The Cave


⛏️ Dig, explore, loot, and survive in a vast underground world. Discover hidden treasures, special caverns, dangerous enemies, and depth-based progression from Easy to Nightmare. Experience reworked digging, balanced ore and oil progression, 8-level resource scaling, optional challenge modes, Train Interiors, research upgrades, and a balanced coin market. Enter the optional Dark Zones, where you have only 30 seconds to place lights before the darkness becomes dangerous.

Content
3 hours ago
2.0
641
Factorio: Space Age Icon Space Age Mod
Enemies Environment Mining

Changelog

Version: 2.5.46
Date: 2026-07-12
  Bugfixes:
    - Converted every normal Empty Room in the Gleba region into a guaranteed Gleba Progression Room.
    - Added reliable Iron Stromatolite, Copper Stromatolite, Yumako Tree, Jellystem, marsh, water and an official small Egg Raft to each newly generated Gleba Progression Room.
    - Corrected the official small Egg Raft prototype name to gleba-spawner-small so Pentapod Egg sources can spawn correctly.
    - Removed the exact Gleba pressure-2000 restriction from the eleven official Gleba production recipes when Everything on Nauvis is enabled, allowing Biochambers, Pentapod Egg replication, soils, bacteria processing and Agricultural Science Packs on the shared cave surface.
  Compatibility:
    - Normal planet-travel mode keeps all official surface-pressure restrictions unchanged.
    - Nauvis, Vulcanus, Fulgora and Aquilo room behaviour is unchanged.
    - The Spidertron equipment-grid, Train Interior infestation and Fulgora Ruins fixes from 2.5.42-2.5.45 are preserved.
    - Existing saves remain compatible; Gleba Progression Rooms apply to newly generated Gleba Empty Rooms.
Version: 2.5.45
Date: 2026-07-12
  Bugfixes:
    - Rebuilt Fulgora Ruins Rooms as real ruined districts using vanilla Fulgora paving, wall, conduit and machinery tiles.
    - Added multiple real Fulgoran ruin entities to every newly generated Fulgora Ruins Room instead of a single silent placement attempt.
    - Guaranteed a real Fulgoran Vault Ruin in the first newly generated Ruins Room for each force and surface so Recycling research cannot remain progression-locked.
    - Fulgora Ruins Rooms are now large enough for the Vault and surrounding small, medium and large ruins.
    - Discovery text is shown only after at least one actual ruin entity was successfully created.
  Compatibility:
    - The Spidertron equipment-grid fix and Train Interior infestation exemption from 2.5.42-2.5.43 are preserved.
    - Nauvis, Vulcanus, Gleba, Aquilo and all non-Fulgora Empty Rooms remain unchanged.
    - Existing saves remain compatible; the rebuilt layout applies to newly generated Fulgora Ruins Rooms.
Version: 2.5.44
Date: 2026-07-12
  Bugfixes:
    - Reworked Fulgora ruin generation so every normal Empty Room in the Fulgora region becomes a dedicated Fulgora Ruins Room.
    - Fulgora Ruins Rooms are enlarged and fully carved before a small Fulgoran ruin is placed, preventing the old single-tile placement failures.
    - Suppressed per-tile resources, environmental objects, enemies and ore veins while carving these rooms so the ruin always has a clear placement area.
  Compatibility:
    - Empty Rooms on Nauvis, Vulcanus, Gleba, Aquilo and all other non-Fulgora regions are unchanged.
    - Existing saves remain compatible; the new room behaviour applies to newly generated Fulgora cavern rooms.
Version: 2.5.43
Date: 2026-07-12
  Bugfixes:
    - Exempted all The Cave Train Interior surfaces from Darkness Infestation.
    - Entering any Train Interior now resets and suspends the 30-second darkness timer and prevents infestation enemies from spawning there, regardless of where the exterior train is parked.
  Compatibility:
    - Outside-cave behaviour, the 5x5-chunk safe zone, Small Lamp and Lamp Post ranges, warning time, and enemy balance are unchanged.
Version: 2.5.42
Date: 2026-07-12
  Bugfixes:
    - Fixed the Equipment Grid research crash when an active Tank or Spidertron contained ordinary cargo items.
    - Stopped vehicle inventory snapshots from reading tool-only durability or ammo-only properties from incompatible items.
    - Preserved item and equipment quality while replacing upgraded vehicle entities.
    - Added a fail-safe so equipment or cargo is spilled safely instead of being silently deleted if restoration is blocked by another mod.
Version: 2.5.41
Date: 2026-07-11
  Bugfixes:
    - Added the integrated Lamp Post to Darkness Infestation protection checks.
    - A powered, circuit-enabled Lamp Post now protects players within 30 tiles.
  Compatibility:
    - The vanilla Small Lamp keeps its existing 12-tile protection range.
    - No lamp graphics, recipes, power use, electrical networks, or save data were changed.
Version: 2.5.40
Date: 2026-07-11
  Multiplayer Bugfixes:
    - Reworked the integrated Damage Indicator to prevent server/client state divergence during combat.
    - Replaced all Damage Indicator math.random calls with deterministic event-derived visual offsets.
    - Removed display resolution, display scale and player zoom from shared indicator creation decisions.
    - Moved shared grouping, limits, font, viewport and server-override controls to synchronized Map settings.
    - Rebuilds active indicators when a shared Damage Indicator setting changes.
  Notes:
    - Existing per-player visibility, colour, scale, text and animation preferences remain available.
    - Active indicators are safely cleared during the version migration; gameplay entities and save progress are untouched.
Version: 2.5.39
Date: 2026-07-11
  Changes:
    - Replaced the Mod List description with the approved concise overview for normal Factorio, Space Age, Everything on Nauvis, and configurable scenarios.
Version: 2.5.38
Date: 2026-07-11
  Changes:
    - Replaced the long Mod List description with a short gameplay overview.
    - Added the compact Everything On Nauvis direction guide to the description.
  Bugfixes:
    - Corrected the English and Russian direction guides to match the actual cave regions: left/west is Vulcanus and right/east is Fulgora.
Version: 2.5.37
Date: 2026-07-11
  Changes:
    - Increased the original vanilla Small Electric Pole wire reach to 9 tiles.
    - Increased its electrical supply area to 7x7 tiles.
  Compatibility:
    - Modified the existing small-electric-pole prototype directly; no replacement entity, item, recipe or graphics were added.
    - Existing poles, ghosts, blueprints and save files keep using the original vanilla prototype name.
Version: 2.5.36
Date: 2026-07-11
  Features:
    - Integrated Superheating 1.1.2 as an optional Startup feature.
    - Added solid-fuel and liquid-fuel boilers and superheaters for 165°C and 465°C steam production.
    - Preserved the original two-stage mode and optional single-stage compatibility mode.
    - Added configurable crude oil, heavy oil, light oil and petroleum gas fuel values.
    - Converted all integrated Startup checkboxes to explicit Enable/Disable dropdowns.
    - Added complete English and Russian localisation.
  Compatibility:
    - Preserved original entity, item, recipe and technology prototype names for save migration.
    - Added an incompatibility dependency for the standalone Superheating mod to prevent duplicate prototypes.
    - Existing liquid-fuel values from other mods are respected unless the override option is explicitly enabled.
Version: 2.5.35
Date: 2026-07-11
  Features:
    - Integrated Chemical Rocket and Incendiary Rocket ammunition behind a Startup Enable/Disable setting.
    - Both recipes unlock with Explosive Rocketry.
    - Added complete English and Russian localisation.
  Compatibility:
    - Added an incompatibility dependency for the standalone chemical-rocket mod to prevent duplicate prototypes.
    - Removed the original mod's unrelated forced Flamethrower Ammo unlock to avoid changing vanilla progression.

Version: 2.5.34
Date: 2026-07-11
  Faster Start:
    - Added two standard Personal Battery equipment modules to the starter armour.
    - The batteries are installed fully charged and fill the four grid slots left open after Night Vision was removed.
Version: 2.5.33
Date: 2026-07-11
  Changes:
    - Rebalanced the integrated Faster Start kit.
    - Increased the compact reactor output from 110 kW to 250 kW.
    - Removed Night Vision from the starter armour to preserve The Cave darkness progression.
    - Increased the exoskeleton movement bonus from 15% to 30%.
    - Increased the self-powered construction robot grant from 10 to 50 per player.
Version: 2.5.32
Date: 2026-07-11
  Features:
    - Integrated FasterStart 2.0.3 as an optional Startup feature.
    - Added compact modular armour with reactor, night vision, personal roboport and light exoskeleton.
    - Added 10 self-powered, highly durable construction robots for each player, delivered once.
    - Added English and Russian localisation and multiplayer-safe player-index tracking.
  Compatibility:
    - The standalone FasterStart mod is marked incompatible to prevent duplicate prototypes.
    - The Cave keeps ownership of crash-site and intro behaviour; FasterStart's duplicate settings were not imported.
Version: 2.5.31
Date: 2026-07-10
  Features:
    - Integrated Electric Furnaces 2.5.2 into The Cave as optional startup features.
    - Added electric stone and steel furnaces, Electric Furnace 2 and 3, and an electric boiler.
    - Added explicit Enable/Disable dropdowns for every integrated feature and the distinct-icon option.
    - Added English and Russian localisation and upgrade-planner support.
  Compatibility:
    - Marked the standalone Electric Furnaces mod as incompatible to prevent duplicate prototypes.
Version: 2.5.30
Date: 2026-07-10
  Bugfixes:
    - Fixed duplicate locale section errors in the integrated Lamp Post English and Russian localisation files.
    - Fixed duplicate locale section errors in the integrated Lamp Post Startup setting localisation files.
Version: 2.5.29
Date: 10. 07. 2026
  Features:
    - Integrated the Lamp Post as an optional The Cave feature with an Enable/Disable startup setting.
    - Added the wide-area lamp entity, item, recipe, technology, upgrade path, graphics, and English/Russian localisation.
  Compatibility:
    - Added an incompatibility guard for the standalone lamp-post mod to prevent duplicate prototypes.
Version: 2.5.28
Date: 2026-07-09
  Bugfixes:
    - Fixed Turret Range Upgrade variants losing prototype-specific damage research bonuses while retaining only their ammo-category bonus.
    - Gun Turret and Flamethrower Turret range variants now receive the same final turret-attack modifier as their original turret prototype.
    - The fix is generic and also covers Laser, Rocket, Tesla and Railgun turret variants whenever loaded technologies or other mods use turret-specific attack modifiers.
    - Existing multiplayer saves are repaired automatically during configuration change; no research reset or new save is required.
