The Cave - No Space Age


A standalone Base-game edition of The Cave for Factorio 2.0. This edition does not require or use the Space Age expansion. Dig, explore, loot, and survive in a vast underground cave with mixed resources, darkness, Train Interiors, Cave Collapse, Uranium Caves, Fortified Vaults, Underground Belt/Pipe Reach research, markets, coins, and configurable progression. Space Age planets, official belt stacking, quality, spoilage, freezing, and other expansion-only systems are intentionally excluded. Start a new game; saves from the Space Age edition are not supported.

Content
3 days ago
2.0
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Enemies Environment Mining

Changelog

Version: 1.3.3
Date: 2026-08-18
  Stable Train Wave Recovery:
    - Synchronized the standalone Base-game edition with the proven Train Wave Defense implementation from The Cave 3.0.69.
    - Removed the failed natural-combat experiment inherited from 3.0.65 and restored the proven 24-tile scripted player-group engagement with uninterruptible tunnel-waypoint and Main Locomotive/Shelter commands.
    - Prevented an older committed atomic attack burst from remaining permanently blocked when a later pressure-braked Wave lowers the live active-enemy cap below that burst size.
    - Rotates past a queued group waiting on a still-digging tunnel so other attack fronts can deploy without deleting, splitting or crediting any attacker as killed.
  Native Military Target Diversion:
    - Regular Biters and Spitters now use Factorio's native nearest-enemy query within each unit's own prototype vision distance, so military targets are selected by the engine instead of a hardcoded entity-name list.
    - Covers all Base-game turret classes, deployed Defender, Distractor and Destroyer combat robots, Land Mines during their normal visible arming window, and compatible modded entities marked as military targets.
    - Per-unit checks are spread across four deterministic buckets per second; active player-group locks remain higher priority, while actual tunnel digging units and Bosses are excluded.
    - Emerged route units resume their saved tunnel route or Main Locomotive order when the local military target is gone or outside vision.
  Vanilla Land Mine and Scope Safety:
    - Land Mines retain Factorio's standard arming, burial, visibility and proximity-trigger behavior; no global enemy mine-vision setting and no custom Mine rule is added.
    - Built directly from 1.3.2; Main Lobby, No Space Age prototype cleanup, Train Interiors, caves, research, balance and every unrelated standalone system are unchanged.
Version: 1.3.2
Date: 2026-08-17
  Main Lobby:
    - Fixed the standalone package identity check that incorrectly reported zero Startup options in fresh-game setup.
    - Restored all seven scenario choices and the populated Gameplay Modifiers, Features and Technical Settings sections.
    - Kept Space Age-only settings absent while accepting edits to every Startup option owned by The Cave - No Space Age.
  No Space Age Compatibility:
    - Restored package-local rendering ownership for collapses, resource caves, Underground Village and fortified vaults.
Version: 1.3.1
Date: 2026-08-17
  Synchronization:
    - Updated the standalone Base-game edition to the shared Base-compatible gameplay baseline of The Cave 3.0.65.
    - Existing The Cave - No Space Age saves remain supported; saves from the Space Age edition remain incompatible.
  Main Lobby and Presentation:
    - Added the seven-scenario Main Lobby, shared Startup-option draft, 30-second confirm/cancel flow, direct New Game entry and the final fixed 5120x1440 first-frame background behavior.
    - Added the non-interactive Loading Main Lobby state so joining players no longer see temporarily unusable controls while their player and Lobby transfer finish synchronizing.
    - Added the dynamic English/Russian scenario information panel, custom The Cave main-menu artwork and the Stonebreaker menu audio loop.
  Teleporter:
    - Integrated the four-slot Waypoint Teleporter with three research levels, preserved saved destinations, circuit costs, Back travel and a shared two-minute cooldown.
    - Added an incompatibility with the standalone KhalcTeleport mod to prevent duplicate interfaces and handlers.
  Train Interiors:
    - Added the final 40x40 through 92x280 room progression, matching 40/60/80/100/160/220/280 connectors, 96-tile wagon spacing and ten-row utility lanes.
    - Replaced Cargo Wagon transfer chests with two 6x6 Industrial Storehouses, replaced Fluid Wagon transfer tanks with two protected 5x5 70,000-fluid tanks and kept Artillery Wagon interiors empty.
