Large total conversion mods.
Version: 0.6.5
Fixes:
- Removed lava and ammoniacal ocean from spawning when using an atomic bomb.
- Marked hidden thruster fuel, thruster oxidizer and ammoniacal solution.
- Stack size adjust mod will modify all custom items now.
Version: 0.6.4
Fixes:
- Unculled surface conditions culling script.
Version: 0.6.3
Removed:
- Stack size settings.
zNotes:
- Removed built in stack size settings and added optional dependency for external mod "stack size adjust".
Version: 0.6.2
Changes:
- Changed mod thumbnail.
Version: 0.6.1
Fixes:
- Actual fix for lava fluid and train routing.
Version: 0.6.0
Fixes:
- Lava fluid fix for train routing.
Version: 0.5.9
Fixes:
- Bug with new "no-item" item and stack size setting corrected.
Version: 0.5.8
Fixes:
- Ammonia fluid fix for train routing.
Version: 0.5.7
Fixes:
- Ammonia fluid should now appear in filter/request window.
Version: 0.5.6
Changes:
- (BZsilicon) Changed razorgrass tech to require science packs.
- (Bzsilicon) Razorgrass plant seed will now appear in Willow.
Fixes:
- Willow will spawn with alien biomes active (needs moisture, blue/purple tiles, look for blue tree dot on map preview).
- (BZsilicon) Razorgrass plant tile restrictions removed.
Version: 0.5.5
Changes:
- (BZcarbon) Changed diamond processing 2 tech to require science packs.
Version: 0.5.4
Fixes:
- Alien biomes check put in place around the hiding of gleba plants, should no longer cause an error.
Version: 0.5.3
Changes:
- New setting for rural mode, allows for setting the seed return percentage on harvested plants.
Version: 0.5.2
Changes:
- Purify buried one flesh recipe; fluoroketone hot output no longer benefits from productivity.
- Vanilla wood plant again has grass/mud spawn when planted.
Version: 0.5.1
Changes:
- Exceptional Ore no longer requires big mining drill.
- Cargo Bay returns to the lineup, collect all the divine meat.
Fixes:
- Scrap productivity now affects the reworked scrap tiers.
Version: 0.5.0
Fixes:
- Fixed issue with k2so/volcanic/non-rural games trying to modify lithium plant that doesn't exist.
- Fixed issue with vanilla concrete removing spawner remains, only nauvis restoration should do this.
Version: 0.4.9
Fixes:
- Vanilla tree plant can once again be placed on any land tile (including nauvis restoration).
Version: 0.4.8
Fixes:
- Imersite tree seed now shows up on seed discovery and willow. (k2so/rural)
- Razorgrass seed now shows up on seed discovery and willow. (bzsilicon)
- Jellynut/yumako now show up on filter/request window.
- Removed raw fish from spidertron recipe. (k2so, fish weren't spawning in world, will investigate later)
Version: 0.4.7
Tiles:
- Nauvis restoration and all vanilla concrete variants will remove all decoratives nearby when placed.
Version: 0.4.6
K2SO:
- Rocketry added to spidertron technology prerequisites, recipe uses rocket launcher now.
Filter/Request Window:
- Fixed uranium ore wasn't showing.
Bob's Enemies:
- Spawners will create the spawner remains resource patch when destroyed. (for biter eggs)
Version: 0.4.5
Rural Nauvis:
- Created wood plant, with all the features of the other rural plants.
- (specifically for K2SO; we are already planting 20+ trees in the world, greenhouse generated wood soiled the experience)
- Reverted changes to gleba wood plant.
- Changed the way seeds are added to seed discovery and willow, let me know if something is missing.
BZzirconium:
- Marked hidden the sneaky asteroid crushing recipe that escaped the last culling.
BZcarbon:
- Marked hidden space platform nanotubes recipe.
Frozen Nauvis:
- Removed heat requirement for burner mining drill.
Version: 0.4.4
K2SO:
- Fixed Advanced Lab technology to require fiber optics (when bz changes lab recipe).
BZcarbon:
- Fixed rough diamond wasn't showing on filter/request window.
Version: 0.4.3
K2SO:
- Fixed rare metal ore wasn't showing on filter/request window.
- Spidertron is now immune to lightning (electric damage).
Version: 0.4.2
Spidertron:
- When k2so is active, removed fuel/grid changes from k2so, reduced requirements to unlock at utility (yellow) tech card and replaced rocket turret with rocket launcher in recipe.