    - Damage modifiers are re-synchronised after every completed or reversed research, while range variants are still upgraded or downgraded only by The Cave's five Turret Range technologies.
Version: 2.5.27
Date: 2026-07-09
  Regional resource-vein test:
    - Added a central 1000-tile Nauvis boundary guard inside the core ore-vein materializer, preventing Caverns and automatic carving from leaking Nauvis iron, copper, coal, stone, uranium or crude oil into Space Age regions.
    - Closed the old diagonal boundary gaps: every coordinate at or beyond the 1000-tile radius now belongs to Gleba, Aquilo, Vulcanus or Fulgora by dominant direction.
    - Replaced the old random regional resource patches with deterministic simplex tendrils using the same depth-widening and Resource Patch Size rules as Nauvis veins.
    - Fulgora now generates Scrap veins only; Oil Ocean remains a separate liquid-tile resource.
    - Vulcanus now generates Coal, Calcite and Tungsten Ore veins plus spaced Sulfuric Acid Geyser chains; Lava remains separate terrain.
    - Gleba now generates Stone veins plus Iron and Copper Stromatolite bands, while its Yumako, Jellynut and wildlife systems remain unchanged.
    - Aquilo now generates spaced Crude Oil, Lithium Brine and Fluorine Vent chains, rare mineable Lithium Iceberg bands, and cave water pockets become Ammoniacal Ocean instead of normal water.
    - Manual digging and automatically carved Caverns now use the same regional resource profiles.
    - Disabled all generic wall-mining resource rewards outside the central Nauvis region, including the rock prototype's built-in Stone result.
  Save safety:
    - Existing explored resource entities are not deleted or rewritten. The corrected rules apply only as new cave tiles and rooms are opened.
    - The separate experimental Fulgora ruins/Fulgorite placement system is unchanged in this focused resource test.
Version: 2.5.26
Date: 2026-07-09
  Fulgora environment completion test:
    - Added the real Space Age mineable Fulgoran ruin prototypes to newly opened Fulgora cave terrain: small, medium, stonehenge, big, huge, colossal and rare vault ruins.
    - Added natural Fulgorite clusters, providing the vanilla mineable stone and Holmium ore drops without creating a normal Holmium resource patch.
    - Added rare natural Fulgoran ruin lightning attractors with their vanilla 20-tile protection range and zero power-generation efficiency.
    - Added occasional mineable Big Fulgora Rocks for the missing natural stone scenery.
    - Updated the custom yellow lightning-danger warning so natural Fulgoran ruin attractors remove the warning while the player is inside their protection range.
  Generation and compatibility:
    - All placement is deterministic from map seed and tile coordinates for multiplayer and dedicated-server safety.
    - Large ruins use spacing and region-boundary checks so they do not cluster or spill into Nauvis, Gleba, Vulcanus or Aquilo.
    - Existing explored terrain is not retroactively filled; the new objects appear when fresh Fulgora cave tiles are opened.
    - Requires Space Age and Everything on Nauvis. No new graphics or custom item prototypes were added.
Version: 2.5.25
Date: 2026-07-08
  Bugfixes:
    - Fixed the custom Fulgora lightning-danger warning remaining visible while the player was inside a protected Lightning Rod or Lightning Collector area.
  Changes:
    - The yellow warning now appears only inside The Cave's Fulgora region when the player is outside all nearby Lightning Rod and Lightning Collector protection ranges.
    - Entering a protected area removes the warning within half a second; leaving the protected area restores it within half a second.
    - Protection range follows vanilla Space Age values: 15 tiles for Lightning Rods and 25 tiles for Lightning Collectors, including the normal quality-based range increases up to legendary quality.
    - Lightning generation, strike frequency, damage and attraction behaviour are unchanged from 2.5.24.
Version: 2.5.24
Date: 2026-07-08
  Bugfixes:
    - Fixed the yellow lightning-danger warning icon following the player outside The Cave's Fulgora region on the shared Nauvis surface.
  Changes:
    - Replaced the planet-wide engine warning sprite on Nauvis with a region-aware runtime warning marker.
    - The vanilla lightning warning icon is now shown only while a connected player is physically inside the Fulgora region and is removed within half a second after leaving for Nauvis, Gleba, Vulcanus or Aquilo.
    - Lightning generation, strike targeting, damage and attraction behaviour are unchanged from 2.5.23.
Version: 2.5.23
Date: 2026-07-08
  Bugfixes:
    - Fixed Fulgora-region lightning never appearing because scripted lightning requires a lightning generator on the Nauvis planet surface.
  Changes:
    - Added Fulgora's vanilla lightning target rules to Nauvis with automatic global strikes disabled, so only The Cave's runtime Fulgora-region storm can create lightning.
    - Reduced the test strike radius so lightning is easier to see near the player while remaining inside the Fulgora region.
Version: 2.5.22
Date: 2026-07-08
  Fulgora lightning test:
    - Added runtime lightning to the Fulgora region created by Everything on Nauvis.
    - Lightning is generated only near connected players who are physically inside The Cave's Fulgora wedge.
    - Added a 12-tile safety margin from the Fulgora region boundary so lightning targeting cannot spill into Nauvis, Vulcanus, Gleba or Aquilo regions.
    - Nearby multiplayer players share one storm cell to prevent excessive duplicate strikes and unnecessary runtime load.
    - Preserved normal lightning attraction behaviour for rods, collectors and player structures through LuaSurface.execute_lightning.
    - Protected The Cave's mineable frontier rocks and trees from direct random strike placement.
  Compatibility:
    - Requires Space Age and Everything on Nauvis to be enabled; otherwise the lightning handler remains inactive.
    - Built as a focused test revision of The Cave 2.5.21. No settings, graphics or unrelated gameplay systems were changed.
Version: 2.5.21
Date: 2026-07-08
  Stable Fortified Research Vault release:
    - Finalized the Fortified Research Vault for normal multiplayer and dedicated-server play.
    - Natural vault chance is now 1% in Medium, 2% in Hard and 3% in Nightmare cavern rooms.
    - Added a cooldown requiring at least 10 other successfully opened cavern rooms before another vault may appear on the same surface.
    - Added a minimum 256-tile centre-to-centre separation between vaults so they cannot cluster in one exploration area.
    - Preserved the final 40x40 Medium, 45x45 Hard and 50x50 Nightmare footprints, six central randomized reward caches, 12 randomized enemy Laser Turrets and 8 randomized enemy Gun Turrets.
    - Preserved Hard defenders at 8 Behemoth Biters and 8 Behemoth Spitters, and Nightmare defenders at 10 Behemoth Biters, 10 Behemoth Spitters and 6 Behemoth Worms.
  Release cleanup:
    - Removed the temporary admin fortress-spawn test command and its test-only localization.
    - Removed experimental/test wording from the mod description and finalized the feature as a rare adventure encounter.
  Compatibility:
    - Save-compatible with 2.5.20 and earlier 2.5.x saves. Existing vaults remain unchanged; the rarity controls apply to newly generated cavern rooms.
Version: 2.5.20
Date: 2026-07-08
  Fortified Research Vault size test:
    - Increased the exact outer wall footprint to 40x40 tiles in Medium, 45x45 tiles in Hard and 50x50 tiles in Nightmare.
    - Increased the carved square around each vault so every enlarged wall, entrance and randomized defender remains clear of solid cave terrain.
    - Preserved the six central reward caches, 12 randomized enemy Laser Turrets, 8 randomized enemy Gun Turrets and all existing tier-specific creature counts and reward pools.
  Compatibility:
    - Built as a focused fortress-size revision of The Cave 2.5.19. Enemy balance and loot balance are unchanged.
Version: 2.5.19
Date: 2026-07-08
  Fortified Research Vault balance test:
    - Increased Hard vault defenders to 8 Behemoth Biters and 8 Behemoth Spitters.
    - Increased Nightmare vault defenders to 10 Behemoth Biters, 10 Behemoth Spitters and 6 Behemoth Worms.
    - Medium remains unchanged with turret-only defence.
  Compatibility:
    - Built as a focused enemy-count revision of The Cave 2.5.18. Fortress size, randomized turret placement and reward pools are unchanged.
Version: 2.5.18
Date: 2026-07-08
  Fortified Research Vault test revision:
    - Enlarged every fortress by three tiles on all four sides, increasing both width and height by six tiles.
    - Replaced the fixed corner formation with deterministic random placement for 12 enemy Laser Turrets and 8 enemy Gun Turrets.
    - Turrets now change position in every newly generated fortress while retaining spacing, clear entrances and balanced four-quadrant coverage.
    - Medium remains turret-only. Hard adds 3 Behemoth Biters and 3 Behemoth Spitters. Nightmare adds 4 Behemoth Biters, 4 Behemoth Spitters and 2 Behemoth Worms.
    - Fortress worms are combat defenders only and do not trigger the cavern collapse countdown after death.
  Rewards:
    - Replaced the small fixed loot lists with six deterministic random themed reward pools covering belts, inserters, power, production, fluids, storage, defence, fuel, uranium, science, modules and equipment.
    - The same item cannot appear in two different fortress caches.
    - Hard selects more and stronger rewards than Medium; Nightmare selects the largest and most valuable reward set.
    - Nightmare has controlled rare chances for Power Armor MK2, Personal Laser Defense, reactor equipment or a Nuclear Reactor item. Spidertron is explicitly excluded.
  Safety:
    - The room still creates no electric network, heat network or power-producing entity.
    - All random placement and loot selection remains seed- and coordinate-based for multiplayer determinism.
  Compatibility:
    - Built as a focused test revision of The Cave 2.5.17, ultimately based on stable 2.5.14.
Version: 2.5.17
Date: 2026-07-08
  Fortified Research Vault test revision:
    - Moved all six reward caches into a touching 2x3 block at the exact centre of the fortress.
    - Replaced the duplicated upper/lower loot sets with six distinct reward sets for each depth tier.
    - Added a room-level duplicate guard so the same item cannot be inserted into more than one fortress cache.
    - Rebuilt the defence layout around the four corners: each corner now has one enemy Laser Turret and two enemy Gun Turrets.
    - Every Medium, Hard and Nightmare vault now has four Laser Turrets and eight Gun Turrets in the same clear corner formation.
  Safety:
    - The room still creates no reactor, electric network, heat network or power-producing entity.
  Compatibility:
    - Built as a focused test revision of The Cave 2.5.16, based on stable 2.5.14.
Version: 2.5.16
Date: 2026-07-08
  Fortified Research Vault test revision:
    - Removed the decorative nuclear reactor and all four surrounding heat pipes from the vault.