    - Added safe live-layout migrations, stable rolling-stock room identity, current-Main-Train join spawning and Main-Locomotive-only fixed power fixtures.
  Wave Defense:
    - Expanded all regular and Boss tunnels to twelve tiles with 32-tile round deployment chambers and repaired mouth-only routes without resetting active Waves.
    - Restored Factorio's normal by-enemy combat distraction for regular Biters and Spitters while preserving tunnel waypoints and the Main Locomotive/Shelter destination.
    - Removed the legacy scripted 24-tile player lock; Boss orders remain controlled and uninterruptible.
  Resource Caves and Caverns:
    - Added independent discovery and operation locks, 192-tile same-resource spacing, one active Uranium expedition and one active Iron/Copper/Coal expedition per Force.
    - Added black out-of-map extraction-cave halos, downward-facing exterior ports, Escape/E Coin Market closing and parent-surface enemy-evolution synchronization.
    - Rebalanced mixed patches to 35% Iron, 27% Copper, 25% Coal and 13% Stone.
    - Added Medium Nuclear Caverns and the final processed Uranium rewards and defensive scaling for Medium, Hard and Nightmare.
  Fluids and Scrap:
    - Fixed Uranium Cave fluid bridges to transfer the amount actually accepted and safely return rejected fluid to the source.
    - Salvage Scrap mining now yields 10 scrap per cycle; Scrap Sorting uses the final 3-7-item independent Base-game result rolls.
  No Space Age Compatibility:
    - Preserved strict conflicts with Space Age, Elevated Rails, Quality and the main The Cave package.
    - Kept Everything on Nauvis, planetary regions, official belt stacking, Stack Inserter progression, Locomotive Garden, quality, spoilage, freezing and expansion-only rewards disabled or absent.
    - Updated all new asset paths and retained the final Base-game prototype cleanup pass after the custom main-menu setup.
Version: 1.3.0
Date: 2026-08-13
  Synchronization:
    - Updated the standalone Base-game edition to the shared Base-compatible gameplay baseline of The Cave 3.0.16.
    - Existing The Cave - No Space Age saves remain supported; saves from the Space Age edition remain incompatible.
  Shelter Defense:
    - Added Shelter Defense as the default new-game scenario, with one fixed 5,000 HP Cave Shelter, Ctrl+Enter interior access, two-hour Wave preparation, eight researchable attack distances, staged defeat reset and complete English/Russian interface support.
    - Added the 60x60 starting main floor and eight expansions through 300x300, plus a separate ten-tile blue Utility Lane on all four sides.
    - Added the fixed 20x26 green utility core, protected INPUT/OUTPUT Industrial Storehouses, four interior fluid ports, two exterior fluid ports and the six-level Shelter Battery power bridge.
    - Shelter Defense and Train Interiors are mutually exclusive. Shelter Enabled/Train Disabled starts Shelter mode; Shelter Disabled/Train Enabled starts Train mode; both Disabled starts normal core Cave gameplay; both Enabled starts neither and prints a conflict warning.
    - Older saves never receive a newly inserted Shelter in an occupied base. Shelter creation and recovery remain protected by the new-game activation marker.
  Underground Village:
    - Added natural Medium+ Underground Village discovery with a 10 percent eligible-room chance, ten-room guarantee and permanent 400-tile spacing.
    - Added one active Village per Force, a shared 30-minute timer, repeatable Villager contracts, production-aware requests, balanced Infrastructure/Combat/Advanced rewards and random 5/10/15-minute Extra Time rewards.
    - Added Base-game-only request and reward filtering, mineable settlement buildings, bounded ambushes, shared surface HUD, item transfer, power bridge, powered indicator lamps and complete operation cleanup.
  Timed Caves and Vaults:
    - Increased same-resource Iron, Copper, Coal and Uranium entrance spacing to 300 tiles while preserving adjacency between different resource types.
    - Unified upper and lower entrance titles, INPUT/OUTPUT labels, powered indicator lamps and countdown positions across Underground Village, Mineral Caves, Uranium Caves and Fortified Underground Vaults.
    - Mineral Cave upper transfer hardware is now created transactionally at discovery time instead of waiting for first entry.
    - Timed locations now remove their portals, fixed infrastructure, labels and child surfaces completely after closure instead of leaving permanent SEALED remnants.
    - Fixed reused temporary surface indexes producing raw green Mineral/Uranium child surfaces; new surfaces clear stale conversion state and affected existing saves repair in place.