Alternative Asteroid Processing:
- Marked as hidden.
Scrap:
- Created burner recycler, available after automation unlock.
- Created three tiers of scrap recycling, each unlocked at electronic/advanced circuit/processing unit unlocks, gradually offering more items when recycled.
- Vanilla scrap recycling marked as hidden.
- (was getting annoyed with other mods constantly changing scrap, it was a jumbled mess when other mods loaded in what they wanted.)
Version: 0.4.1
Rural Nauvis:
- New icons for yumako/jellynut/razorgrass (bzsilicon) seeds.
- Lithium tree now yields lithium again when k2so is active.
Nauvis Willow:
- Removed from Welcome to the Jungle auto generation. (k2so)
Version: 0.4.0
Rural Nauvis:
- New icons for resource tree seeds.
- Moved yumako/jellynut/razorgrass seeds next to the other rural mode seeds, in inventory.
- Resource trees have their own section in factoriopedia, above the other trees.
- Razorgrass seed now will spoil in 10 minutes, like the other seeds. (bzsilicon)
Nauvis Willow:
- Now has a proper factoriopedia simulation and is bioluminescent!
Version: 0.3.9
Rural Nauvis:
- Game checks every minute (for new and saved games), for the six techs that require mining something and auto completes them. (for k2so and bz mods)
- Removed janky ore patches and mining drills to accomplish the above.
Version: 0.3.8
Rural Nauvis:
- HUGE UPDATE!
- Reworked how plants are created, now they have proper sounds and mining visuals!
- Diversified the plants, all the gleba plant models are used. (except gross lickmaw and smol water cane)
- Uranium, holmium, tungsten, calcite, scrap and lithium have new models.
- Iron, copper, stone, coal, oil, lava and fluorine are unchanged but have fancy Factoriopedia pages now.
- Created plants for K2SO and BZ (tin, lead, zircon, carbon and titanium)
- Razorgrass from BZ silica is updated to match the other plants and tile restriction removed.
- There is a slight issue with BZ mods, hiding the resource control sliders isn't possible at the moment because of a function (ore_fix) BZ runs when the save is changed.
- Work around hides the resources from map generation. A setting was created, when checked, this mod wont try to hide the sliders, which makes BZ happy.
- Graphite processing technology (bzcarbon) cant be changed, requires mining graphite. A 1 ore patch with an electric mining drill will spawn to satisfy it, hook up to steam and power.
Stormy Nauvis:
- Removed lightning priority except collection rods.
- Added spawners to the lightning exemption list. (volcanic mode spawners were being destroyed before they were seen)
Volcanic Nauvis:
- If played without rural but with k2so or any bz mod, the resource plants from those mods will be accessible and agricultural tower will be unlocked at start.
- No plans yet to add external resources as a production chain from lava, at the moment.
Version: 0.3.7
Volcanic Nauvis:
- New mode that removes map generated resources and places the player in an ocean of lava.
- Start area is a small landmass with ponds of water and oil.
- Nothing is in the lava ocean, except the enemy islands that form over time, growing in size over time.
- Landfill can be used to cover most lava, except hot lava rivers.
- Rural, stormy and frozen can be active with volcanic. Snow terrain must be disabled.
- If frozen is active, placing heat pipes near lava will heat them to max temperature.
- Additional setting to set the interval of heat pipe temperature refresh, for when there are massive amounts of heat pipes, to reduce fps drops.
- New burner foundry and burner recycler, available with automation tech unlock.
- Polluted lava is in the ocean and two new recipes are available to filter and gather resources from it.
- Coal added to molten copper/iron from lava recipes.
- Four foundry recipes and scrap recycling available at the start.
- Resources from "other planets" available with recipe learned from oil processing tech unlock.
Filter/Request Windows:
- Some mods were removing yumako/jellynut, corrected.
Demolishers:
- Setting for demolishers moved to startup.
- When volcanic is active, demolishers can go wherever they please without being removed.
Version: 0.3.6
Burner Radar:
- New fuel powered radar that is immune to freezing/lightning, the natives will not like this pollution machine.
Version: 0.3.5
Enemies:
- Every 20 seconds, the game will remove demolishers that have wandered into the water.
- (cheap fix, demolishers dont have water logic because there is no water on vulcanus)
- Reduced the required big stomper deaths to summon a small demolisher to 20.