    - Increased reward caches from three to six, arranged as three mirrored caches above and three below the centre line.
    - Medium vault defence now has two Laser Turrets and two Gun Turrets along the upper side, plus two Laser Turrets and two Gun Turrets along the lower side.
    - Hard and Nightmare defence scaling remains unchanged.
  Safety:
    - The room creates no reactor, power-producing entity, heat network or electric network.
  Compatibility:
    - Built as a focused test revision of The Cave 2.5.15, which was based directly on stable 2.5.14.
Version: 2.5.15
Date: 2026-07-08
  Experimental cavern:
    - Added the Fortified Research Vault as a new Medium, Hard and Nightmare Special Cavern.
    - The vault uses a fixed square fortress layout with four entrances, enemy walls, gun turrets, dedicated void-powered enemy Laser Turrets and a non-operable reactor-style power core.
    - Added three controlled reward caches for science packs/resources, module tiers and armour/equipment, scaling by depth zone.
    - The room is built entirely from The Cave's existing systems and vanilla entities; FortressRuins remains reference-only and is not a dependency.
  Test support:
    - Added the admin command /the-cave-test-fortress [medium|hard|nightmare] to create a nearby vault for direct testing.
    - Natural discovery remains enabled through the Special Cavern system, with elevated test-build weighting so the room is easier to encounter.
  Safety:
    - The fortress does not create an electric pole network and cannot reconnect the former free-power exploit.
    - No new graphics or external mod dependencies were added.
  Localization:
    - Added complete English and Russian names, command help and test messages.
  Compatibility:
    - Built directly from the stable The Cave 2.5.14 package supplied by Behrooz. Existing stable ZIP remains unchanged.
Version: 2.5.14
Date: 2026-07-08
  GUI:
    - Removed the large unused grey areas surrounding the Pickup and Drop grids.
    - Pickup and Drop sections now size themselves directly to their button grids instead of stretching across wide table columns.
    - The Drop Offset frame now remains only as wide as its 3x3 grid instead of filling the entire window.
    - Wrapped the instruction text to the compact grid width so the label no longer forces the whole relative GUI to become excessively wide.
  Compatibility:
    - Built directly from The Cave 2.5.13. Inserter behaviour, research progression, save data and unrelated systems were not changed.
Version: 2.5.13
Date: 2026-07-08
  Bugfixes:
    - Fixed The Cave failing during prototype loading because Inserter Configuration technology names passed a numeric localisation parameter instead of the required string value.
    - Inserter Configuration technologies 1-4 now load correctly while preserving the same English and Russian displayed names.
  Compatibility:
    - Hotfix built directly from the 2.5.12 Inserter Configuration test build. No runtime behaviour, research costs, GUI layout or unrelated systems were changed.
Version: 2.5.12
Date: 2026-07-08
  Rework:
    - Replaced the former integrated Inserter Configuration 1.1.2 runtime implementation with a new independent The Cave implementation.
    - Rebuilt the interface as separate Pickup and Drop grids with a dedicated Drop Offset grid, clear research locks and per-inserter sizing.
    - The configuration GUI is now created only while an eligible inserter or inserter ghost is open and is destroyed when that GUI closes.
  Reliability:
    - Opening the GUI no longer changes, sanitises or resets any placed inserter.
    - Research completion or reversal now only changes which future selections are available; existing inserters are never rewritten.
    - Removed the full-surface migration scan and all automatic modification of existing inserters.
    - Copy/Paste no longer forces the destination inserter to adopt the source direction.
    - Rotation, Copy/Paste and GUI refresh handlers now redraw only currently open matching inserters.
    - Added direct support for inserter ghosts and common tile-edge slim inserters.
    - Pickup/Drop swaps preserve distinct positions, and moving the drop tile rotates its within-tile offset to the new direction.
  Prototype safety:
    - Inserter Configuration now changes only allow_custom_vectors.
    - Removed the old global doubling of inserter extension speed.
    - Removed the old forced chases_belt_items behaviour.
    - Inserter energy use, speed, capacity and normal prototype behaviour are otherwise untouched.
  Save compatibility:
    - Preserved the Startup setting, four technology prototype names and all existing custom-input names so research and key bindings carry forward.
    - Existing configured inserter and ghost pickup/drop positions are preserved without migration.
    - Legacy GUI sprite aliases remain for one migration cycle so persisted 2.5.11 windows load safely before cleanup.
    - Disabled mode continues to remove all stale Configuration windows and registers no Inserter Configuration runtime events or prototype changes.
  Localization:
    - Added complete English and Russian GUI, technology description, technology effect and tooltip localization for the rebuilt system.
  Testing:
    - Parsed all 82 Lua files successfully as Lua 5.2 and verified the package contains no old sanitise/reset, forced-direction, doubled-speed or forced belt-chasing code paths.
    - In-game Factorio and multiplayer server testing is still required before promoting this test build to stable.
  Compatibility:
    - Built directly from The Cave 2.5.11. Train Interiors, enemies, resources, market, belt capacity and unrelated systems were not changed.
Version: 2.5.11
Date: 2026-07-08
  Bugfixes:
    - Fixed a non-recoverable error during the 2.5.10 enemy Laser Turret save migration.
    - Replaced invalid runtime access to LuaEntityPrototype.max_health with the supported LuaEntity.max_health property when preserving turret health percentage.
  Save migration:
    - The 2.5.10 hidden-power cleanup and enemy Laser Turret replacement now complete correctly when loading existing saves.
  Compatibility:
    - Built directly from The Cave 2.5.10. No enemy balance, Inserter Configuration, Train Interiors, resources, market or unrelated systems were changed.
Version: 2.5.10
Date: 2026-07-08
  Bugfixes:
    - Fixed enemy cavern Laser Turrets leaving hidden power sources and poles behind after destruction.
    - Fixed nearby player electric poles connecting to the hidden enemy network and receiving effectively free power.
  Changes:
    - Replaced the external hidden power network with a dedicated enemy Laser Turret that uses an internal void energy source.
    - Enemy Laser Turrets retain the vanilla appearance and combat behaviour but can no longer create, join or supply an electric network.
    - Removed the recurring 10-tick laser charging and network reconnection maintenance; gun-turret ammunition maintenance remains unchanged.
  Save migration:
    - Existing tracked enemy Laser Turrets are replaced in place while preserving position, direction, force, quality and health percentage.
    - All legacy the-cave-enemy-laser-power and the-cave-enemy-laser-power-pole entities are removed from every surface, including orphaned helpers left by already-destroyed turrets.
    - Legacy helper prototypes remain temporarily available with zero power output so older saves load safely before cleanup runs.
  Compatibility:
    - Built directly from The Cave 2.5.9.
    - Inserter Configuration, Train Interiors, resources, market, research progression and unrelated systems were not changed.
Version: 2.5.9
Date: 2026-07-08
  Bugfixes:
    - Fixed the Inserter Configurable Startup setting not fully disabling the feature in existing saves.
    - When set to Disabled, any persisted custom Configuration panel is now destroyed for every player during configuration migration.
    - Added defensive cleanup for newly created players and GUI opening while the feature is disabled, preventing a stale panel from returning.
  Disabled behaviour:
    - Inserter Configuration technologies, custom inputs, runtime behaviour and inserter prototype modifications remain absent while Disabled.
    - Factorio's normal inserter/entity and editor windows remain unchanged; only The Cave's custom Configuration panel is removed.
  Compatibility:
    - Built directly from The Cave 2.5.8.
    - No Pickup, Drop, Drop Offset, research progression, Train Interiors, CAVETORIO or unrelated systems were changed.
Version: 2.5.8
Date: 2026-07-08
  Graphics:
    - Normal Factorio Stack Inserter now uses the distinct Space Age-style arm, platform and item icon instead of sharing the green Bulk Inserter appearance.
    - Stack Inserter research now uses the Space Age-style Stack Inserter technology icon.
    - Transport Belt Capacity levels 1-18 now use the Space Age-style Transport Belt Capacity technology icon with Factorio's normal automatic level numbering.
  Normal-mode recipe:
    - Changed Stack Inserter to require exactly 1 Bulk Inserter and 3 Processing Units.
    - Removed Low Density Structures from the normal-mode recipe.
  Compatibility:
    - The Space Age-enabled path remains untouched and continues to use the official Space Age prototypes and recipe.
    - Research costs, science packs, 18-level progression, final capacity 20 and all unrelated The Cave systems remain unchanged from 2.5.7.
  Attribution:
    - Added the required MIT notice for the standalone Stack Inserter source used for the normal-mode graphics subset.
Version: 2.5.7
Date: 2026-07-08
  Features:
    - Added real expansion-engine belt stacking to normal Factorio when the Space Age mod is disabled.
    - Added a normal-mode Stack Inserter fallback using the base Bulk Inserter graphics, sounds and entity architecture; no new graphics are required.
    - The same Stack Inserter -> Transport Belt Capacity 1-18 progression now runs in both normal Factorio and Space Age mode.
    - Stack Inserter remains the capacity-2 research at 1000 units; Capacity 1-18 remain 1100-2000 units and finish at belt/inserter capacity 20.
    - All 18 levels continue to use Automation, Logistic, Chemical, Production and Utility science only.
  Normal-mode recipe:
    - Stack Inserter requires 1 Bulk Inserter, 5 Processing Units and 5 Low Density Structures.
  Fixes:
    - Removed the unreachable legacy six-level Cave Belt Compression implementation that returned before creating any technologies in normal Factorio.
  Requirements:
    - The Cave now enables Factorio's Space Travel feature flag so the real belt-stack engine is available when Space Age is installed but its mod is disabled.
    - This build therefore requires ownership of the Space Age expansion, while the Space Age mod itself remains optional and may stay disabled for a normal Factorio game.
  Localization:
    - Added complete English and Russian names/descriptions for the normal-mode Stack Inserter and updated the Early Stack Size setting text.
  Compatibility:
    - Built directly from The Cave 2.5.6. No Train Interiors, CAVETORIO, underground reach, turret range, resource, enemy, market or unrelated runtime systems were changed.
Version: 2.5.6
Date: 2026-07-07
  Bugfixes:
    - Fixed Bulk Inserter and Stack Inserter remaining at hand capacity 16 through Transport Belt Capacity levels 15-17 and then jumping directly to 20 at level 18.
    - Bulk and Stack Inserters now increase smoothly with the final four research levels: 17 at level 15, 18 at level 16, 19 at level 17 and 20 at level 18.
    - Existing placed Bulk and Stack Inserters with the exact legacy 12/16 automatic override are released at level 15 so they follow the researched force capacity without being mined and rebuilt.