  No Space Age Compatibility:
    - Retained strict conflicts with Space Age, Elevated Rails and Quality, and retained the final Base-game prototype cleanup pass.
    - Excluded Everything on Nauvis, planetary regions, official belt stacking, Stack Inserter progression, Locomotive Garden, quality, spoilage, freezing and every expansion-only request or reward.
    - Updated all bundled asset paths, rendering ownership, notices, README text and English/Russian setting descriptions for the standalone mod identity.
Version: 1.2.12
Date: 2026-08-08
  Mobile Train Attack Regions:
    - A Main Train that travels beyond the active region's five-chunk radius starts a five-minute relocation timer without pausing Waves, tunnel deployment or living attackers.
    - Returning inside the active region before relocation cancels the timer completely.
    - After five minutes away, the next stopped Train position activates a new perimeter; a still-moving Train never creates attack regions along its route.
  Saved Outposts:
    - Every established region retains its own maximum of one permanent tunnel per direction. Returning later reuses that region's saved tunnels instead of carving another set.
    - Only the active region deploys new attackers, while enemies already alive continue pursuing the Main Train.
  Spawn Safety:
    - An old tunnel mouth temporarily stops deployment while it lies inside the moving Main Train safe zone, preventing enemies from appearing directly beside the Train during travel.
  Save Recovery:
    - Existing 1.2.11 tunnel sets become the first saved attack region, inferred from their route endpoints even when the Train has already moved.
Version: 1.2.11
Date: 2026-08-08
  Permanent Train Wave Tunnels:
    - Each of the eight attack sectors now owns at most one canonical tunnel shared by every later Wave instead of carving a new route per Wave.
    - Before a sector opens, blocked attempts first use the local Train-cache bypass and then retry from progressively different mouths across the same 45-degree sector.
    - Once a tunnel opens it remains permanent across ordinary Waves, Boss breaks, command refreshes and Main Locomotive movement; stalled groups refresh commands without retiring its mouth.
  Save Recovery:
    - Existing saves select one open or digging route per direction as canonical; additional old routes receive no future Wave groups.
  Abandoned Trains:
    - Every newly generated hidden Train cache must be at least 18 chunks (576 tiles) from every previously generated hidden Train cache; the Main Locomotive is not part of this spacing check.
Version: 1.2.10
Date: 2026-08-08
  Train Wave Route Recovery:
    - Removed the full-route Train-cache rejection that could leave every attack front permanently searching with no Enemy Tunnel.
    - Tunnels now react only when the digging face reaches an abandoned Train, taking a persistent two-leg left or right bypass before resuming toward the Main Locomotive.
    - Repeated local obstructions widen and alternate the bypass; an unrecoverable route returns its exact queued population to a replacement tunnel.
  Attack Distance:
    - The Main Locomotive now generates and charts 22 chunks in every direction (a 45x45-chunk square).
    - Tunnel mouths and all Train Wave attackers now deploy 640-672 tiles from the Main Locomotive, beginning at the twentieth chunk while retaining the existing four-tiles-per-second digging speed.
    - The tunnel step allowance was raised for the longer route without changing its digging rate.
  Save Recovery:
    - Upgraded saves retire old straight tunnels and requeue active Biters, Spitters and Bosses without rewards so blocked populations can use the new bypass routes.
Version: 1.2.9
Date: 2026-08-08
  Train Wave Cache Bypass:
    - Tunnel mouths now pre-check the complete route to the Main Locomotive and reject angles that cross an abandoned or moved train cache.
    - A digging tunnel that reaches a discovered train site is retired and rebuilt from a different outside mouth instead of opening on the cache rails.
  Save Recovery:
    - Attackers already trapped at a discovered train are removed without rewards and returned with exact Biter, Spitter and Boss counts to forced replacement tunnels.
Version: 1.2.8
Date: 2026-08-08
  Train-Centred Chunk Generation:
    - The Main Locomotive now generates and charts 15 chunks in every direction (a 31x31-chunk square), fully covering the 300-350-tile Train Wave deployment ring without player or Map Editor exploration.
    - When the locomotive enters a new chunk, only the newly exposed outer strip is generated; the full square is not rebuilt every tick.
    - Multi-Team Nauvis chunks use a two-pass Cave conversion check before any Wave spawn or tunnel update is allowed to continue.
