning data.
    - Machine learning data is now used for T4 modules.
    - Electromagnetic field data is not pert of T1 energy science.

    - Fixed space science needing 36 data cards.
    - Fixed crash when launching to first discovered space platform.
    - Fixed crash related to jetpack character interaction.
Version: 0.3.20
Date: 26. 03. 2020
    - Fixed spaceships wouldn't provide lifesupport on plague planets.
    - Fixed a rounding error.
    - Changed the way some of the tech triggers work.
Version: 0.3.19
Date: 24. 03. 2020
    - Updated the space science recipe again. Now requires a small amount of vulcanite, supercomputing and simple thermofluid infrastructure.
    - Reorganised the tech tree so a few techs are now before space science (radiator, supercomputer, manufactory).
    - Increased beryllium processing speed in chemical labs.
Version: 0.3.18
Date: 22. 03. 2020
    - One moon of Nauvis is guaranteed to be biter-free (only affects new games).
    - Changed the fragile bio items stack sizes from 1 to 5.
    - Changed Naquium end-products stack size to 1.
    - Changed thermofluid names/description to use Kelvin (based on suggestions), not sure if it is easier or harder to understand.
    - Increased energy shield equipment power efficiency.
    - Updated energy shield recipes with new items.
    - Landfill and space platform now collide with resources. If resources are regenerated they won't spawn on these areas.
    - Entities that can't be placed on spaceships are now blocked based on "layer-15" instead of "resource-layer". This solves some issue but may cause new mod incompatibilities.

    - Fixed a crash related to surface transition and jetpack.
Version: 0.3.17
Date: 17. 03. 2020
    - Changes for Factorio 0.18.13
    - 4x more beryllium hydroxide from beryllium sulfate
    - Reduced beryllium plates required for observation frames.
    - Changed all canister stack sizes from 20 to 50
    - Increased antimatter per antimatter canister by 2x.
    - Plagued planets/moons now require lifesupport.
    - Added Pylon, Pylon Substation, Construction Pylon, and Radar Construction Pylon.
    - Added Supercharger.

    - Other mods can now change core fragment resource values and fragment type generation.
Version: 0.3.15
Date: 12. 03. 2020
    - Updated some specialist science data recipes to use associated resource products.
    - Increased speed of genetics and growth facility.
    - Added space accumulators tier 2.

    - Fixed anchoring spaceship while jetpacking.
Version: 0.3.14
Date: 11. 03. 2020
    - Fixed cryogun error.
    - Added cryogun locale.
Version: 0.3.13
Date: 11. 03. 2020
    - Added cryogun.
    - Added a 3rd tier of space solar panels.
    - Changed most space science research unit times to 60s.
    - Spaceships now output their speed as an S signal, or -1 if stopped.
    - Changed spaceship flight dynamics to have slower acceleration / deceleration (easier to control speed).

    - Fixed that space assembling machine could be placed on planets.
Version: 0.3.12
Date: 10. 03. 2020
    - Restricted secondary resource to not be allowed higher than 90% of the primary resource.
    - If as part of universe generation a resource with climate restrictions is assigned to an unsuitable climate then the planet is altered to fit the climate requirements.
Version: 0.3.11
Date: 09. 03. 2020
    - Fixed issue where updating from an old game save, some old zones had assigned surface control settings that were different from the zone climate tags and ended up with incorrect resource assignments. The fix forces climate tags to override existing settings but may cause any regenerated surfaces to have different climates than before.
    - Fixed glyph order issue.
Version: 0.3.10
Date: 07. 03. 2020
    - Thruster suit movement code moved into a new mod: Jetpack (required).
    - Fixed thruster suit 1 recipe.
    - Reduced energy shield power requirements.

    - Fixed lifesupport error when making a blueprint.
Version: 0.3.9
Date: 05. 03. 2020
    - Changed the way that the lifesupport UI appears, and added a close button.
    - Corrected some lifesupport tooltips.
    - Increased deep space solar panel efficiency.
    - Removed lifesupport canisters from all thruster suit tiers.
    - Washing vulcanite yields steam.
    - Changed max zone priority to 999.
    - Naquium ingot requires Naquium powder.

    - Fixed a couple of lifesupport issues relating to remote view and spaceship landing.
    - Fixed crash if loading the game without the hr graphics mod.
Version: 0.3.8
Date: 04. 03. 2020
    - Added lifesupport equipment.
    - Lifesupport canisters are now consumed while in space. The UI still needs to be improved. In the future some planets will also need lifesupport.
    - Changed part of a secret process (also needs some further UI improvements).
Version: 0.3.7
Date: 03. 03. 2020
    - Beacons no longer require utility, space, and energy science packs to research, but can't stack modifiers.
    - A new wide area beacon has been added with a 32x32 tile area, 10 module slots. It can be used in space or on the ground but requires energy science to research.

    - Fixed that zone surface index was not being cleared when zone surfaces were deleted.
Version: 0.3.6
Date: 02. 03. 2020
    - Updated Holmium, Iridium, & Naquium processing.
    - Changed Railgun and Tesla gun recipes and tech tree position.
    - Added more detail to Universe Explorer resource bars.
Version: 0.3.5
Date: 01. 03. 2020
    - Fixed an issue with a secret thing's power draw.
    - Fixed a crash if you go into space without a space suit.
Version: 0.3.4
Date: 29. 02. 2020
    - Changed beryllium processing.
Version: 0.3.3
Date: 29. 02. 2020
    - Fixed some errors relating to secret content, including one that accidently traps you.
    - Added the ability to automatically scan a surface, and stop active scans.
Version: 0.3.2
Date: 28. 02. 2020
    - Fixed secret things spawning.
    - Fixed planet/moon climate tags not being added.
    - Added temporary debug text to see climate tags below delete surface button.
    - Fixed climate-based resources not attaching to some zone properly.
    - Fixed issues related to surface fixing in the migration script (needs to load from a pre 3.x version to work).
    - Fixed some missing locales and typos.
Version: 0.3.1
Date: 26. 02. 2020
    - Major update focussed on new resources, tech tree changes, and some end-game exploration puzzle solving.