  Unchanged:
    - Burner, standard, Long-handed and Fast Inserter progression remains 3 at level 1, then +1 per level through 20 at level 18.
    - Loader and belt stack progression, research costs, science packs, prototypes outside this feature, Train Interiors and CAVETORIO remain unchanged.
  Compatibility:
    - Built directly on the tested 2.5.5 package.
    - Existing researched technology effects are recalculated by Factorio when the mod prototype changes, while deliberate non-legacy per-entity stack overrides remain untouched.
Version: 2.5.5
Date: 2026-07-07
  Changes:
    - Changed Burner, standard, Long-handed and Fast Inserter hand capacity from a single level-18 jump to smooth progression across Transport Belt Capacity levels 2-18.
    - Regular inserters now remain at 3 on Capacity 1, then increase by exactly +1 per level: 4 on Capacity 2 through 20 on Capacity 18.
    - Loader, Bulk Inserter, Stack Inserter and belt-stack behaviour remain unchanged from 2.5.4.
  Save compatibility:
    - Existing forces at Capacity 1 or higher are reconciled to the correct minimum regular-inserter bonus without resetting unrelated technology effects.
    - Any larger inserter bonus supplied by another mod is preserved.
    - Clears only the exact legacy regular-inserter override value of 3 once progression has begun; deliberate custom overrides are preserved.
    - Retains the final-level repair for legacy Bulk and Stack Inserter limits of 12 and 16.
  Localization:
    - Updated English and Russian descriptions to explain the progressive regular-inserter capacity increase.
  Compatibility:
    - Built directly on the tested 2.5.4 package.
    - No unrelated items, recipes, entities, technologies, settings, Train Interiors or CAVETORIO systems were changed.
Version: 2.5.4
Date: 2026-07-07
  Bugfixes:
    - Loaders and 1x1 Loaders now support the full researched Transport Belt Capacity progression up to stack size 20 instead of remaining capped at 4.
    - Existing placed loaders update automatically after the mod reloads; they do not need to be mined and rebuilt.
    - Existing vanilla inserters that retained the old automatic stack-size override (3, 12 or 16) are reset once when Transport Belt Capacity 18 is already complete or finishes, so they immediately use the researched capacity of 20.
  Safety:
    - Loader support is a prototype cap change only and follows Factorio's existing force-wide belt stack bonus at every research level.
    - The one-time inserter repair touches only Burner, standard, Long-handed, Fast, Bulk and Stack Inserters, and only exact legacy override values; custom player-set limits are preserved.
    - No loader or inserter entity is replaced, so positions, directions, filters, circuit settings, blueprints and ghosts remain unchanged.
  Compatibility:
    - Built directly on the tested 2.5.3 package.
    - No unrelated technologies, recipes, items, Train Interiors or CAVETORIO content were changed.
Version: 2.5.3
Date: 2026-07-07
  Changes:
    - Transport Belt Capacity 18 now synchronises all standard inserter hand capacities with the final belt stack capacity of 20.
    - Burner, standard, Long-handed and Fast Inserters receive the final +17 regular inserter capacity bonus at Level 18, reaching 20 from their existing maximum of 3.
    - Bulk and Stack Inserters now share the same built-in hand bonus and receive a final +4 bulk capacity bonus at Level 18, so both finish at exactly 20.
    - The final-level bonuses are attached only to the newly added Level 18, avoiding a technology-effect migration for existing server saves.
  Localization:
    - Added clear English and Russian final-level descriptions explaining that belt and inserter capacities both reach 20.
  Compatibility:
    - Built directly on the tested 2.5.2 belt-capacity package.
    - No unrelated items, recipes, entities, technologies, settings, runtime scripts, storage, Train Interiors or CAVETORIO content were changed.
Version: 2.5.2
Date: 2026-07-07
  Changes:
    - Extended the optional Space Age Transport Belt Capacity chain from 4 levels to 18 levels.
    - Stack Inserter remains the capacity-2 step at 1000 research units.
    - Transport Belt Capacity 1 starts at 1100 units and Capacity 18 ends at 2000 units.
    - Every capacity research adds exactly +1, reaching a final maximum belt stack size of 20.
    - Stack Inserter and all 18 capacity levels use Automation, Logistic, Chemical, Production and Utility science only; Military, Space and planet science packs are excluded.
  Localization:
    - Added clear English and Russian names and descriptions showing each level's final belt stack capacity.
  Compatibility:
    - Built directly from the supplied stable 2.4.18 server package.
    - No unrelated item, recipe, entity, technology, setting, runtime, storage, Train Interiors or CAVETORIO content was changed.
Version: 2.4.18
Date: 2026-07-07
  Bugfixes:
    - Fixed a non-recoverable Underground Belt Reach crash when dragging a transport belt and the game automatically placed an underground belt.
    - Replaced invalid runtime access to LuaEntityPrototype.max_health with the supported LuaEntity.max_health path in Underground Belt Reach.
    - Applied the same max-health safety correction to Underground Pipe Reach, Turret Range hidden-variant replacement and Train Shield physical-health synchronisation to prevent equivalent future crashes.
    - Removed the unsafe LuaEntityPrototype.max_health fallback from Auto Inventory Repair; the supported quality-aware get_max_health API remains in use.
    - Added a defensive final-stage visibility correction for Iron Ore and Copper Ore so they stay in the vanilla raw-resource subgroup and remain selectable as manual splitter filters.
  Compatibility:
    - Built directly from stable 2.4.16 as a focused hotfix.
    - The separate 2.4.17 research-tree test changes are intentionally not included.
    - No entity, item, recipe, technology, setting or storage names were changed.
    - Existing saves and blueprints remain compatible.
Version: 2.4.16
Date: 2026-07-07
  Features:
    - Integrated a configurable Squeak Through feature directly into The Cave; no companion mod is required.
    - Added one master Enable/Disable Startup dropdown plus controls for chests, circuits, drills, machines, pipes, solar power, steam power, trees, turrets, and miscellaneous entities.
    - Added type/name blacklists and optional type/name player-collision removal lists.
  Settings and UI:
    - All Squeak Through options are ordered together at the bottom of The Cave's Startup settings and use a clear "Squeak Through —" prefix so the existing core settings remain readable.
    - All on/off options use Enable/Disable dropdowns rather than checkboxes.
    - Added complete English and Russian setting names, descriptions, and dropdown values.
  Safety and Performance:
    - Uses data-stage collision-box and collision-mask changes only; there is no control.lua event, on_tick processing, entity conversion, or save scanning.
    - Blueprint, Q/pipette, ghosts, robots, recipes, items, and existing entity identities are not changed.
    - Master Disable performs no collision changes and keeps normal Factorio collision behaviour after restart.
    - The integrated implementation automatically skips itself if a standalone Squeak Through edition is detected, avoiding double modification.
  Notes:
    - Built directly on the supplied stable The Cave 2.4.15 package.
Version: 2.4.15
Date: 2026-07-07
  Features:
    - Added optional 7-level Underground Pipe Reach research using the same proven cursor-variant architecture as Underground Belt Reach.
    - Level 0 keeps Factorio's native Pipe to Ground reach of 10 tiles. Each research level adds +5 tiles, reaching 45 tiles at Level 7.
    - Research costs progress from 200 to 1000 units and end with all seven base-compatible science packs, including Space Science.
  Safety and Compatibility:
    - The official pipe-to-ground prototype and its Level 0 distance are not modified.
    - Existing placed vanilla pipes are not upgraded or moved when research completes.
    - Q/Smart Pipette, mining, blueprints, ghosts and construction robots continue to use the normal Pipe to Ground item.
    - Newly created blueprints and blueprint-book records are normalised to the official pipe-to-ground prototype name, so hidden reach variants do not leak into blueprint data.
    - Player, robot and script-built endpoints are clamped to the current force's completed research level.
    - Clearing the cursor with Q, disconnecting, dying or changing force restores the official item without loss or duplication.
    - Disabling the Startup setting hides/disables all seven technologies, forces new placement back to vanilla Level 0, and normalises previously placed research variants to the official Pipe to Ground while preserving contained fluid where possible.
  Settings:
    - Added Startup dropdown: Underground Pipe Reach Research — Enable / Disable. Default: Enable.
  Localization:
    - Added complete English and Russian technology, effect and setting text.
Version: 2.4.14
Date: 2026-07-07
  Bugfixes:
    - Fixed Underground Belt Reach technologies displaying an Unknown key title in the research screen.
    - Added the required base localization key because Factorio ignores a trailing -<number> in technology prototype names when resolving localization.
    - Added explicit localized technology names and descriptions for all seven research levels.
  Localization:
    - Added the base Underground Belt Reach name, description, and effect text in English, Russian, German, Polish, and Simplified Chinese.
  Safety:
    - No Underground Belt Reach gameplay values, research costs, prerequisites, placement ranges, prototype distances, blueprint handling, or runtime logic were changed.
    - Built from the 2.4.9 package that was created directly from the supplied stable 2.4.8 release.
Version: 2.4.9
Date: 2026-07-07
  Features:
    - Added optional 7-level Underground Belt Reach research for yellow, red, blue, and Space Age Turbo underground belts.
    - Research bonuses are +2, +2, +1, +1, +1, +1, +1 tiles, for a final total of +9 tiles.
  Changes:
    - Level 0 keeps Factorio's native ranges and native green placement guides: yellow 4, red 6, blue 8, Turbo 10.
    - Each researched level uses a separate hidden cursor item and underground-belt entity prototype with the real matching max distance.
    - The hidden item exists only while held for placement; inventories, mining, smart pipette, blueprints, ghosts, and construction robots continue to use the original official belt item.
    - Existing connected underground belts are not moved automatically; newly placed or re-placed endpoints use the current research level.
  Fixes:
    - Avoided the incorrect implementation that extended every official underground belt to the final +9 range at game start.
    - The green placement guide and actual connection distance now come from the same level-specific prototype.
    - Added safe cursor restoration for Q/clear cursor, disconnect, death, force changes, research changes, and full inventories without duplicating or losing belts.
    - Blueprint and robot-built variants are clamped to the building force's completed research level.
Version: 2.4.8
Date: 2026-07-06
  Bugfixes:
    - Fixed a Darkness Infestation crash when an enemy spawned on one surface but the player's character was on another surface.
    - Darkness checks now consistently use the physical character's surface and position instead of the player's current camera or Remote View surface.
    - Fixed surface tracking, safe-zone checks, lamp searches, enemy evolution/distance selection, spawn positions, and attack targets using mixed surface contexts.