  Save Recovery:
    - Attackers left on disconnected raw terrain by earlier versions are removed without rewards and returned at their exact Biter, Spitter and Boss counts to forced tunnel queues.
Version: 1.2.7
Date: 2026-08-08
  Packaging:
    - Reissued the off-screen Train Wave tunnel chunk-generation fix under a new mod version so Factorio recognises it as a distinct update.
    - The complete 1.2.6 tunnel generation, charting, stalled-group recovery and eight-front behaviour is preserved unchanged.
Version: 1.2.6
Date: 2026-08-08
  Train Wave Tunnel Generation:
    - Explicitly generates and converts every map chunk touched by a tunnel mouth or forward digging slice before collision, structure and spawn-position checks run.
    - Tunnel construction no longer depends on a player or Map Editor camera approaching the 300-350-tile deployment ring.
    - Charts only each newly entered tunnel chunk once, making off-screen tunnel progress visible without revealing the surrounding cave map.
  Performance and Compatibility:
    - Generated and charted chunks are deduplicated per tunnel; existing generated chunks do not trigger another synchronous generation request.
    - Existing saves and tunnels continue from their current positions without restarting Waves, queues or timers.
Version: 1.2.5
Date: 2026-08-07
  Train Wave Tunnel Recovery:
    - Added tunnel-level progress monitoring. An open tunnel whose attackers make no forward progress for 30 seconds is retired automatically.
    - Stalled attackers are removed without kill credit, loot, coins or Boss completion, then their exact Biter, Spitter and Boss counts are returned to the Wave queue for a replacement tunnel.
    - Existing saves with already-stalled tunnel groups are detected and recovered without restarting the Wave.
  Eight-Front Tunnels:
    - Eight-front Waves now reserve one independent tunnel for every compass sector instead of allowing some sectors to use ordinary open-ground spawning.
    - Greatly reduced angular randomness and added same-Wave mouth separation so adjacent sector tunnels cannot start on top of each other.
    - Fixed tunnel relocation and route-completion state so an obsolete waypoint command cannot overwrite a recovery command.
  Performance and Compatibility:
    - Stall checks reuse the existing ten-second safety pass and store only one progress snapshot per tunnel; no rock scan or per-tick map search was added.
Version: 1.2.4
Date: 2026-08-07
  Bugfixes:
    - Fixed a non-recoverable on_entity_damaged error caused by reading the unavailable LuaEntityPrototype.max_health key while cancelling Wave damage to tunnel rocks.
    - Cancelled rock damage is now restored directly to the exact pre-hit health value with no prototype-health lookup.
    - Updated the remaining Wave health lookups to Factorio 2.0's quality-aware prototype method, including Boss health bars.
  Train Wave Tunnel Navigation:
    - Moved cautious centreline targets farther beyond corners and enlarged their arrival tolerance so groups no longer orbit an overly close shared waypoint in diagonal tunnels.
    - Rock protection and redirect commands remain event-driven and rate-limited, preserving server performance.
Version: 1.2.3
Date: 2026-08-07
  Bugfixes:
    - Fixed a startup error reporting too many local variables in scripts/train_wave_defense.lua after the tunnel-navigation update.
    - Moved the new navigation constants and helper functions onto the existing Wave module table, preserving identical gameplay behaviour without consuming additional main-chunk local-variable slots.
  Compatibility:
    - Existing saves, live Waves, queues, tunnels and the complete 1.2.2 navigation behaviour are unchanged.
Version: 1.2.2
Date: 2026-08-07
  Train Wave Tunnel Navigation:
    - Prevented Train Wave attackers from damaging or widening the natural diggy-rock and diggy-rubble walls of their own open autonomous tunnels.
    - Recorded the ordered centreline of every new autonomous tunnel and routed emerging regular attackers and Bosses through forward waypoints before releasing them toward the Main Locomotive.
    - A unit that touches a diagonal tunnel wall now switches to close two-step centreline guidance instead of repeatedly attacking the rock or spinning at the corner.
  Performance and Compatibility:
    - Rock damage restoration is event-driven and exact. Route-command correction is rate-limited per attacker to twice per second, with no map-wide rock scan.
    - Propagated ignored Train Wave damage through Train Interiors so cancelled rock and abandoned-wagon hits do not show misleading damage numbers or drain Train Shield health.
