Mods introducing new content into the game.
Version: 1.0.0
Date: 2026-06-16
Major Features:
- Renamed the fork to The Cave.
- Changed author/maintainer information to behroozzx while preserving credit to the original Diggy author in the description and README.
- Removed cave / terrain collapse gameplay for a more relaxed exploration-focused experience.
- Removed collapse warning indicators.
- Removed starter support pillars from the spawn cave.
- Kept digging, caverns, treasure, ore veins, underground threats, and the core cave-exploration systems intact.
Changes:
- Removed optional Multi-Team Support and Open Discord Bridge dependencies from info.json.
- Updated homepage to the behroozzx Factorio Mod Portal user page.
Version: 0.2.2
Date: 2026-06-14
Bugfixes:
- Fixed the spawn ring being placed twice on Multi-Team Support team surfaces, leaving two stone rocks stacked on most carve-out tiles (mine one, another remains). Team surfaces are clones of the already-built nauvis; digging on them reached the chunk builder again through the frontier-advance path, which lacked the nauvis-only guard the other build paths already had. build_chunk now only ever builds the real nauvis. Existing saves are healed automatically on update: duplicated spawn cover is swept to one per tile.
Version: 0.2.1
Date: 2026-06-14
Bugfixes:
- Fixed an intermittent crash ("invalid key to 'next'" in refresh_warned_cells) when a Support Struts research completed, or a stress setting changed, while warning markers were on screen. Re-judging the marked cells could add or remove markers mid-iteration over the very table being iterated; the cells are now snapshotted first. The crash was timing-dependent, so it surfaced only occasionally on busy multi-team servers.
Version: 0.2.0
Date: 2026-06-12
Major Features:
- The stress engine is rebuilt on pure geometry: a ceiling's stress is computed live from what is actually around it, never accumulated in hidden bookkeeping. Identical layouts always read identically, collapses happen exactly where the geometry says, and the old failure modes — permanently stressed areas, unpredictable collapse spots, poisoned saves — are impossible by construction.
- The rebuilt engine is also ~100x faster (a full dig costs about a millisecond, everything included), sized for 20-team Multi-Team Support servers. Idle surfaces cost nothing; saves carry no stress data at all.
- You can SEE the ceiling now. Warning triangles (in ALT view) shade yellow to red and fade faint to solid with severity, so a deliberately tight build reads as a quiet haze while real trouble pops. Every cell that actually fails gets a thin box around its exact 2x2 tiles with a live countdown inside — and an honest verdict: red COLLAPSE! when it falls, green IT HOLDS! only when your supports genuinely saved it.
- Cavern countdowns use the same per-cell telegraph, and the countdown now OWNS its grace period: nothing inside the cavern can collapse until the timer ends, no matter what you build or dig meanwhile. Wall up the marked cells and the expiry spares everything you saved. Duration is host-configurable (default 12 seconds).
- The spawn carve-out comes pre-pillared with a minable stone-wall lattice, so the starting cave is held up by the same honest geometry you build with later.
Features:
- Replacing a pillar (or otherwise re-supporting the spot) during a collapse warning reliably rescues it: the cell is re-judged against the full threshold at the moment of truth.
- Support Struts research now benefits ALL of a force's walls and reactors the instant a tier completes, not just ones placed afterwards.
- Three new host levers for the support economy, applied immediately when changed: wall support strength, Support Struts strength at max research, and the wall crowding penalty. Hover texts explain higher vs lower with concrete examples.
- Admin tooling: /diggy-mine sets your mining speed directly; /diggy-mirror-check verifies the stress engine's world cache against the live map; the /diggy-kit armor now carries 8 personal laser defenses and 2 MK2 shields with every piece (batteries included) pre-charged.
Balancing:
- Wall support strength defaults to 3 — the classic Diggy feel. Pillars every 3rd tile hold calm; every 4th tile runs visibly hot. (The previous 5 made walls strong enough that the ceiling rarely mattered.)
- Support Struts research extends reach only by default. It was silently multiplying every wall's total strength up to ~6x at max research on top of the reach.
- Touching walls now share one load path: each adjacent wall divides a wall's ceiling support (host-tunable). Solid wall lines no longer stack support without limit — two parallel lines could hold an 8-tile-wide gap by themselves. Spaced pillars are never affected.
- Digging no longer raises evolution. Clearing the nests your digging uncovers is penalty enough.
- Defaults pass, migrated automatically with a chat notice for saves still on old defaults: nest chance 2%, treasure 0.5%, caverns 5%, dig-spawn packs x2, cavern worms x1.5, cross-team collapse broadcasts off.
Bugfixes:
- Collapse rubble is its own inert thing: re-digging it never re-rolls the tile's outcomes, so the same worms no longer respawn from cleared collapses and phantom "tunnel breached" messages are gone.