  Compatibility:
    - Factorissimo and compatible factory-floor interiors remain fully exempt from Darkness Infestation.
    - Multiplayer players can use Remote View or move between Nauvis and interior surfaces without redirecting another player's Darkness wave.
  Safety:
    - Attack commands now verify that the spawned enemy and target character are on the same surface.
    - Invalid third-party cross-surface command states are safely rejected and the uncommanded enemy is removed instead of crashing the game.
  Notes:
    - No Darkness timing, lamp range, safe-zone size, enemy scaling, or gameplay balance values were changed.
    - Built directly on the tested 2.4.7 package.
Version: 2.4.7
Date: 2026-07-06
  Bugfixes:
    - Fixed Resource Eraser reporting that no resources were found even when ore was inside the selected area.
    - Rebuilt the selection tool with Factorio 2.x select/alt_select data instead of relying on inherited selection settings.
    - Resource detection now queries the selected surface and bounding box directly for every entity of type resource.
  Safety:
    - The existing 10,000-resource limit, access modes, localization, and permanent-delete behavior are unchanged.
  Notes:
    - Built directly on the 2.4.6 package, which itself was based on the supplied 2.4.5 stable release.
Version: 2.4.6
Date: 2026-07-06
  Features:
    - Added the optional Resource Eraser requested by player feedback.
    - Added a Startup dropdown with Disabled, Admins Only, and All Players access modes.
    - The shortcut provides a hidden cursor-only selection tool that permanently removes all selected resource entities.
    - The first test version includes iron, copper, coal, stone, uranium, crude oil, Space Age resources, and resources added by other mods.
  Safety and Performance:
    - Disabled by default; Admins Only is recommended for multiplayer servers.
    - Selections containing more than 10,000 resources are rejected before anything is deleted.
    - Shift-selection is reserved and performs no action.
    - Uses the existing selected-area event dispatcher so Resource Eraser and Filter Mining Drills do not overwrite each other's event handlers.
  Localization:
    - Added complete English and Russian names, descriptions, setting values, access warnings, limit messages, and deletion results.
  Notes:
    - Built directly from the 2.4.5 stable package supplied by the author.
    - Resource generation is unchanged; the tool only removes resources already present on the map.
Version: 2.4.5
Date: 2026-07-06
  Compatibility Test:
    - Exempted all detected Factorissimo factory-floor surfaces from The Cave's Underground Lighting Mode enforcement.
    - Permanent Night and Pitch Black no longer overwrite Factorissimo's own daytime and brightness values inside factory buildings.
    - Factorissimo Interior Lighting can now control and illuminate factory interiors normally.
    - The Darkness Infestation exemption from 2.4.4 remains unchanged: no warning, lamp scan, grace timer, or Darkness enemy spawning inside factory interiors.
  Technical:
    - Uses Factorissimo's official is_factorissimo_surface remote API when available.
    - Includes conservative factory-floor surface-name fallbacks for compatible Factorissimo forks.
    - Detection results are cached per surface to avoid repeated remote calls during the one-second lighting update.
  Notes:
    - Experimental compatibility build for in-game testing; all other The Cave systems are unchanged from 2.4.4.
Version: 2.4.4
Date: 2026-07-06
  Compatibility Test:
    - Made all detected Factorissimo factory interiors fully exempt from Darkness Infestation.
    - Interior Lighting research is no longer checked or required.
    - While inside a Factorissimo interior, the warning, 30-second grace timer, 12-tile lamp scan, threat growth, and Darkness enemy spawning are all disabled.
    - Darkness Infestation resumes normally after the player leaves the factory interior.
  Technical:
    - Uses Factorissimo's runtime interface when available.
    - Includes direct factory-floor surface-name detection for Behrooz Factorissimo and compatible Factorissimo forks.
  Notes:
    - Experimental compatibility build for in-game testing; all other The Cave systems are unchanged from 2.4.2.
Version: 2.4.3
Date: 2026-07-06
  Compatibility Test:
    - Added Factorissimo 3 Interior Lighting support to Darkness Infestation.
    - When a player is inside a detected Factorissimo factory interior and their force has researched factory-interior-upgrade-lights, Darkness threat is reset.
    - Protected Factorissimo interiors no longer show the Darkness warning or spawn Darkness enemies.
    - Manual powered lamps continue to work normally in interiors without the research.
    - Tenebris and Maraxsis permablack factory-floor exceptions remain unprotected, matching Factorissimo's own lighting behavior.
  Technical:
    - Uses Factorissimo's official factorissimo remote interface and find_surrounding_factory API when available.
    - Includes conservative surface-name fallbacks for compatible older forks that use the same Interior Lighting technology.
  Notes:
    - Experimental compatibility build for in-game testing; all other The Cave systems are unchanged from 2.4.2.
Version: 2.4.2
Date: 2026-07-06
  Compatibility:
    - Removed the hard incompatibilities with Inserter Config (Inserter_Config) and Side Inserters.
    - Bob's Adjustable Inserters, Inserter Config, and Side Inserters can now load alongside The Cave.
    - These external inserter-control systems remain behaviorally incompatible with The Cave's integrated Inserter Configuration when both systems are enabled.
    - Players using any of these mods must set Inserter Configurable to Disable in Startup settings before loading the save.
  Localization:
    - Expanded the English and Russian Inserter Configurable warning to name Bob's Adjustable Inserters, Inserter Config, and Side Inserters explicitly.
  Documentation:
    - Updated the README compatibility guidance and current stable version.
  Notes:
    - No Inserter Configuration research, GUI, hotkey, pickup/drop, migration, or gameplay logic was changed.
    - Stable compatibility/documentation update.
Version: 2.4.1
Date: 2026-07-06
  Compatibility:
    - Removed the hard incompatibility with Bob's Adjustable Inserters (bobinserters), allowing both mods to load together.
    - Bob's Adjustable Inserters remains behaviorally incompatible with The Cave's integrated Inserter Configuration when both systems are enabled.
    - Players using Bob's Adjustable Inserters or a similar inserter-control mod must set Inserter Configurable to Disable in Startup settings.
    - The hard incompatibilities with standalone Inserter_Config and Side Inserters remain unchanged.
  Localization:
    - Added a clear compatibility warning to the English and Russian Inserter Configurable setting descriptions.
  Notes:
    - No Inserter Configuration research, GUI, hotkey, pickup/drop, or gameplay logic was changed.
    - Stable compatibility/documentation update.
Version: 2.4.0
Date: 2026-07-05
  Localization:
    - Added complete Russian (ru) localization for The Cave.
    - Fixed cavern, tunnel, depth, oil, uranium, classic ore, mixed-resource, and missing-ore announcements that were still hard-coded in English at runtime.
    - Translated gameplay entities, technologies, controls, Cavetorio messages, Startup/Map/Per-player settings, the integrated Damage Indicator, Darkness Infestation warnings, and Inserter Configuration.
  Settings:
    - Changed Darkness Infestation to Enable by default for new maps and saves that have not previously stored this Startup setting.
    - The Startup option remains an explicit Enable / Disable dropdown.
  Behavior:
    - The warning grace period remains 30 seconds.
    - Players can avoid darkness attacks by returning to the safe zone, entering a vehicle, or staying within 12 tiles of a powered vanilla small lamp.
  Compatibility:
    - Existing saves that already stored Darkness Infestation as Disable normally keep their saved Startup setting until the server owner or player changes it and restarts Factorio.
    - No enemy balance, lamp behavior, recipes, electric networks, circuit behavior, Inserter Configuration, or Turret Range logic was changed.
  Notes:
    - Stable server-ready release.
Version: 2.3.40
Date: 2026-07-05
  Stable Release:
    - Promoted the player-centred Darkness Infestation system to the stable server-ready branch.
    - This release is rebuilt from stable 2.3.32 and consolidates the tested fixes from development builds 2.3.37 through 2.3.39.
  Features:
    - Added the optional Darkness Infestation Startup setting with an Enable / Disable dropdown; default is Disable.
    - The 5x5 chunks centred on each force spawn are safe.
    - Outside the safe zone, a powered vanilla small lamp within 12 tiles resets that player's darkness threat.
    - After 30 seconds without a valid lamp, cave enemies appear near the player and attack directly.
    - Driving temporarily resets the darkness threat, following the tested Cave Miner-style player-centred behavior.
  Bugfixes:
    - Fixed a non-recoverable on_built_entity crash in the integrated Inserter Configuration event chain.
    - Added LuaEntity validity guards before shared build handlers inspect an entity.
    - Fixed Factorio's Q smart-pipette action for researched hidden Turret Range variants.
    - Hidden turret variants now map back to their normal turret items for pipette, blueprints, and ghost revival.
  Compatibility:
    - Darkness Infestation does not modify lamp prototypes, visual lighting, recipes, electric networks, or circuit behavior.
    - The existing cave enemy difficulty and evolution systems still determine which biter and spitter tiers appear.
    - Inserter Configuration research balance and Turret Range behavior are otherwise unchanged.
  Notes:
    - Hidden darkness Point A / Point B spawning and lamp-range research are not included.
    - Recommended stable package for multiplayer and server use.
Version: 2.3.32
Date: 2026-07-05
  Changes:
    - Replaced the Inserter Configuration research icon with the new selected 3x3 directional-grid icon.
    - Renamed the Startup option to Inserter Configurable.
    - Replaced the checkbox with an explicit Enable / Disable dropdown.
    - Inserter Configurable is enabled by default.
  Behavior:
    - Disable turns off the integrated Inserter Configuration prototypes, research chain, GUI controls, and hotkeys.
  Notes:
    - No Inserter Configuration research balance, pickup/drop unlock order, or Drop Offset behavior was changed.
Version: 2.3.31
Date: 2026-07-05
  Balance:
    - Reduced the Burner turbine generator maximum power output from 2 MW to 200 kW.
  Notes:
    - No recipe, fuel efficiency, pollution, or Inserter Configuration behavior was changed.
Version: 2.3.30
Date: 2026-07-04
  Features:
    - Added four Inserter Configuration research levels instead of granting the complete grid from the start.
    - The eight tiles directly around an inserter are available from the start, while every inserter also keeps its original vanilla pickup/drop positions.
    - Level 1 unlocks two-tile straight positions, allowing standard inserters to gain long reach.
    - Level 2 unlocks the four outer diagonal positions.
    - Level 3 unlocks the complete grid, including off-axis positions such as (1,2) and (2,1).
    - Level 4 unlocks precise 3x3 drop-offset configuration.
  Balance:
    - A standard yellow inserter can no longer become long-reach from the start.