    - Informatron is now required.
    - AAI Industry is required (again).
    - Removed nauvis resource slider limitations.
    - New resources: Beryllium, Holmium, Iridium, Naquium, Vitamelange, Cryonite, and Vulcanite.
    - Resource distribution change: universe resource balance rules and new surface resource noise expressions. Many surface resources will be regenerated as a result.
    - Some recipes changed to use the new resources.
    - Core fragment processor change to Pulveriser.
    - Space science pack recipe changed, now made in space.
    - Added Informatron pages (Press I).
    - Reduced base healing rate.
    - Characters spawn with a medpack.
    - Navigation satellite view has a more minimalistic window.
    - Added a new Universe Explorer UI, that lets you view lots of zone more easily, and see resource balance before generating the surface.
    - Added some other secret stuff for exploration.
Version: 0.2.14
Date: 05. 04. 2020
    - Fixed issue with meteor defence structures not being destroyed properly.
Version: 0.2.13
Date: 04. 04. 2020
    - Fixed crash with launching rocket with player to random empty space with no floor.
Version: 0.2.12
Date: 28. 03. 2020
    - Fixed exploit allowing teleportation via spaceships.
Version: 0.2.11
Date: 25. 03. 2020
    - Fixed issue with angels bio processing icon.
Version: 0.2.10
Date: 07. 03. 2020
    - Changes for Factorio 0.18.13

    - Fixed an issue with space capsule and jetpack interaction.
Version: 0.2.9
Date: 07. 03. 2020
    - Fixed a crash relating to space capsule sounds being unexpectedly destroyed, thanks to Telkine2018.
Version: 0.2.8
Date: 06. 03. 2020
    - Update for jetpack mod.
Version: 0.2.7
Date: 02. 03. 2020
    - Core miner has better orientation preservation in blueprints and can be pipetted.
Version: 0.2.6
Date: 20. 02. 2020
    - Updated for Factorio 0.18.8.
Version: 0.2.5
Date: 28. 01. 2020
    - Updated for Factorio 0.18.4.
Version: 0.2.4
Date: 31. 01. 2020
    - Fixed multilayered icons that combined 32px and 64px icons.
Version: 0.2.3
Date: 31. 01. 2020
    - Spaceship hotfix.
Version: 0.2.2
Date: 28. 01. 2020
    - 0.18 bug, when landing a spaceship, players on the spaceship lose their body.

    - Added remote interface (by request) for "cancel_entity_creation". Can remove an entity, put the item back in the player or drop to ground, and display flying text.
Version: 0.2.1
Date: 28. 01. 2020
    - Updated for Factorio 0.18.
Version: 0.1.149
Date: 24. 11. 2019
    - Added a collision layer to all rails to add support for cargo ships and similar mods (requires postprocess mod to be updated too).
    - Added some development tools for contributors.
Version: 0.1.148
Date: 20. 11. 2019
    - Put space rails into their own fast replace group so they don't conflict with other mods that add rails.

    - Added translation for Japanese by iicyan.
Version: 0.1.147
Date: 27. 10. 2019
    - Reduced nutrient vat recipe from 10s to 5s.

    - Updated translation for Russian by EternalDragon.
    - Added translation for Italian by Firestorm.

    - Fixed wrong icon for part of the condenser turbine entities.
    - Fix for rare case where some tiles around launched spaceships are 'out-of-map' tiles and can't be built on or flown over.
Version: 0.1.146
Date: 22. 10. 2019
    - Corrected typo on item name quantumn to quantum.
Version: 0.1.145
Date: 16. 10. 2019
    - Potential bug fix for script error on rocket launch with invalid rocket silo.
    - Fix for script error when landing with a capsule but the light got destroyed somehow.
Version: 0.1.144
Date: 11. 10. 2019
    - Fixed issue where cutting composite entities in "/editor" mode could leave partial remnants of the building. This may also help with some other issues relating to script-based entity deletion.
Version: 0.1.143
Date: 08. 10. 2019
    - Reduced meteor point defence power draw while charged by 50%.
    - Added an "Are you sure?" warning for respawning.

    - Fixed an issue with using a specific combination of navigation view and respawning.
    - Made new productivity module limitations match existing productivity module limitations if those were changed by other mods (added modded recipes).
Version: 0.1.142
Date: 20. 09. 2019
    - Added commands to assign other planets as homeworlds making them match nauvis in terms of size, resources, and core mining. This is the first step towards supporting multiplayer with different planet starts.

    - Increased space biochemical lab crafting speed from 2 to 3.
    - Increased space growth facility to crafting speed from 1 to 2.
    - Increased space genetics facility to crafting speed from 1 to 2.
    - Increased space decontamination facility to crafting speed from 1 to 2.
    - Reduced nutrient gel vat recipe time from 10s to 5s.
    - Reduce all thermofluid heat radiating recipe times by 33%.
    - Reduced data card formatting time by 50%.
Version: 0.1.141
Date: 12. 09. 2019
    - Significant specimen recipe now returns 2/7/1 significant/experimental/waste instead of 1/8/1.