- Reduced the required small demolisher deaths to summon a medium demolisher to 10.
- Reduced the richness of spawner remains.
Landscaping:
- New placeable tile Nauvis Restoration (tree icon by concrete and landfill), that will remove fulgoran dunes and spawner remains.
- Wood tree growth reduced to 5 minutes, removed tile restrictions, results boosted and grass spawns when planted.
- Removed fluid from atomic bomb scorch mark.
Item/Recipe Window:
- Marked hidden the remaining space items/recipes, connections and asteroids.
- Organized all the new items and recipes this mod creates.
Version: 0.3.4
Compatibility:
- Fixed K2SO was overriding robot baseline speed setting.
- Fixed issues with enemy race manager wanting settings that were removed/hidden.
- (if there are any mod issues with sliders being disabled, please let me know, ez fix now)
- Added check for legendary quality tech, for mods that adjust quality.
Frozen Nauvis:
- Tesla turret and poison laser turret now have heat requirements.
Filter/Request Window:
- Fixed that some items werent showing on filter/request window.
- (if there are items missing from filter/request window, please let me know, ez fix now)
Enemies:
- Both biter and spitter nests will spawn pentapods (previously only biter).
- Both biter and spitter behemoths removed.
- Nerfed all worms to small worms health and damage.
Fuels:
- Sulfur and explosives are now burnable fuels.
Version: 0.3.3
Rural Nauvis:
- Tree outputs have been adjusted; iron, copper, coal and tungsten have increased; holmium, calcite, fluorine and ammonia have decreased.
- Lithium tree no longer drops lithium cubes, instead drops lithium. (an aquillo mechanic that isnt necessary, brine was only used to make lithium)
- Three new recipes to directly convert oil cube to petroleum gas, light oil and heavy oil. Requires oil refinery, outputs match advanced oil processing.
- Resources replaced by trees will no longer show on new game screen.
- Outside mod resources will show on new game screen.
- Some preset map configurations are removed to allow resource sliders to be hidden. (ribbon world, rail world, rich resources)
Promethium Science:
- Adjusted recipes to process spoiled items quicker and require more rocket launches.
- Removed processing units from all recipes and made quantum processor equal to output number.
Plants:
- Jellystem/Yumako tree now have unique map colors.
Fulgoran ruins:
- Changed NAUVIS to iron and copper stromatolite.
- Added fulgoran lightning attractor to protect plants.
BZ Compat:
- Fixed an issue with failing to load BZ mods, mods need the gleba plants slider active.
Version: 0.3.2
Nauvis Willow:
- Nauvis willow will spawn in every combination of modes (rural, snow terrain, etc) and contain any extra items for that mode.
- Nauvis willow will have snow coloring if snow terrain is active and will be the only tree to spawn.
Snow Terrain:
- Rocks are returned to rocks and will not contain extra items.
- Extra items previously were not spawning in a couple combinations of modes with snow terrain, this is corrected.
Accumulators:
- Two new higher tier accumulators, each 4 times stronger than the previous tier.
Plants:
- Jellystem/Yumako tree now have grass and mud spawn around them when planted.
New Game Screen:
- Removed remaining "other planet" control sliders.
Zmod Code:
- Cleaned up a lot of the code for the mod. Tested most of it, let me know if something broke.
Version: 0.3.1
Recipe:
- Biolab, removed capture rocket ingredient and added pentapod egg.
- Purified Makers Flesh, result corrected.
Version: 0.3.0
Rural Nauvis:
- Seeds will now spoil in 10 minutes.
- (unwanted seeds were stockpiling and needed seeds were difficult to replenish, now the unwanted can be rerolled after they spoil)
- Lowered fuel value of seeds to match wood, except coal/lava/uranium seeds.
- Seed Discovery recipes now inclued jellynut seed and yumako seed.
- Seed probablity from harvested trees increased from 50% to 75%.
Version: 0.2.9
Rural Nauvis:
- Five new trees that contain the five fluids in solid cube form.
- New technology to unlock liquify cube recipes, after oil-processing.
- Changed machine requirement for liquify cube recipes, now requires chemical or cryogenics plant (except lava).
- Changed machine requirement for liquify lava cube recipe, now requires assembling 2/3 or foundry.
- Liquify lava recipe now requires steam.
- Cubes removed from ore trees.