    - Research costs progress from 150 logistic science to 600 utility-science units and are affected by The Cave Research Level Difficulty setting.
  Fixes:
    - GUI buttons, hotkeys, copy/paste, blueprints, newly built inserters, and old save configurations now obey the same research locks.
    - Updating from the unrestricted build resets only inserter positions that the force has not researched yet.
  Notes:
    - Built from the clean stable 2.3.25-based Inserter Configuration integration; no Codex-edited source was used.
Version: 2.3.29
Date: 2026-07-04
  Changes:
    - Enabled the complete pickup/drop position grid for every inserter from the start.
    - All straight, diagonal, and off-axis positions in the 5x5 grid are now selectable.
    - Removed the obsolete Allow 45-degree inserters runtime setting; full-grid positioning is always active.
  Fixes:
    - Copy/paste range validation and distance-adjust hotkeys now use the same full-grid range as the GUI.
    - Existing saves no longer depend on a disabled runtime setting to access diagonal positions.
  Notes:
    - Built from the clean The Cave 2.3.26 integration, originally based directly on stable 2.3.25.
    - No research requirement is used in this server-ready build.
Version: 2.3.26
Date: 2026-07-04
  Features:
    - Integrated Inserter Configuration 1.1.2 by Dr_Pepper into The Cave.
    - Added the original pickup/drop position GUI, drop-offset GUI, and original hotkeys.
    - Added the original 90-degree and optional 45-degree inserter positioning behavior.
    - Added the original startup option for chasing moving belt items.
  Compatibility:
    - Declared incompatibility with the standalone Inserter_Config, Side Inserters, and bobinserters mods to prevent duplicate inserter-control systems.
  Notes:
    - Built directly from the stable The Cave 2.3.25 source.
    - No research system was added; behavior matches Inserter Configuration 1.1.2.
    - Existing The Cave systems and balance settings are otherwise unchanged.
Version: 2.3.25
Date: 2026-07-04
  Changes:
    - Moved the burner assembling machine, burner lab, and burner turbine generator out of The Cave Market.
    - These three machines are now craftable from the start of the game.
  Balance:
    - Burner assembling machine recipe: 8 iron plates, 3 iron gear wheels, 4 stone bricks.
    - Burner lab recipe: 10 iron gear wheels, 10 copper plates, 5 stone bricks.
    - Burner turbine generator recipe: 1 stone furnace, 12 iron plates, 8 iron gear wheels, 10 copper cables.
  Notes:
    - No technology unlock is required in this test build.
Version: 2.3.24
Date: 2026-07-04
  Features:
    - Added market-only burner assembling machine, burner lab, and burner turbine generator.
    - Burner assembling machine appears under Production / Assemblers.
    - Burner lab appears under Production / Science.
    - Burner turbine generator appears under Power / Thermal Power.
  Balance:
    - Market prices are 40, 60, and 120 coins respectively.
  Notes:
    - No recipes or technologies are added for these machines.
    - Prototype behavior and art are adapted from AAI Industry by Earendel for this test build.
Version: 2.3.23
Date: 2026-07-04
  Balance:
    - The Cave Big Wooden Pole now provides a 4x4 supply area.
    - Wire distance remains 24 tiles.
Version: 2.3.22
Date: 2026-07-04
  Bugfixes:
    - Hid the original Big Wooden Pole recipe when the separate big-wooden-pole mod is also enabled.
    - The Cave Big Wooden Pole remains craftable from the start.
  Notes:
    - This prevents duplicate crafting recipes while keeping The Cave's integrated pole as the visible option.
Version: 2.3.21
Date: 2026-07-04
  Features:
    - Added The Cave Big Wooden Pole, adapted from Big Wooden Pole by Klonan.
    - It is craftable from the start with 2 wood and 4 copper cable.
    - It keeps the original 24-tile wire distance, 0 supply area, 80 health, stack size 50, and 20MJ fuel value.
  Notes:
    - The new pole is not added to The Cave Market.
Version: 2.3.20
Date: 2026-07-04
  Changes:
    - Maintenance cleanup only; gameplay balance and feature behavior are unchanged.
    - Removed a redundant on_player_left_game registration in control.lua.
    - Leave-game cleanup remains handled by the later combined handler for Train Interiors, CAVETORIO, Auto Inventory Repair, and the integrated Damage Indicator.
    - Updated package metadata and README text to match the current cleanup test build.
Version: 2.3.19
Date: 2026-07-03
  Bugfixes:
    - Fixed Turret Range Upgrade losing turret Target Priority settings.
    - The upgrade now explicitly saves and restores LuaEntity priority_targets using get_priority_target / set_priority_target.
    - The turret ignore_unprioritised_targets setting is also preserved.
  Notes:
    - This fix affects future range upgrades. If a save already lost target priorities after an earlier test, those old target lists must be set again once.
Version: 2.3.18
Date: 2026-07-03
  Bugfixes:
    - Turret Range Upgrade now uses Factorio's built-in upgrade path first when switching turrets to range-upgraded variants.
    - This is intended to preserve turret settings such as target priority behavior when existing turrets are upgraded.
    - Added a fallback copy for turret control behavior if direct replacement is required.
  Notes:
    - Range behavior is unchanged from 2.3.17.
    - Artillery Turret remains excluded.
Version: 2.3.17
Date: 2026-07-03
  Features:
    - Added Turret Range Upgrade research levels 1-5.
    - Each level adds +3 range to supported turrets for the researching force.
    - Normal/base affected turrets: Gun Turret, Laser Turret, Flamethrower Turret.
    - Space Age affected turrets when present: Rocket Turret, Tesla Turret, Railgun Turret.
    - Added a new 256x256 Turret Range technology icon.
  Balance:
    - Research costs: 300 / 450 / 600 / 800 / 1000.
    - Science packs:
      - Level 1: Red + Green + Black.
      - Level 2: Red + Green + Black + Blue.
      - Level 3: Red + Green + Black + Blue + Purple.
      - Level 4: Red + Green + Black + Blue + Purple + Yellow.
      - Level 5: Red + Green + Black + Blue + Purple + Yellow + White.
  Notes:
    - Artillery Turret is intentionally excluded because it has its own separate range research.
Version: 2.3.16
Date: 2026-07-03
  Changes:
    - Added Pentapod Egg to the Market under Space Age for 1000 coins.
  Notes:
    - Pentapod Egg is only shown when its Space Age item prototype exists.
    - No recipes, technologies, loot, balance systems, or other market sections were changed.
Version: 2.3.15
Date: 2026-07-03
  Changes:
    - Added Rocket Turret to the Market under Military / Turrets for 500 coins.
    - Added Biochamber to the Market under Space Age for 500 coins.
  Notes:
    - These items are only shown when their Space Age item prototypes exist.
    - No recipes, technologies, loot, balance systems, or other market sections were changed.
Version: 2.3.14
Date: 2026-07-03
  Changes:
    - Updated beacon module compatibility only.
    - Vanilla Beacon and The Cave Beacon MK1-MK5 now allow Speed, Efficiency, and Productivity module effects.
    - When Space Age / Quality modules are present, those same beacons also allow Quality module effects.
  Notes:
    - No recipes, technologies, market prices, loot, modules, furnaces, assemblers, miners, labs, or other machines were changed.
Version: 2.3.13
Date: 2026-07-03
  Changes:
    - Improved the Everything On Nauvis Startup Mod Setting tooltip.
    - Added a readable ON/OFF explanation and direction guide for planet content:
      North/Up = Aquilo, South/Down = Gleba, East/Right = Vulcanus, West/Left = Fulgora.
Version: 2.3.12
Date: 2026-07-03
  Bugfixes:
    - Moved Auto Inventory Repair to Startup Mod Settings so it appears next to the other The Cave options.
    - Auto Inventory Repair can now be set to Enable or Disable before starting/loading the save.
Version: 2.3.11
Date: 2026-07-03
  Features:
    - Added Auto Inventory Repair, enabled by default in Runtime Global Mod Settings.
    - Damaged placeable items inside player inventories are automatically repaired over time when repair packs are available.
    - Repair packs are consumed normally; the repaired item stays inside the player's inventory.
  Credits:
    - Inventory repair logic adapted from Inventory Repair by calcwizard (MIT License).
Version: 2.3.10
Date: 2026-07-02
  Bugfixes:
    - Restored the original Startup Mod Setting names for Train Interiors and CAVETORIO.
    - Moved the control help text into the setting descriptions instead of replacing the setting names.
Version: 2.3.9
Date: 2026-07-02
  Changes:
    - Shortened the Startup Mod Settings help text so it stays readable in Factorio's settings list.
    - Kept the essential controls documented: Ctrl+Enter for train interiors, Enter on the 4x4 Yellow Concrete portal for Locomotive Garden.
Version: 2.3.8
Date: 2026-07-02
  Bugfixes:
    - Fixed the broken English locale settings file from 2.3.7 that caused "Missing value" while loading mods.
    - Kept the Train Interiors and Cavetorio control instructions as valid single-line locale values.
Version: 2.3.7
Date: 2026-07-01
  Changes:
    - Added clearer Startup Mod Settings help text for Train Interiors and Cavetorio.
    - Documented Ctrl+Enter for entering/exiting train interiors.
    - Documented Enter on the 4x4 Yellow Concrete portal for entering/leaving the Locomotive Garden.
Version: 2.3.6
Date: 2026-07-01
  Bugfixes:
    - Fixed player death when Locomotive Garden research repainted the Garden Room by moving players to the safe Yellow Concrete portal before tile changes.
    - Removed the oversized buildable Stage 0 Garden Room floor from previous test builds.
  Changes:
    - Stage 0 Garden Room now contains only the green core box, the water patch, and the 4x4 Yellow Concrete return portal.
    - Moved the Garden Room water two tiles down so it overlaps into the green core like the train-side layout.
    - Garden research stages still add and expand the Gleba/Yumako/Jellynut soil areas progressively.
Version: 2.3.5
Date: 2026-07-01
  Bugfixes:
    - Fixed the data.lua syntax error introduced in 2.3.4 by the Garden portal Enter hotkey registration.
Version: 2.3.4
Date: 2026-07-01
  Bugfixes:
    - Added a dedicated plain Enter Garden portal hotkey so Garden entry/exit no longer requires Ctrl+Enter.
    - Made the Garden entry and exit portals 4x4 Yellow Concrete no-build zones.
    - Restored the Garden portal tiles if players or robots try to replace the portal floor tiles.
  Changes:
    - Garden Room now exists from the start as an empty/base room with water and a Yellow Concrete return portal.