    - Fixed crash on robot placing invalid tile.
Version: 0.1.140
Date: 08. 09. 2019
    - Cargo Rocket Silo output signals are updated immediately upon launch (previously there could be a 1s delay if launched via a trigger).
    - Added a working light to Space Manufactory.
Version: 0.1.139
Date: 04. 09. 2019
    - Found a workaround for condenser turbines sometimes stopping working in certain orientations after switching surfaces with a spaceship.
Version: 0.1.138
Date: 04. 09. 2019
    - Updates antimatter reactor prototype to match Factorio nuclear reactor changes (relating to heap pipe glow).
Version: 0.1.137
Date: 29. 08. 2019
    - Fixed issue with command to change existing resource values, eg: /c"space-exploration", "multiply_nauvis_resource", {surface = game.player.surface, resource_name = "uranium-ore", multiplier=2})
Version: 0.1.136
Date: 21. 08. 2019
    - Cargo rocket silo adds item consumption data to production statistics.

    - Fixed issue with uranium settings on repeated mod configuration changes.
Version: 0.1.135
Date: 19. 08. 2019
    - Added zone radius to zone tooltip.

    - Fixed issue with boarding spaceships.
    - Fixed issue with capsule trying to land in ungenerated chunks.
    - Fixed that asteroid fields were not considered for closest zone calculation.
    - Added code to handle surfaces left after uninstalling and reinstalling the mod.
Version: 0.1.134
Date: 11. 08. 2019
    - Most space fluids are now 'compressed': All recipes involving the fluids have fluid values approximately divided by 10. Where this would cause significant rounding error other approaches are taken. In general this means pipe throughput is less of an issue in space. You may want to adjust fluid conditions and remove storage tanks.
    - Telescope recipes don't destroy thermofluid anymore.
    - Reduced output count of observation frame recipe.
    - Added recipe to scrap cargo pods.
Version: 0.1.133
Date: 08. 08. 2019
    - Hotfix: Factorio 0.17.63 changes fluid boxes which broke condenser turbines.

    - Krastorio resources "imersite" and "menarite" are excluded from asteroids as part of a compatibility request.
Version: 0.1.132
Date: 04. 08. 2019
    - Fixed landing pad script error if landing pad was unexpectedly deconstructed.
Version: 0.1.131
Date: 02. 08. 2019
    - Decreased core mining energy cost from 80MW to 50MW.
    - Decreased core fragment processing cycle time from 50 to 20 and core fragments per processing cycle from 50 to 20.
    - Decreased specialised core fragment return of mixed resource core fragment per cycle from 10 to 5.
Version: 0.1.130
Date: 01. 08. 2019
    - Hotfix: Migration function name was not updated properly and caused crash on update.
Version: 0.1.129
Date: 30. 07. 2019
    - Doubled brightness and solar output in close solar orbit.

    - Added some code to prevent assembling machine related load errors when some other mod was installed.
Version: 0.1.128
Date: 29. 07. 2019
    - Improved Tier 4 insight recipes, they require blank data cards and output more insights.
    - Improved dark energy data success chance.

    - Added remote interface "multiply_nauvis_resource" that can be used to revert parts of recent resource changes. It should not be used unless you are sure the available resources on nauvis are insufficient to set up a few moon mining bases. /c"space-exploration", "multiply_nauvis_resource", {resource_name = "iron-ore", multiplier=0.9})
Version: 0.1.127
Date: 26. 07. 2019
    - Added remote interface "get_player_character" to get the character from a player, even if they are detached from the character.

    - Data card and gamma ray detectors recipes now require copper plate.
    - Data card advanced circuit requirement reduced.
Version: 0.1.126
Date: 26. 07. 2019
    - Hotfix: Previous update accidently optimised away resource spawning in space surfaces.
Version: 0.1.125
Date: 25. 07. 2019
    - Increased Cargo rocket capacity from 400 to 500.
    - Increased Landing pad capacity from 500 to 600.
    - Decreased all cargo rocket fuel requirements by 20%.
    - Reduced rocket part recovery research from +5% to +4% per level.
    - Increased base rocket part recovery by 20%.
    - Reduce Nauvis resource overabundance, no effect on default or low resource settings.
    - Uranium is now a rare resource on Nauvis surface (Core mining is not affected).
    - Huge improvement to space terrain generation speed.
    - Small improvement to planet and moon surface terrain generation speed.
    - Launching spaceships requires less of a UPS spike (due to terrain generation).
    - Added migration code to update existing surface settings (required to for terrain generation speed improvements to affect existing surfaces).
Version: 0.1.124
Date: 24. 07. 2019
    - Specialised core fragments now return 10 generic core fragments instead of 5, meaning more resource variety from core mining.
    - Core mining speed increased by 50%.
    - Changed rocket part recovery formula to be less influenced by RNG, an improvement for high research levels that can hit the max 100% return value.
    - Decreased level 1 and level 2 data card reformatting times.
Version: 0.1.123
Date: 23. 07. 2019
    - Updated science pack icons to 64x64px

    - Fixed spaceship UI displaying time to destination at current speed but using the max speed value.
    - Reverted some changes that blocked bobs pumps from space.
Version: 0.1.122
Date: 22. 07. 2019
    - Increased railgun dart damage from 100 to 200.
    - Increased tesla gun ammo dart damage from 20 to 25.
    - Changed Thruster Suit MK3 grid from 13x13 to 14x12.
    - Decreases observation frame recipe output from 100 to 50.
    - Decreased space mirror cost.
    - Removed single-spectral astrometric analysis recipes.
    - Rescaled outputs of multispectral astrometric analysis recipes.
Version: 0.1.121
Date: 20. 07. 2019
    - Reduced deep space science pack cost.
    - Halved genetics lab recipe times.
    - Increased biochemical lab crafting speed.
    - Decreased power output of Fluid Isothermal Generator.