- Cavern warning triangles paint the moment the room arms — big rooms previously showed nothing until something else nudged an evaluation nearby.
- The cavern countdown announcement matches the per-cell timers (it ran a visible second ahead).
- Faint markers and pop-text fades render as actual transparency instead of a bright glow (premultiplied alpha).
Version: 0.1.2
Date: 2026-06-11
Major Features:
- Caverns are alive: every non-sanctuary room is guarded by worms (nest rooms hold 2-4 plus spawners; empty and hoard rooms a lone guardian). While any worm lives, no collapse can trigger in its room — rooms are taken by combat, never by physics.
- When a room's last worm dies, its ancient ceiling arms: failing areas get a 15-second animated countdown at the site (rising, wobbling numbers heating from orange to red), then shed roughly half their mass. Pillars placed during the countdown are honored — push the ceiling back under threshold and IT HOLDS.
- Killed nests release their brood in place: a depth-scaled burst of biters per spawner. Sieging is never free.
- New research, Support struts: six tiers (chemical through space science) extending newly placed walls' and reactors' support reach by one tile each.
Features:
- Lakes hold fish; the starter pool comes stocked; sanctuary pools too.
- The frontier wall is two layers deep; the spawn ring about three.
- Ambushes start at depth 75 and grow into packs steadily until ~depth 600, after which evolution carries the difficulty.
- Tech descriptions state exact outcomes (per-tier and cumulative numbers).
Balancing:
- Iron now out-riches copper ~1.4x; vein richness depth scaling retuned (fattening tendrils, super-linear richness, 2x flat).
- Oil reworked into 2D-scattered field wells with guaranteed spacing (no more straight rows) and rebalanced yield (~320% at the gate, ~1400% deep).
- Mothers wake from depth 350, tier-banded and weakened at first encounter.
- Defaults: biters 10% per dig, nests 5%, cavern worms x2, caverns 3% — old shipped defaults are migrated automatically with a chat notice.
Bugfixes:
- Fixed collapse deaths duplicating the victim's inventory across two corpses.
- Fixed two countdown GUI crashes (invalid style; reserved element name) by replacing the screen frame with world-anchored pop text.
- Digging into a lake can no longer drown the digger: floods only convert void, never destroy entities, and rescue anyone clipped by the shoreline.
- Fixed cavern rooms pre-filling with plug rocks that chain-collapsed onto their worms when mined.
Version: 0.1.1
Date: 2026-06-11
Bugfixes:
- Fixed a crash in the cave-collapse alert when a player had no character.
- Fixed the collapse stress accounting: re-digging collapse rubble no longer builds more stress than it relieves, so supported caves stay up and pillars/flooring genuinely hold. Tunneling is stress-neutral as in the original Diggy.
Changes:
- Ore veins fatten with depth (up to 3.5x width) and richness scales super-linearly, plus a flat 4x: digging deeper now clearly pays off. Starter ore doubled.
- Dig spawns come in packs scaled by depth and evolution (up to 14 deep), with a host pack-size multiplier setting.
- Threat registry with diggy-v1 remote interface (register_threat) for other mods. Bundled Mother adapter: mothers can wake past depth 400 (big mothers past 600), tier-banded by depth, weakened at first encounter, spawning a standoff distance away with a warning.
- Cross-team collapse announcements under Multi-Team Support, with the suffering team's coloured label (host-toggleable). Player-less digs (fire, biters) now attribute to the surface's owning team.
- Dig-speed research: 35 tiers (10 with space science), bonuses ramping to +100% per tier.
Locale:
- New strings for mother emergence, cross-team collapse alerts, and new settings.
Version: 0.1.0
Date: 2026-06-10
Features:
- Initial release: nauvis becomes a black void built into caves at runtime as you dig the frontier wall.
- Dig by hand or damage to advance the wall; construction robots cannot deconstruct it. Tree-cover patches mine faster but burn.
- Cave collapses: unsupported ceilings crack, then come down — support them with remaining wall, stone walls, and stone/concrete flooring. Crushed buildings are buried with their inventories; dig them back out.
- Ore veins materialize at dig time from map-seed-deterministic noise; first exposure announces to your team. No ore spoilers anywhere.
- Caverns: a dig can breach a snaking tunnel, sometimes opening into a room — empty, nest, hoard, or rare sanctuary by depth.
- Dig spawns: biters and rarer nests appear only as dig consequences; biter expansion off by default.
- Treasure chests sealed in the wall at seed-fixed locations; loot scales with depth.
- Hand-mining rock yields a mixed ore haul on top of stone, richer with depth.
- Dig speed research: 35 technologies from steel axe through space science, up to +100% per tier.
- Spawn carve-out with scattered starter ore and a guaranteed water pool; map starts dark and grows as you dig.
- Every roll is seed-keyed: identical worlds and identical dig outcomes across Multi-Team Support teams.
- All difficulty knobs are host-tunable runtime settings.