    - Locomotive Garden research stages now add/expand the Gleba soil areas progressively instead of unlocking the room itself.
    - Moved the locomotive Garden entrance marker two tiles lower.
Version: 2.3.3
Date: 2026-07-01
  Bugfixes:
    - Fixed Locomotive Garden technology disappearing from the tech tree.
    - Moved Locomotive Garden Stage 1 from Landfill to the Planet Discovery: Gleba branch when available.
    - Fixed Locomotive Garden portal visibility by using a strong hazard-tile fallback instead of green fallback.
    - Fixed Garden portal unlock logic so researched Garden stages can show the locomotive entry marker even when CAVETORIO startup gating would otherwise hide it.
  Changes:
    - Locomotive Garden entry marker is now a visible 4x4 zone directly below the locomotive center pad.
Version: 2.3.1
Date: 2026-07-01
  Bugfixes:
    - Fixed Locomotive Garden technologies not appearing because the prototype gate was too strict.
  Changes:
    - Locomotive Garden technologies now appear when Train Interiors and Agricultural Science are available.
Version: 2.3.0
Date: 2026-07-01
  Changes:
    - Version bump for Locomotive Garden test build.
Version: 2.2.74
Date: 2026-07-01
  Changes:
    - Added the CAVETORIO / Train Interiors Locomotive Garden technology branch under Landfill when Space Age Gleba prototypes are available.
    - Added a custom Locomotive Garden technology icon.
    - Added a separate three-stage Garden Room with a fixed green center core, internal water, and expanding Yumako/Jellynut soil sides.
    - Added 4x4 no-build Garden portal pads for entering from the locomotive interior and returning from the Garden Room with the Train Interior hotkey.
Version: 2.2.73
Date: 2026-07-01
  Changes:
    - Reworked the CAVETORIO startup setting tooltip into a clearer multi-line warning.
    - Added Everything on Nauvis to the required settings list for the full Train Warp / Warp Outpost system.
    - Added a compatibility note recommending that other options remain at their default values unless intentionally changed.
Version: 2.2.72
Date: 2026-07-01
  Changes:
    - Moved the CAVETORIO / Train Interiors requirement to the beginning of the CAVETORIO startup setting tooltip.
    - Added a clear warning that CAVETORIO requires Train Interiors to be enabled.
Version: 2.2.71
Date: 2026-07-01
  Changes:
    - Updated the CAVETORIO startup Mod Setting information text.
    - Removed the word "Experimental" from the CAVETORIO setting tooltip.
    - Added a clear note that CAVETORIO requires Train Interiors to be enabled and that both settings are designed to work together.
Version: 2.2.70
Date: 2026-07-01
  Changes:
    - Changed the default startup Mod Settings for Train Interiors to disabled.
    - Changed the default startup Mod Settings for CAVETORIO to disabled.
    - Existing saves keep their selected startup settings; new saves/mod setups now start with both experimental systems off unless the player enables them.
Version: 2.2.69
Date: 2026-07-01
  Bugfixes:
    - Fixed 2.2.68 over-gating standalone Train Interiors research when CAVETORIO was disabled.
    - Train Battery, Train Shield, Train Interior Expansion, and Main Train Expansion now appear whenever Train Interiors is enabled, even if CAVETORIO is disabled.
    - Warp Outpost, Warp Time, and Safety Ring research remain tied to CAVETORIO only.
Version: 2.2.68
Date: 2026-07-01
  Bugfixes:
    - Hid all experimental Train/CAVETORIO technology chains when either CAVETORIO or Train Interiors is disabled in startup Mod Settings.
    - Train Battery, Train Interior Expansion, Main Train Expansion, Train Shield, Safety Ring, and Warp Outpost research now only appear when both systems are enabled.
Version: 2.2.67
Date: 2026-07-01
  Bugfixes:
    - Moved Cave Info and Main Train Info expanded panels from the top GUI to screen GUI so Factorio no longer stretches them across the full screen width.
    - Cleans up old full-width top-bar info panels from previous versions and rebuilds them as compact floating panels.
    - Reduced the Train outside view camera default size and zoomed it in slightly to avoid oversized black empty camera space.
Version: 2.2.66
Date: 2026-07-01
  Changes:
    - Made the Cave Info and Main Train Info HUD panels compact so they no longer stretch across the whole top GUI with a large empty area.
    - Reduced and clamped the Train outside view/minimap size to avoid oversized black empty camera panels.
Version: 2.2.65
Date: 2026-06-30
  Bugfixes:
    - Fixed Train Shield upgrades leaving the normal locomotive tooltip at 5,000/5,000 HP.
    - Train Shield rolling stock now uses hidden level variants so the vanilla health tooltip matches the researched shield level: 5,000, 8,000, 11,000, up to 35,000 HP.
    - Added a migration path for existing trains so interiors, contents, schedule, and shield pool records are preserved while the physical train part is upgraded.
Version: 2.2.64
Date: 2026-06-30
  Bugfixes:
    - Fixed Main Train defeat detection when the last registered Main Train locomotive is destroyed.
    - Added a small pre-cleanup defeat guard so destroyed Main Train parts are checked before Train Interior records are removed.
    - Kept Train transfer, Train Interior, relink, battery, shield, and wagon registration logic unchanged.
Version: 2.2.63
Date: 2026-06-30
  Changes:
    - Linked Safety Ring upgrades into the Cavetorio research progression so players cannot bypass attack waves while advancing major train/outpost systems.
    - Train Interior Expansion tiers now require the matching Safety Ring Upgrade tier.
    - Main Train Expansion tiers now require the matching Train Interior Expansion tier.
    - Warp Outpost Expansion tiers now require the matching Safety Ring Upgrade tier; Warp Outpost Time tiers now require the matching Warp Outpost Expansion tier.
    - Train Battery Upgrade tiers now require the matching Safety Ring Upgrade tier.
    - Train Shield Upgrade tiers now require Train Battery progression, with the late shield chain gated through Safety Ring 7.
Version: 2.2.62
Date: 2026-06-30
  Bugfixes:
    - Fixed mod load error caused by an overlong Safety Ring technology localised description.
    - Shortened Safety Ring Upgrade descriptions to stay within Factorio localised string limits.
Version: 2.2.61
Date: 2026-06-30
  Changes:
    - Updated Safety Ring progression to Level 0 = 10 tiles and Upgrade 1-7 = 20 / 30 / 40 / 50 / 60 / 70 / 80 tiles.
    - Changed all active Safety Ring attack cooldowns to 1 minute.
    - Added wave progress clearing: when 75% of a wave is killed, the next cooldown starts; remaining enemies are not deleted.
    - Added Boss Waves every 10th wave, attacking from all four corners.
    - Added Rest Waves every 50th wave: no attack spawns and the attack system pauses for 5 minutes.
    - Improved the top HUD with a dark thick bar, real buttons, larger white text, and clearer Attack Wave / Next Attack states.
Version: 2.2.60
Date: 2026-06-30
  Changes:
    - Rebalanced Safety Ring size progression to start much smaller: Level 0 is now 5 tiles.
    - Safety Ring Upgrade 1-7 now expands to 10 / 15 / 20 / 25 / 30 / 40 / 50 tiles.
    - Kept the existing Safety Ring attack wave/cooldown system unchanged.
Version: 2.2.59
Date: 2026-06-30
  Changes:
    - Added top HUD Safety Ring attack information showing the current Attack Wave number.
    - Added a live Next Attack countdown so players can see when the next Safety Ring wave will begin.
    - Safety Ring waves now print their wave number when an attack starts.
Version: 2.2.58
Date: 2026-06-30
  Changes:
    - Added Safety Ring Upgrade 1-7 research using vanilla science packs up to Space Science.
    - Safety Ring starts at 30 tiles with no scripted attacks, then upgrades to 50 / 70 / 90 / 110 / 125 / 140 / 150 tiles.
    - Added scripted Point A to Point B enemy waves after Safety Ring Upgrade 1, with no pollution system and no enemy deletion inside the ring.
    - Added Safety Ring research icon and a debug command /the-cave-safety-ring-wave for admin testing.
Version: 2.2.57
Date: 2026-06-30
  Changes:
    - Replaced the old 50-tile enemy safe zone with a 40-tile one-time clear ring around the Warp Outpost.
    - Removed periodic and post-dig enemy deletion so attacking biters/spitters are no longer erased when entering the defense area.
    - Cave rocks now start after the 40-tile clear ring; water, resources, rocks, trees, cliffs, enemies, and nests are cleared only when the landing/expansion area is prepared.
Version: 2.2.56
Date: 2026-06-30
  Changes:
    - Updated Train Interior Expansion Level 0 / starter size from 18x18 to 20x20.
    - Kept upgraded Train Interior sizes at 28 / 38 / 50 / 60 / 72 / 82 / 92.
    - Bumped Train Interior layout version so existing test interiors repaint/rebuild with the new starter size.
Version: 2.2.55
Date: 2026-06-30
  Changes:
    - Updated Train Interior Expansion sizes to 18 / 28 / 38 / 50 / 60 / 72 / 82 / 92, with max size 92x92.
    - Bumped Train Interior layout version so existing test interiors repaint/rebuild with the new even-sized layout.
Version: 2.2.54
Date: 2026-06-30
  Changes:
    - Updated Train Interior Expansion sizes to 18 / 28 / 39 / 50 / 61 / 72 / 83 / 93, with max size 93x93.
Version: 2.2.53
Date: 2026-06-30
  Changes:
    - Changed Train Interior visual tiles: fixed center core now uses green concrete and restricted top/bottom utility lanes now use blue concrete.
Version: 2.2.52
Date: 2026-06-30
  Changes:
    - Train Interior Expansion sizes now start at 18x18 and progress to 90x90.
    - Updated Train Interior Expansion research costs to 1000 / 2000 / 3500 / 5000 / 7000 / 8500 / 10000.
    - Updated Train Battery Upgrade research costs to 500 / 1000 / 2000 / 3000 / 4000 / 5000.
    - Updated Warp Outpost Expansion research costs to 1000 / 2000 / 3500 / 5000 / 7000 / 8500 / 10000.
    - Simplified the warp completion message to only show "Warp complete."
Version: 2.2.51
Date: 2026-06-30
  Changes:
    - Experimental CAVETORIO: added a 5-tile clear empty ring around the Warp Outpost before the cave-rock border starts.
    - Experimental CAVETORIO: the clear ring removes water, lava, ore/resource patches, crude oil, trees, cliffs, rocks, decoratives, and enemy entities only in that 5-tile ring.