    - Removed leftover debugging code.
Version: 0.1.120
Date: 17. 07. 2019
    - Allowed productivity for material testing pack if made on the ground.
    - Decreased uranium yield from core mining.
    - Decreased water yield from core mining.
    - Increased core mining speed.
    - Altered some procedural collision settings, this will hopefully prevent things like water wells.

    - Added some checks around getting force data for invalid player forces (enemy, neutral).
Version: 0.1.119
Date: 14. 07. 2019
    - Fixed error when riding a space capsule launched from a spaceship and it gets destroyed before landing.

    - Updated translations for German, Spanish, and Korean.
Version: 0.1.118
Date: 10. 07. 2019
    - Core miners won't emit their efficiency text on game load if the value has not changed.
    - Energy weapons research requires energy science packs instead of material science packs.
    - If a rocket aiming for a landing pad crashes, the space capsule will always thrust to the target pad (and won't need to be manually deconstructed).
    - Increased nuke cost. (Was initially forgotten from changelog.)

    - Fixed rocket reusability research stating it is multiplicative. It is not multiplicative, it is an additive 5% (i.e. roughly 5) to the number of cargo rocket sections you can get back per level.
Version: 0.1.117
Date: 8. 07. 2019
    - Players spawning to a surface without a position specified now default to their force's spawn default spawn position instead of the world origin.

    - Fixed problem with new forces setup.
    - Fixed problem with space capsule landing with an invalid passenger.
Version: 0.1.116
Date: 7. 07. 2019
    - Fixed problem with code that with rocket silo prerequisites unlock code.
    - Fixed subatomic data recipe returning too many data cards.
    - Fixed the multiple spaceships on the same surface with intersecting bounding boxes were considering overlapping tiles of the other ship as their own tiles for integrity stress calculation.

    - Fluid resources from the Geothermal mod can now be infinite (thanks to SlippyCheeze).

    - Added missing string for railgun shooting speed.
Version: 0.1.115
Date: 5. 07. 2019
    - Fixed error with required fuel signal output if required fuel is unknown.
Version: 0.1.114
Date: 4. 07. 2019
    - Cargo rocket silo now outputs signals: E for empty slots, F for full slots, L for Liquid rocket fuel required, and 'Cargo Rocket' if the rocket is complete (i.e. 1 capsule and 100 rocket sections).
    - Made the key text in the 'postprocess mod is not installed' error message more obvious.

    - Fixed that satellite view couldn't ghost-place rails.
    - Fixed that not all levels of cargo safety and cargo reusability were applying fully.
Version: 0.1.113
Date: 2. 07. 2019
    - Forced space accumulators to not have a fast replace group for cases where one was added to accumulators by another mod.
    - Fixed issue relating to universe resources updating.
Version: 0.1.112
Date: 1. 07. 2019
    - Fixed that nutrient gel from methane recipe could not be unlocked.
    - Fixed multiple issues relating to Factorio 0.17.53 collision/upgrade rules.
Version: 0.1.111
Date: 30. 06. 2019
    - Changed damage type of meteors, certain entity types can now have meteor-specific resistances (train rails now have 99.75% meteor resistance).

    - Spaceship UIs can now be translated (70+ new strings added).
Version: 0.1.110
Date: 30. 06. 2019
    - Added a 2nd bar to spaceship integrity stress so you can see structural vs container stress.

    - Fixed issue relating to boarding a spaceship from a spaceship that you are not in.

    - Added missing locale for railgun damage bonus.
Version: 0.1.109
Date: 30. 06. 2019
    - Doubled thermodynamics lab effective smelting speed.
    - Thermofluid base cooling time reduced from 8 to 6.

    - Spanish translation updates thanks to Abarel.
    - French translation updates thanks to TheKoopa and Dae.
    - Hebrew translation updates thanks to Multytint
    - German translation updates thanks to Moertschi
Version: 0.1.108
Date: 29. 06. 2019
    - Characters in a moving cargo rocket or space capsule are indestructible.

    - Fixed electric boiler south orientation sprite offset.
Version: 0.1.107
Date: 28. 06. 2019
    - Added 6 new tiers of modules up to tier 9. The modules are balanced around being used together, efficiency becomes an important part of negating excessive power usage. Thanks to Ironic Toblerone for assistance with initial prototyping.

    - Techs for module tiers 1-3 have been redistributed back to their vanilla positions.
    - Increased thermal radiator module slots from 1 to 2.
    - Added cargo rocket silo launch trigger for cargo full OR green signal.

    - Fixed crash caused by remote-landing a spaceship via satellite, exiting satellite mode while still scouting for anchor placement, then exiting landing mode.
    - Fixed that starmap has a day/night cycle.

    - Added remote interface: get_zone_icon requires data.zone_index.
    - Added remote interface: get_zone_is_solid requires data.zone_index.
    - Added remote interface: get_zone_is_space requires data.zone_index.
Version: 0.1.106
Date: 28. 06. 2019
    - Increased planet upper limit for random resource range from +300% size/richness to +400% size/richness.

    - Fixed that space belts were using express belt icons in some interfaces.
Version: 0.1.105
Date: 27. 06. 2019
    - Renamed Space science pack to Rocket science pack. This is mainly because many people call the in-space sciences "space science" so the terminology was getting confusing.