    - Player-built walls and structures remain fully attackable. Existing Wave schedules, queues, enemies, tunnels and Base-game-only exclusions are preserved.
Version: 1.2.1
Date: 2026-08-07
  Train Wave Defense:
    - Fixed autonomous enemy tunnels stopping or repeatedly requeuing attackers when they reached discoverable locomotives and wagons.
    - Wave attackers now ignore discoverable rolling stock and continue toward the Main Locomotive without damaging abandoned Train parts.
    - Replaced the fixed 300 active-enemy limit with a per-Wave limit equal to the Wave total plus 10, capped at 1000 active enemies.
    - Rebalanced Wave pressure relief and queued-group release against the current Wave's dynamic active-enemy limit.
  Interface:
    - Updated expanded, compact, break, Boss, join-status and admin-status displays to show enemies active on the map separately from queued enemies.
    - Replaced every obsolete /300 label with the current Wave's real dynamic active-enemy limit in English and Russian.
  Compatibility:
    - Preserved all Base-game-only exclusions. No Space Age planet, quality, stacking, spoilage, freezing or Locomotive Garden feature was added.
Version: 1.2.0
Date: 2026-08-07
  Synchronization:
    - Updated the standalone Base-game edition to the shared gameplay baseline of The Cave 2.7.89.
    - Added Mineral Extraction Caves, Train Wave Defense, Cave enemy expansion support and the latest Train Interior, Demolisher, resource, reward, interface, inventory and compatibility fixes.
    - Enabled Allow biter expansion by default for new maps while preserving the stored value in existing saves.
  Train Interiors:
    - Included the six-level Train Interior Expansion redesign, 80-slot Cargo Wagons, processed-material stack sizes of 200, fluid import repair, Main Locomotive status panel and the latest Train Wave safety and tunnel logic.
  No Space Age Compatibility:
    - Kept this edition strictly Base-game only. Space Age planets, Locomotive Garden, official belt stacking, quality, spoilage, freezing and expansion-only progression remain excluded.
    - Removed the leftover Locomotive Garden custom-event registration that prevented the standalone edition from loading.
    - Existing The Cave - No Space Age saves remain supported; saves from the main edition are not interchangeable.
Version: 1.0.6
Date: 2026-08-01
  Train Interiors:
    - Replaced the invisible train-wide interior power bus with one visible Locomotive Power Substation in every locomotive room.
    - Locomotive Power Substations provide 36 by 36 tile coverage and a 36-tile wire reach without changing vanilla Substations.
    - Only the persistent Main Locomotive Substation feeds the hidden Train Battery charger; other locomotive rooms must be connected with visible electric poles.
    - Expanded every locomotive pond to 12 by 4 tiles and added a centered 6 by 4 dry island for the fixed Substation and information Display Panel.
    - Substation guidance and the Main Train Battery Display Panel are hidden until the player selects the relevant entity.
  Bugfixes:
    - Fixed the Main Locomotive Display Panel repeatedly blinking and interrupting reading by using its stable half-tile position and applying its content only during creation or migration.
  Save Migration:
    - Existing saves remove legacy hidden interior taps, relay poles and per-wagon chargers while preserving stored Train Battery energy.
    - Existing player entities on newly required water or island tiles are preserved, including the supporting water beneath an existing Offshore Pump.
  Compatibility:
    - This release remains Base-game only. Locomotive Garden and every other Space Age-only feature remain excluded.
Version: 1.0.5
Date: 2026-07-31
  Features:
    - Added Nearby Ammo Count, three-level Wind Turbine progression, Minimal Wire, integrated FuelGlow, Gun Turret placement loading and repeated Ctrl+R area reloading.
    - Added optional deterministic Alien Biomes floor support for newly revealed natural Base/Nauvis cave terrain.
    - Added five-minute AFK kicking followed by a separate five-minute reconnect grace period and live Main Train recovery-body placement.
    - Added the Main Train 30-second defeat countdown and checkpointed in-save expedition restart.
  Train Interiors:
    - Added Train Interior Expansion Levels 8-10: 92x152, 92x212 and 92x272.
    - Rebalanced Train Battery, Train Interior Expansion, Main Train Expansion and Train Shield research costs to match The Cave 2.7.42.
    - Added the compact proximity entry prompt and clear Ctrl+Enter entry/exit instructions.
    - Train Shield upgrades are now numeric only and never replace, rotate or reconnect rolling stock.