- Adjusted seed proc chances.
- Grass and mud decoratives now spawn around trees that are planted.
Landfill:
- Seven new recipes for advanced landfill, which use the different ores in game.
- New technology to unlock advanced landfill, after landfill.
Version: 0.2.8
Rural Nauvis:
- Oil cube and lava cube are now fuels that can be burned for energy.
- Fixed some spelling and wording on tooltips for new items.
- Changed icons for cube recipes.
- Added oil cube to lubricant recipe.
Compatibility:
- Added biomass recipe for K2SO early game.
Version: 0.2.7
Rural Nauvis:
- New mode that removes all ore and fluids from map generation, these items are now collected from trees.
- Nine new trees (recolored boompuffs!) that can be planted, each for the nine ores. Fluids drop in solid form from five of these trees.
- Enables Agricultural Tower at the start of game, with modified recipe ingredients.
- Start the game with iron/copper seeds and one agricultural tower.
- New recipes that consumes spoilage or wood to discover a random seed.
- New trees generate pollution when harvested but their pollution absorption while alive is greatly increased.
- Spawner remains still require mining (might change in the future).
- If Snow Terrain is enabled, seeds will drop from rocks.
- Willows have a chance to drop all seeds (new seeds and yumako/jellynut), when Rural Nauvis is enabled.
Nauvis Willow:
- Now has leaves animation, color variants to match other trees and a light blue marker on the map.
- Map generation, willows will now spawn together favoring grassy areas.
Yumako and Jellynut Trees:
- Removed soil requirement, soil recipe and soil tech unlocks.
Version: 0.2.6
Enemies:
- Sulfur ore patch renamed Spawner Remains.
- Spawner remains visual changed to dead bugs.
- Spawner remains now has more fulgoran flair.
Frozen Nauvis:
- Added stone and coal to rocks.
Setting:
- Added new setting that allows stack size adjustment for all items in game.
Version: 0.2.5
Smelting Machine:
- Changed the visuals and animations to appear more burner like and less like its counterpart.
Resources:
- Changed sulfur ore patch visual and map color.
Enemies:
- Spawners now go out with passion and whats left behind matches the spawner visual.
Version: 0.2.4
Frozen Nauvis:
- New insulated pipe and pipe to ground, immune to lightning and will not freeze.
- New smelting machine that can smelt normal items and craft insulated pipes.
- New technology for insulated pipes and smelting machine that unlocks after automation science packs.
- New pipes require significantly more resources and time to balance the immunities.
- Set smelting machine and foundry to not require heating.
Version: 0.2.3
Technology:
- Marked space science pack as hidden and removed all links to it.
- Marked rocket silo as hidden and moved relevant effects to promethium science pack technology.
- All "other planet" technology is now gated behind production and utility science packs, instead of rocket silo.
- Converted all (except first three) triggered research effects (ie "mine calcite ore") to require science packs.
- Removed all "auto trigger" effects on technology not used (ie space platform).
- Overall, fixed all the jank in the technology tree and made it official.
New Game Settings:
- Moved all starting area ruins and decoratives to a setting, now that the tech tree is fixed.
- Mech armor and tesla gun are combined into a setting.
Frozen Nauvis:
- Set inserters and steam engine/turbine to not require heating.
Stormy Nauvis:
- Created a tech unlock for lightning rod that requires automation and logistics packs.
- Lightning will strike small enemies and spawners.
Version: 0.2.2
Snow Terrain:
- Significantly improved the way snowy terrain is generated, no more fps drop!
- Removed Lithium Glaciers and moved gleba materials to rocks.
- Rocks also have a chance to drop a heat pipe with Frozen Nauvis setting activated.
- Ground decorations have returned, snow even drifts over resources.
Gleba Terrain:
- Removed (was just for the memes).
Version: 0.2.1
Weather:
- Rainy and Stormy Nauvis settings are miserable (changed render tint to be muddy-ish and slightly darker).
Snow Terrain:
- New setting that enables a frozen Nauvis map generation (stutters slightly when discovering new chunks).
- All land tiles are replaced with snow and ice tiles.
- Ice tiles can be built on.
- Tree spawning removed.
- Gleba tree materials that were in Willows, are now available inside lithium ice that spawns on the map.
Enemies:
- Set buried ones flesh (demolisher drop) to be auto deconstructed (so bots can pick them up automatically).