    - Korean translation thanks to PolarZero.

    - Made sure space pipe does not have an upgrade if the express transport belt had been modified with one by another mod. (Bobs logistics compatibility)
Version: 0.1.104
    - Space pipe and space belt are no longer the same fast-replace-groups as the ground versions because it allowed an exploit to have ground versions in space.

    - Fixed issue relating to placing space tiles on invalid surfaces with bots.

    - Spanish translation thanks to Abarel.
    - French translation thanks to TheKoopa and Dae.
    - Hebrew translation thanks to Multytint
Version: 0.1.103
    - Added electric boiler, prototype code thanks to Ironic Toblerone.

    - Fixed issue with meteor defence if an entity becomes invalid.
Version: 0.1.102
    - Fixed incorrect collision box on meteor defence facility that prevented automatic ammo insertion.
Version: 0.1.101
    - Meteor point defence now shows the protected area on the map and while placing the entity.
    - Meteor point defence and Meteor defence facilities now only accept the correct ammo type.
    - Meteor point defence and Meteor defence facilities now show a no ammo alert when charged but out of ammo.

    - Fixed issue caused by deconstructing a spaceship during transit.

    - German translation thanks to Moertschi.
Version: 0.1.100
    - There is now a mod setting to set the space pipe fluid capacity between 50 and 200, default is 100.
Version: 0.1.99
    - Increased space pipe capacity to 200.
    - Increased antimatter booster tank capacity from 20k to 50k.

    - Fixed issue with planet resource system that prevented bobs lithia water from spawning.
Version: 0.1.98
    - Corpse markers are removed when the corpse is removed.
    - Two-part simulation techs require hypercooling 2 tech.
    - Increased particle collider power consumption.
    - Decreased most particle collider recipe times.

    - Fixed issues relating to dying while in satellite mode.
Version: 0.1.97
    - Fixed error relating to rocket passengers dying during transit.
Version: 0.1.96
    - Tesla gun is properly affected by energy weapons damage upgrades.
    - Railgun is affected by bullet weapons damage upgrades.
    - Increased railgun range from 24 to 100.
    - Spaceship integrity stress from cargo now includes vehicle inventories and storage tanks.
    - Base spaceship integrity increased from +200 to +300.
    - Spaceship integrity 7 tech removed.
    - Updated entity pollution format to latest spec.
    - Reduced concrete cost of nanomaterial testing recipe.
    - Railgun is now affected by bullet damage and shooting speed tech.

    - Fixed some collision settings that allowed some structures to be placed in empty space.
    - Fixed crash in case where capsule shadow gets destroyed during landing sequence.
Version: 0.1.95
    - Forced Nauvis to not list a primary resource.
Version: 0.1.94
    - If the radar tech is disabled in the game state it is re-enabled for all forces.
Version: 0.1.93
    - Disabled rail being upgradeable because it was preventing the ability to hand-place rail intersections.
    - Cargo rocket sections can't be packed/unpacked by hand due to base game issue return incorrect number of items.
Version: 0.1.92
    - Space rail can now be placed on empty space.
    - Enabled the vanilla radar technology. it exists in vanilla but is disabled but that was causing problems.

    - Fixed problem with low numbers of core miners on a planet not outputting the expected resources per second.
Version: 0.1.91
    - The first meteor in a meteor shower does not have a random offset if relative to the meteor shower.

    - Fixed crash when player is killed during rocket landing sequence.
    - Fixed when player died and had logistic requests or inventory filters, then the mod for that filter item was removed before the player respawned.
Version: 0.1.90
    - Fixed crash when spaceship takes damage at the location of a character but the character is invalid.
    - Fixed crash when trying to respawn at a destroyed landing pad.
Version: 0.1.89
    - Internal restructuring of landing pad data storage.
    - Cargo rockets can now be sent to landing pads without specifying a specific destination, the silo is fuelled up to the highest destination fuel cost but a random available landing pad is chosen on launch.
Version: 0.1.88
    - Allowed bobs pumps in space.
    - Added plamsa canister emptying recipe.
    - Added recipe to make nutrient gel with methane instead of coal.

    - Fixed crash on script deletion of landing pad while GUI was open.
Version: 0.1.87
    - Increased deep space science pack recipe output count.
    - Reduced biomass recipe contaminated water and contaminated biosludge byproducts from 500 to 400.

    - Fixed issue with higher levels of rocket survivability research having a reduced effect,
    - Fixed crash when respawning character has less request slots than deceased character.
Version: 0.1.86
    - Planets and moons now have different day/night cycles.
    - Decreased crafting time for data card components.
    - Decreased genetics recipe times.
    - Allowed angels silos in space.
    - Added unlock for methane conversion to angels refining version.

    - Fixed that high tier material catalogues required cold instead of supercooled thermofluid.
    - Fixed condenser turbines getting stuck at 99% filled due to base game rounding problem.
Version: 0.1.85
    - Decreased core miner pollution by 50%.
    - Decreased genetics recipe times.
    - Added a conversion from space exploration methane gas to angels methane gas.
    - Added angels crushing crafting category to mechanical laboratory.