    - Inter-wagon connector width now progresses 7, 15, 23, 31, 39, 47, 55, 63, 71, 79 and 87 tiles through Levels 0-10.
  Save Migration:
    - Existing saves extend each connector from its already researched Train Interior Expansion level by converting only previously void tiles above and below it.
    - Existing connector floor, player flooring, entities, machines, inventories, train rooms and transfer ports are preserved and never rebuilt.
  Performance:
    - Connector research is resolved once per map-void pass, removing the long apparent freeze during Train Interior Expansion completion.
  Bugfixes:
    - Increased Lamp Post power usage from 3 kW to 20 kW.
    - Replaced the corrupted west-facing Superheater sprite and truncated Armoured Biter attack-mask sprite sheet.
    - Added native pole fast replacement while preserving red and green circuit connections.
  Compatibility:
    - This release remains Base-game only. Space Age planets, official belt stacking, Stack Inserter, quality, spoilage, freezing and Locomotive Garden remain excluded.
    - Added an incompatibility with Fill4Me to prevent duplicate Gun Turret loading.
Version: 1.0.4
Date: 2026-07-26
  Features:
    - Added the tested Enemy Brood Split system to the standalone Base-game edition.
    - A killed vanilla Behemoth Biter releases one Big Biter, a Big Biter releases one Medium Biter, and a Medium Biter releases one Small Biter; the same one-unit chain applies to vanilla Spitters.
    - Small Biters and Small Spitters release nothing. Worms, Spawners, Armoured Biters and every non-vanilla enemy remain unchanged.
  Compatibility:
    - Released units preserve the killed unit's Force and spawn only at a nearby collision-free position.
    - Released units never repeat Coin or Ore Blood rewards. Tracking persists across Save/Load and Multiplayer and uses event-driven cleanup with no periodic scan.
    - No Space Age dependency, prototype, setting, graphic, enemy-generation rule or unrelated gameplay system was added or changed.
Version: 1.0.3
Date: 2026-07-26
  Bugfixes:
    - Mobile Factory and Control Room surfaces are now fully exempt from The Cave's repeated lighting enforcement. Permanent Night and Pitch Black no longer fight Mobile Factory's own interior lighting or cause rapid day/night flickering.
    - Existing saves restore the neutral surface properties previously overwritten by The Cave, including Always Day, minimum brightness, visual brightness weights, clouds and solar output.
    - Darkness Infestation now treats Mobile Factory and Control Room surfaces as safe interiors. Its warning, 30-second grace timer, threat growth and enemy waves are suspended and cleared while a player is inside.
  Compatibility:
    - The exemptions activate automatically only while Mobile Factory Space Age is installed in Base-game mode. Dimensional Ore and Dimensional Fluid integration is unchanged.
Version: 1.0.2
Date: 2026-07-25
  Bugfixes:
    - Fixed a non-recoverable Cave Collapse cleanup error caused by the old main-mod rendering namespace.
    - Collapse rendering cleanup now uses the active runtime mod name, so the standalone No Space Age edition no longer queries an inactive "the-cave" mod.
Version: 1.0.1
Date: 2026-07-25
  Bugfixes:
    - Fixed a non-recoverable error when a new player received the Starter Pack in the Base-only edition.
    - Removed the remaining runtime call to the deleted space_age_active() helper; Starter Pack entries now use Base-game prototype checks directly.
Version: 1.0.0
Date: 2026-07-25
  Major Features:
    - Created a standalone The Cave - No Space Age edition for Factorio 2.0 Base game.
    - Preserved the core cave, Train Interiors, Cave Collapse, Uranium Cave, Fortified Vault, market, coin, and research systems.
  Changes:
    - Removed all Space Age feature flags and declared a conflict with the Space Age mod and the main The Cave edition.
    - Removed official belt stacking, Stack Inserter progression, Turbo loader/reach tiers, planet regions, Locomotive Garden, quality items, and expansion-only rewards.
    - Rebuilt Market, Starter Pack, cavern loot, and Fortified Vault loot for Base-game prototypes.
    - Converted Advancing Collapse to Base/Nauvis zone palettes only.
    - Added defensive prototype cleanup for expansion-gated properties.
  Bugfixes:
    - Includes the Train Interiors fixed-layout anchor correction from The Cave 2.7.11, preventing existing interiors from shifting when rolling stock is added to the front of a train.