- Nerfed medium worms to small worms health and attack stats. Medium worms were spawning at start of game, this is a bandaid.
Version: 0.2.0
Enemies:
- New setting that adds Demolishers (mod settings>map), can be toggled during gameplay.
- Small demolishers spawn after big stomper pentapods start dying.
- Medium demolishers spawn after small demolishers start dying.
- Big demolishers spawn after medium demolishers start dying.
Weather:
- New setting that adds rain visual.
- New setting that adds lightning mechanic (new games will get equipment to help, WIP will tune more later).
- New setting that adds frozen mechanic (new games will get equipment to help, WIP will tune more later).
Promethium Science:
- Overhauled promethium science, added a crafting chain to get promethium science packs.
- Removed previously added biter dna items/recipe, sulfur patch now produces sulfur and biter eggs.
- Rocket silos and celestial drills will grant makers flesh, which can be used in the promethium chain.
- Demolishers will spawn buried one flesh when killed, which can be collected and used in the promethium chain.
- Legendary quality, railgun and fusion power now require promethium science packs to unlock.
Version: 0.1.9
Resources:
- Scrap probablities lowered.
- Gleba soils now spawn the natural/unmineable version of the tile (the mineable version was only useable on gleba).
Decorative:
- Enemy "nests" now have a smoke effect.
- Ammonia, lithium and fluorine nodes now have more snow.
Enemies:
- Worms evolution factor adjusted slightly (still unsure why medium worms spawn at start of game).
Settings:
- New setting (mod settings>map) that changes all land tiles to jellynut/yumako tiles (for the memes, not recommended).
- New setting to grant extra ruins at start of game (default=enabled).
- New setting to grant big tech machines at start of game (default=enabled).
- New setting to grant fully loaded mech armor at start of game (default=disabled).
- New setting to increase robot baseline speed by 6x (default=disabled).
Weapons:
- Poison Laser Turret base damage value corrected to 60 (was 2x higher with last change, not intended).
New Game Start:
- Removed gleba tree seeds from starting inventory, seeds are collected from Nauvis Willows.
- Enclosed the start area with fulgoran tile, to ensure starting entities spawn.
Version: 0.1.8
Resources:
- Sulfur ore patch now produces biter egg dna at 10% probablity, along with sulfur.
Technology:
- Marked biter captivity related techs and items as hidden.
- Biter dna processing has been added, in biochamber, using dna mined from sulfur patches that spawn when enemy nests are destroyed.
Enemies:
- Enemy nests have a new look, an endless well of doom, that can be destroyed and mined obviously.
- Both biter and spitter nests will spawn a sulfur ore patch, paint the enemy territory yellow!
Items:
- Poison Laser Turret baseline damage increased to match Tesla turret, to 120.
Version: 0.1.7
Entity:
- Poison Laser Turret research cost reduced 25%.
- Poison Laser Turret range increased to 36.
- Nauvis Willow now drops Spoilage.
Enemies:
- Biter nests will now spawn a Sulfur patch when destroyed.
- Enemy nests now have Fulgoran flair!
Version: 0.1.6
Resources:
- Ammonia temperature set to 0 (pumpjack refused to pump cold fluid).
- Exceptional Ore probability changed to reduce Lithium and increase Scrap slightly.
Recipes:
- Added Ice Recipe (no other source of ice for cryogenic science).
- Changed Scrap output to better serve life on Nauvis.
Items:
- Marked artifical gleba soils as hidden.
- Ice will now melt in 10 minutes.
Version: 0.1.5
Entity:
- Poison Laser Turret is now colored differenly than Laser Turret.
Mod:
- Added Space Age dependency.
- Changelog should now appear in game.
Version: 0.1.4
Enemies:
- Finally! Figured out the correct values, now the biter nests (that also spawn pentapods) will be reasonable spawns.
Resources:
- Added wood to Nauvis Willow
Version: 0.1.3
Enemies:
- Changed spawner logic again, Stompers start at evo 7 and removed Behemoth Biters.
Resources:
- Increased Lava base richness.
Enviroment:
- Added a Nauvis Willow tree that has a chance to loot gleba seeds and pentapod eggs.
- Added snow around Lithium and Fluorine nodes.
Version: 0.1.2
Enemies:
- Changed spawner logic to spawn less and moved Stompers to evo 6 and up.
Recipes:
- Buffed gleba soils to cost less and produce more.