    - Fixed that containers outside of a spaceship but inside the spaceship bounding box affected integrity stress.
Version: 0.1.84
    - Hotfix for error on rocket crash.
Version: 0.1.83
    - Added "currently viewing" text to the satellite UI.
    - If landing with a capsule at a random location, if there is no valid spot in range of the first attempt it will try a place nearer to the planet origin.
    - If the cargo rocket silo storage tank is removed it is automatically replaced.
    - Changed rounding of displayed cargo pods lost, actual item loss is unaffected.
    - Spaceships structure stress is influenced by container slot capacity. Each slot is 0.5 stress but this is not added to the existing stress, the higher value is used. The starting spaceship is limited to the same slot equivalent of the cargo rocket. Spaceship integrity research increases the amount you can carry. If you have a spaceship filled with chests it is recommended that you land the spaceship before updating.
    - Added recipe to pack and unpack stacks of cargo rocket sections so they are easier to deliver to other planets via rocket.
    - Increased RTG 1 power output.
    - Renamed fluid burner generator to fluid isothermic generator as it is designed to burn rocket fuel to power spaceships and shouldn't sound like a simple burner entity.
    - Added incompatibility with train tunnels mod, it needs to respect connecting surface restrictions to be compatible (e.g: no interstellar tunnels).
Version: 0.1.82
    - Changed spaceship integrity check pulse to once every 10 minutes.
    - You must launch a satellite before launching a cargo rocket.
    - Space platform plating requires material science.
    - Space rail requires energy science.
    - Fluid burner generator requires energy science.
    - Cargo rocket silos nearly full with fuel load fuel faster.
    - Added unlock for bio processing recipe for methane gas to crude oil.
    - Doubled thermodynamics lab crafting speed and doubled thermodynamics recipes duration (thermodynamics recipes are effectively unchanged but smelting is twice as fast).
Version: 0.1.81
    - Updated code relating to resources being added/removed mid game.
    - Added water ice as a space-only resource.
    - Added water ice to water recipe.
    - Added methane ice as a space-only resource.
    - Added methane ice to methane gas recipe.
    - Added bio processing recipe for methane gas to crude oil.
Version: 0.1.80
    - Fixed problem with auto-space-collision settings affecting cargo rocket silo sub-entities.
Version: 0.1.79
    - Moved space solar panel to energy science.

    - Fixed initial spaceship tech integrity description value.
Version: 0.1.78
    - Fixed crash if space capsule was destroyed while landing.
    - Fixed wire shortcuts mod and satellite view causing wire dropping.
Version: 0.1.77
    - Decreased thruster suit 2 tech cost.
    - Rocket silos can't be placed on spaceships.
    - Increases effective growth facility speed by recipes using increased batch sizes.

    - Fixed that some material fabricator recipes would consume too much thermofluid.
Version: 0.1.76
    - Reduced space mirror lubricant requirement.
    - Reduced heat shielding sulfur requirement.
    - Allowed pipe valve entities from other mods in space.

    - Fixed science pack recipes generating extra junk data.
Version: 0.1.75
    - Update to automatic space collision.
Version: 0.1.74
    - When switching surfaces via satellite your last position is remembered.
    - Reduced tech costs for rocket upgrades.
    - Reduced fluid burner generator output from 5MW to 4MW
Version: 0.1.73
    - Reduced gravity wave data craft time.
    - Adjusted imaged observation frame crafting times.
    - Allowed ghost-placing landfill from satellite.
Version: 0.1.72
    - Fixed particle collider probability recipes.
Version: 0.1.71
    - Updated data catalogue tech costs.

    - Fixed that mining an antimatter booster would return a rocket booster.
Version: 0.1.70
    - Reduced core mining drill energy cost to 80MW.
    - Added more tiers of mining productivity and artillery techs so that science packs can be added more gradually.
    - Moved plague rocket further back in the tech tree.
    - Increased plague rocket recipe cost.
    - Rough data storage substrate can use productivity if made on a planet.

    - Bio catalogue 4 requires decompression resistance data instead of decompression data
    - Remove spaces from ru locale.
Version: 0.1.69
    - Fixed script error in satellite uplink interface if button gets removed unexpectedly.
    - Fixed that character could get disassociated from player when landing a spaceship in satellite view.
    - Fixed that sometimes a satellite could launch and not discover anything when there are still things to discover.
Version: 0.1.68
    - Added a max runtime for the plague.
Version: 0.1.67
    - Added inventory to space capsule
    - Added space capsule scrapping and empty barrel reprocessing.

    - Fixed error in satellite uplink code.
    - When using the wire shortcuts mod, does not spill wires to the ground if in satellite mode.
Version: 0.1.66
    - Fixed error in migration code.
Version: 0.1.65
    - Improved support for entities being built via script.

    - Fixed that planet enemy setting weren't applied properly.
    - Removed biters from planets with 0% lifesigns.
    - Corrected factory spaceship description from +200 to +500.
Version: 0.1.64
    - Russian translation by EternalDragon.

    - Changed internal name of factory spaceship tech to match display name.
    - Updated factory spaceship tech bonus integrity to +500.
    - Changes required for updated thermofluid icons.
    - Updated thermofluid recipe names and descriptions.
Version: 0.1.63
    - Fixed the cargo full trigger would not fire sometimes.
Version: 0.1.62
    - Fixed error in spaceship integrity check code.
Version: 0.1.61
    - Improved ability to use special tools from satellite uplink mode, such as artillery remote and upgrade planner.

    - Changing recipes while in satellite uplink mode drops items and incompatible modules to ground for deconstruction instead of putting them in an unrecoverable inventory.
Version: 0.1.60
    - Requires higher version of robot attrition due to updated remote interface.

    - Print meteor alerts to console option now includes a location link.
Version: 0.1.59
    - Surfaces now have special robot attrition factors visible through the satellite uplink button tooltips.

    - Increased space science pack cost.
Version: 0.1.58
    - Decreased cargo rocket section cost (roughly -25%).
    - Decreased astronomic, material, energy, and biological science pack cost (roughly -45%).
    - Landed cargo pods are automatically marked for deconstruction.

    - Fixed that no-spacesuit warning would print for players entering a rocket that had a valid space suit.
Version: 0.1.57
    - Increased space belt cost to be closer to blue belt.

    - Fixed space assembling machine could use productivity modules.
    - Fixed issue with rail selection priory priority.
Version: 0.1.56
    - Fixed crafting time on rocket fuel from water recipe.
Version: 0.1.55
    - Recycling machine can be crafted normally (not only be space manufactory).

    - Fixed that some techs hand science packs as ingredients that were not tech prerequisites (progression is unaffected, the tech tree is just clearer).
Version: 0.1.54
    - Fixed that a debug print line was left in a released version.
Version: 0.1.53
    - Biomechanical resistance data and bio combustion resistance data require experimental specimens not significant specimens.

    - Fixed the normal rail could be placed in space.
    - Fixed that core miner could not be rotated after reloading the game.
Version: 0.1.52
    - Fixed cargo rocket silo combinator icons too big.
    - Fixed cargo rocket launch manual override not working.
    - Fixed cargo rocket launch trigger green signal when rocket cargo full not working.
Version: 0.1.51
    - Player cannot craft lifesupport recipes anymore (many of them required fluid and weren't hand craftable anyway).

    - Set fuel refinery to require stone bricks not concrete.
Version: 0.1.50
    - When a cargo rocket silo is deconstructed items are generated for the space capsule and rocket sections that were consumed. Rocket fuel is still lost, but can be pumped out first.
    - Added corpse markers.
Version: 0.1.49
    - Reduced space science requirement for robot speed research.
    - Allowed productivity for Space Science Pack recipe.

    - Fixed that MK4 and MK5 energy shield recipes required themselves.
Version: 0.1.48
    - Added more specific status messages to launchpad GUI.
Version: 0.1.47
    - Fixed cargo rocket silo signal output sending incorrect (higher) fuel value.
    - Fixed cargo rocket silo siphoning the last 0.1% of required fuel very slowly.
    - Reverted change to belts that prevented items from being dropped on them.
Version: 0.1.46
    - Added 5 tiers of Adaptive armour. Fills a similar role to energy shields with lower power requirements but much slower regeneration. Not as good for sustained combat or skirmishing but has lower tech requirements.
    - Added 6 tiers (4 new tiers) of Energy shield equipment. Energy shields charge quickly but are power hungry. Higher tier versions will be difficult to use effectively until the personal antimatter reactor equipment is added.

    - Code changes required to have hr graphics in a separate mod that is not a required mod.
    - Added cargo rocket silo launch event thanks to MFerrari.
Version: 0.1.45
    - Added Fuel Refinery structure and technology.
    - Added Rocket fuel from water recipe.

    - Added empty barrel scrapping recipe.
    - Solid fuel recipes and rocket fuel recipes are now part of fuel refining, this will break you existing solid fuel setups.
    - Fuel refining recipes have had their crafting times have been reduced to 1/4, the fuel refinery is effectively 4 times faster but keeps a crafting speed of 1 to keep tooltips simple.

    - Fixed a problem with spaceship launch sequence when integrity stress exceeded maximum.
Version: 0.1.44
    - Added some optimizations to cargo rocket silo and landing pad GUIS.
    - Removed space science prerequisite from power armor mk2.

    - Switched Fluid Burner Generators graphics back to SR (fixed) versions.
Version: 0.1.43
    - Quick fix: Normal resolution Fluid Burner Generator sprites didn't process correctly, switching to hr Fluid Burner Generators graphics for all resolutions as a temporary workaround.
Version: 0.1.42
    - Added Antimatter Reactors. Antimatter can be manufactured where there is abundant energy (like a star), and used to power somewhere energy poor (like deep space).
    - Added Fluid Burner Generators. Can burn fluid with an energy value to generate electricity. Simple and compact but lacks the energy efficiency of steam setups. Allows spaceships to burn rocket fuel for power.

    - Renamed supercomputer MK2 and MK3 to Quantum supercomputer and Neural supercomputer.
Version: 0.1.41
    - There are now 4 tiers of medpack.
    - Added player respawn event call to respawn function.
    - Reduced stack size of meteor defence 50 -> 20, and meteor point defence ammo 100->50. You may want to rescue the items before updating, or spawn them in if you lost out.
    - Meteor point defence does not require explosives.
Version: 0.1.40
    - Meteors that fall in water don't leave remnants.
    - Inventory filters, logistic request slots, and auto-trash filters are saved on death so your successor is created with the same settings.

    - Fixed meteor alert having completely wrong structure totals.

    - Added string for se-core-miner-drill
Version: 0.1.39
    - Supercomputers can now be upgraded in place.

    - Added missing unlock for bio combustion data.
Version: 0.1.38
    - Changed planet core mining to use a different method that does not require continuous updates via script. They are now like electric mining drills and output in the same way. You may need to remove inserters and add belts to collect the fragments.
Version: 0.1.37
    - Fixed meteor point defence being unplaceable in space.
Version: 0.1.36
    - Fixed collision problem with spaceship doors.
    - Fixed 2 spaceship script errors.
Version: 0.1.35
    - Added meter point defence radius visualisation on entity open and entity hover (can't add while placing the item unfortunately).
    - Added spaceship launch / landing sound effects.

    - Reduced satellite accumulator and solar panel cost
    - Reduced space capsule accumulator and solar panel cost
Version: 0.1.34
    - Added Meteor point defence, a cheaper more basic meteor defence option. Has limited range, but can fire 4 times and has a much lower power requirement.
    - Added custom meteor event sound.
    - Added a custom alert for meteors so it does not make the annoying sound that happens when something gets printed to the console.
    - Added a per-player setting for meteor alerts to be printed to the console (so you can look back later to see stats, but you get the annoying noise), off by default.

    - Space science is now required on average 1 tech later in many tech lines.
    - Rocket silo research is now cheaper and faster.
    - Meteor defence installation accuracy reduced to 80%.
Version: 0.1.33
    - Improved the on/off flicker of space science labs but it is still not perfect. The graphics still need to be redone to remove the flicker completely, but the graphics need to be updated anyway to remove the pipes.
    - Fixed that cargo pods couldn't be placed in space, and therefore would be destroyed by the game engine if the tile under them was changed while in space.
Version: 0.1.32
    - Fixed supercomputer in SR using HR graphics that got cut off.

    - Reduced electric furnace heat shield requirement.
    - Increased default meteor interval to 20 minutes.
Version: 0.1.31
    - Fixed that higher tier thruster suits would display unarmoured character.
    - Fixed angels barreling pump could not be placed space.
Version: 0.1.30
    - Thruster suit tiers, includes different spacewalking thrust per suit
    - RTG equipment to bridge the long wait for fusion reactor equipment.

    - Added zh-CN translation by Frost.
Version: 0.1.29
    - IMPORTANT: Compatibility patches and a few other things are being moved to a separate mod (space-exploration-postprocess). It is required, but I can't list it as a dependency. Please make sure you install it when updating (assuming you read changelogs).
    - Moved all graphics to a separate package (also required but I can list it as a dependency without causing a dependency loop). This is to allow people to download code updates without repeatedly downloading 200MB of images.
Version: 0.1.28
    - Fixed that particle accelerator had become impossible to research after shuffling some things around.

    - Steam is no longer considered a raw ingredient for water.

    - Bobs modules and nanobots are excluded from auto-science-pack additions.
Version: 0.1.27
    - Increased minimum random planet size.
    - If additional fluid resources are added by mods the omni core fragment is restricted to 4 fluids, water is removed first.

    - Updated remote interface: begin_meteor_shower. Can now specify number of data.meteors along with data.entity or (data.zone_name and data.position)
    - Added remote interface: get_zone_from_name requires data.zone_name
    - Added remote interface: get_zone_from_surface_index requires data.surface_index
    - Added remote interface: get_zone_from_zone_index requires data.zone_index note: this allows you to traverse the zone tree
Version: 0.1.26
    - Fixes that the cargo rocket silo and landing pad got blocked from space by a collision change.
    - Fixes that sometimes Nauvis would get assigned a core fragment other than Omni.
    - Fixes that spaceship launch would consume incorrect fuel.
    - Fixes Spaceship console required stone instead of glass. (A leftover from the early attempt to remove AAI).
Version: 0.1.25
    - Fixed that meteors showers get stuck in pairs instead of the chances: 50% 1, 25% 2, 12.5% 3, 6.25% 4, etc...
Version: 0.1.24
    - Fixed meteors keep landing close to player.
Version: 0.1.23
    - Fixed meteor defence ammo couldn't be inserted automatically.
Version: 0.1.22
    - Added meteor defence.

    - Increased stone resource generation.
    - Allowed productivity for heat shielding
Version: 0.1.21
    - Fixed that lifesupport facility required space-assembling-machine.
Version: 0.1.20
    - Potentially fixed a desync with spaceships. More testing required.
Version: 0.1.19
    - Fixed that glass and sand recipes weren't unlockable.
Version: 0.1.18
    - Fixed that sometimes the spaceship landing position was incorrectly offset.
    - Fixed an exploit what allowed you to place space platform anywhere.
    - Fixed the core mining could not be researched.

    - Increased meteor selection priority.
    - Meteors and rocket fragments now count as rocks as far as the deconstruction planner is concerned.

    - Improves space rail alignment and endings.
    - Updated astrometric and gravimetric lab pipe connections.

    - Added missing tech names and descriptions.
Version: 0.1.17
    - Fixed technology loop after bobs mods changed space science to require radars-4.

    - The space capsule return launch will now take you to a random friendly landing pad if there is one at the destination.
Version: 0.1.16
    - Prevents Angel's fish from spawning in space.
    - Fixed that entering a space capsule around a star would cause a crash.

    - Improved supercomputer pipe connection graphics.
Version: 0.1.15
    - Fixed that a mod adding and removing a force on the same tick would cause a crash.
Version: 0.1.14
    - Increased the size of the Biological Laboratory, it needed new graphics for the all pipe connections.
    - Removed AAI Industry as a dependency BUT some parts of the mod had to be copied in to Space Exploration, and it is still strongly recommended to play with that mod installed.

    - Fixed that support for Reverse Factory could break if mod load order changed.
    - Fixed an incompatibility with bobs power.
Version: 0.1.13
    - Fixed crash on renaming spaceships.
Version: 0.1.12
    - Fixed pipe connections for Growth Facility

    - Moved heat shielding in the tech tree.
    - Added support for Simple Silicon.
Version: 0.1.11
    - Fixed crash on changing resources by changing loaded mods

    - Added more event handling for script-created entities.
    - Added some more unique planet settings.
    - Added support for Reverse Factory.
Version: 0.1.10
    - Fixed crash on clicking the uplink back button.

    - Swapped rocket fuel solid->liquid production order so it will fit more easily with other mods recipe changes.
    - Better angels petrochem support.