    - Experimental CAVETORIO: the 50-tile safe zone remains enemy-only; resources and terrain outside the 5-tile clear ring are not changed.
Version: 2.2.50
Date: 2026-06-30
  Bugfixes:
    - Made the CAVETORIO 50-tile enemy-only safe zone react immediately after digging near the Warp Outpost instead of waiting for the periodic cleanup.
    - Added a short post-dig recheck window so delayed enemy spawns near the Outpost are removed before they can establish inside the safe zone.
    - Re-applied enemy-only safe-zone cleanup after chunk generation near the active Warp Outpost.
Version: 2.2.49
Date: 2026-06-30
  Bugfixes:
    - Experimental CAVETORIO: fixed a startup crash caused by checking optional demolisher entity names when those prototypes are not loaded.
    - Experimental CAVETORIO: enemy safe-zone cleanup now scans existing entities in the buffer and removes only enemy entities, without touching terrain, water, ore, oil, rocks, or cave layout.
Version: 2.2.48
Date: 2026-06-30
  Bugfixes:
    - Experimental CAVETORIO: added a 50-tile enemy-only safety buffer around the Warp Outpost.
    - Experimental CAVETORIO: removes biters, spitters, enemy nests, worms, and other enemy entities inside the safety buffer on Warp #1, after each warp, after Outpost Expansion updates, and periodically while playing.
    - Experimental CAVETORIO: the safety buffer does not remove water, ore, oil, rocks, cave walls, trees, terrain, tiles, or decoratives.
Version: 2.2.47
Date: 2026-06-30
  Changes:
    - Experimental CAVETORIO: fixed Warp #1 starter footprint leaking the old 40x20 train pad outside the Level 0 Outpost.
    - Experimental CAVETORIO: starter train pad now respects the 25x25 Warp Outpost on the first map.
    - Experimental CAVETORIO: normalizes the first Outpost again after the starter train is created, so Warp #1 matches later square Outpost landings.
Version: 2.2.46
Date: 2026-06-30
  Changes:
    - Experimental CAVETORIO: changed Level 0 Warp Outpost size to a square 25x25 footprint.
    - Experimental CAVETORIO: Warp #1 now uses the same square Outpost landing style as later warps instead of the legacy starter cave shape.
    - Experimental CAVETORIO: removed the physical market entity; the coin portal remains the market access point.
Version: 2.2.45
Date: 2026-06-30
  Bugfixes:
    - CAVETORIO experimental: rewired Outpost power/circuit connections using Factorio 2 LuaWireConnector API after warp.
    - CAVETORIO experimental: removed the unused Drive train button from the train outside-view/minimap GUI.
    - CAVETORIO experimental: fixed profile generation so Digging Mode disables Resource Level instead of showing both.
  Changes:
    - CAVETORIO experimental: added Research Difficulty to Cave Info and new cave profile messages.
Version: 2.2.44
Date: 2026-06-30
  Bugfixes:
    - Cavetorio: preserved Main Train registration through warp so train parts are not double-counted after moving to a new cave.
    - Cavetorio: relinked moved rolling stock to their existing train interiors instead of creating fresh empty interiors after warp.
    - Cavetorio: restored power pole copper/circuit wire links when both endpoints are inside the Warp Outpost.
  Changes:
    - Cavetorio: added a Freeplay-style intro message explaining the Warp Outpost, Main Train, player lost punishment, Manual Warp voting, and core research goals.
Version: 2.2.43
Date: 2026-06-30
  Changes:
    - Experimental Cavetorio HUD: added separate Cave Info and Main Train Info buttons.
    - Cave Info now opens a compact profile panel instead of keeping every profile line permanently in the top bar.
    - Main Train Info shows train part counts, Outpost size, Warp Time, and Train Battery summary.
Version: 2.2.42
Date: 2026-06-30
  Changes:
    - Improved the experimental CAVETORIO HUD profile panel so each profile value is displayed on its own separate line.
    - Renamed the HUD resource line to "Resource Level" and removed hyphen-style values like level-4 from display output.
Version: 2.2.41
Date: 2026-06-30
  Changes:
    - Cavetorio: the permanent profile HUD now displays profile fields vertically under the Manual Warp button for easier reading.
    - Cavetorio: profile values now use clean display names such as "Level 4" and "Digging 1" instead of hyphenated internal IDs like "level-4".
Version: 2.2.40
Date: 2026-06-30
  Experimental:
    - Cavetorio: Warp Outpost Expansion research now immediately repaints and expands the blue Outpost footprint on the current map.
    - Cavetorio: the Outpost HUD now keeps the current cave profile visible permanently under the Manual Warp button.
    - Cavetorio: enemies inside the Outpost no longer transfer to the next map; enemy threats are generated by the new cave instead.
    - Cavetorio: Warp Outpost Time now uses a distinct timer/clock technology icon instead of sharing the Expansion icon.
  Bugfixes:
    - Cavetorio: completed Warp Outpost Time research now immediately refreshes the current cycle timer and HUD.
Version: 2.2.39
Date: 2026-06-30
  Changes:
    - Experimental Cavetorio warp landing now creates a real cave-style landing instead of a normal open surface.
    - Warp destination footprint and a large surrounding buffer are cleared to out-of-map void before the Outpost is restored.
    - Outpost is sealed with diggy rocks on floor tiles so mining the border continues the normal cave tunnel/frontier behavior.
    - Warp surfaces are now treated as cave surfaces by the world generator, so generated chunks become cave void instead of regular terrain.
Version: 2.2.38
Date: 2026-06-30
  Bugfixes:
    - Fixed an experimental Cavetorio crash caused by the New Cave Profile message exceeding Factorio's localised string parameter limit.
  Changes:
    - Added a startup Mod Setting: CAVETORIO, with Enable/Disable options for the experimental Train Warp / Warp Outpost system.
Version: 2.2.37
Date: 2026-06-30
  Experimental:
    - Added the first Cavetorio / Warp Outpost prototype for testing.
    - Added top HUD with Manual Warp button, Warp number, current Zone, timer countdown, cycle time, cooldown and vote/countdown status.
    - Added experimental Auto Warp / Manual Warp logic with multiplayer majority voting, manual countdown, safety cooldown and 5-minute warning messages.
    - Added fresh cave surface generation per warp, clean landing footprint, Outpost tile/entity transfer, rock-sealed landing ring, player lost punishment, and delayed previous-surface cleanup messaging.
    - Added runtime cave profile rolls for Zone, Region, Lighting, Digging Mode, Resource Level, Cave Difficulty, Ore Protection, Ore Missing, Ore Blood and Mixed Resources display/testing.
    - Added Nightmare unlock milestone at Warp #60 with +10 tile Nightmare depth scaling per later warp.
    - Added Warp Outpost Expansion and Warp Outpost Time research chains, both using only base Factorio sciences up to Space Science.
    - Added admin test command /the-cave-warp-now to force an immediate warp and /the-cave-warp-profile to print the current profile.
Version: 2.2.36
Date: 2026-06-30
  Balance:
    - Increased Coal Liquefaction research cost from 200 to 800 science packs.
    - Keeps the Purple Science / vanilla-style unlock path while making the reduced science requirements feel properly earned in The Cave.
Version: 2.2.35
Date: 2026-06-30
  Balance:
    - Restored Coal Liquefaction to the vanilla/base progression path for The Cave.
    - Coal Liquefaction now uses Automation, Logistic, Chemical and Production science packs with a 200 pack cost and 30 second research time.
    - Removed Space Age planet science requirements from Coal Liquefaction so it unlocks at Purple Science instead of requiring Vulcanus/metallurgic progression.
    - This helps reduce the plastic grind when crude oil is scarce but coal is abundant.
Version: 2.2.34
Date: 2026-06-30
  Bugfixes:
    - Train Interiors: unclaimed abandoned train parts now show only the blocked-entry message and no longer show the normal Ctrl+Enter confirmation prompt before rejecting entry.
    - Keeps accepted Main Train parts and normal registered interiors using the existing two-step Ctrl+Enter confirmation.
Version: 2.2.33
Date: 2026-06-29
  Features:
    - Added Main Train Expansion research levels 1-7.
    - Main Train capacity now starts at 3 train parts and can be upgraded to 10 total train parts.
    - Each Main Train Expansion level adds +1 accepted train part and uses expensive base-game science progression from 1000 red science to 7000 full white science.
    - Added the custom Main Train Expansion technology icon.
    - Updated abandoned train part discovery quotas: Easy 10, Medium 20, Hard 20, Nightmare 20, for up to 70 world finds.
    - Updated abandoned train part type weights to Cargo 45%, Fluid 25%, Locomotive 25%, Artillery 5%.
    - Reduced abandoned train part site spacing to 150 tiles to support the higher zone quotas.
  Balance:
    - Abandoned train parts no longer receive interiors by default.
    - Unclaimed train parts cannot be entered with the Train Interior hotkey.
    - Train parts only become registered interior rooms after they are connected to the Main Train and the current Main Train capacity allows them.
    - If the Main Train is full, extra connected train parts are left unclaimed and receive no interior.
Version: 2.2.32
Date: 2026-06-29
  Bugfixes:
    - Fixed a Lua compile error in Train Interiors caused by too many top-level local variables after adding abandoned train part zone limits.
    - Kept the abandoned train part quotas and starter train platform behavior unchanged from 2.2.31.
Version: 2.2.31
Date: 2026-06-29
  Features:
    - Added zone-limited abandoned train part discovery sites.
    - Easy now spawns 0 abandoned train parts; Medium has up to 3, Hard up to 7, and Nightmare up to 10, with a global maximum of 20.
    - Each abandoned train part site is a compact 4x10 footprint with exactly three straight rails and one train part.
    - Possible finds now include cargo wagons, fluid wagons, locomotives, and rare artillery wagons.
    - Abandoned train parts must be far apart so discoveries feel rare and valuable.
    - Starter Train now spawns on a 40x20 blue refined concrete platform.
Version: 2.2.30
Date: 2026-06-29
  Changes:
    - Adjusted top only-export fluid wagon tank rotation by one additional step without moving it.
Version: 2.2.29
Date: 2026-06-29
  Changes:
    - Train interiors: forced fluid wagon tank layout refresh and ensured the top Only Export tank uses exactly one rotation step while keeping its position unchanged.
Version: 2.2.28
Date: 2026-06-29
  Features:
    - Added 10 Toolbelt Upgrade technologies using only base/vanilla science packs, ending at Space Science.
    - Each Toolbelt Upgrade adds +10 character inventory slots, for +100 total after all ten upgrades.
    - Reuses the base Toolbelt technology icon when available; no new icon asset is required.
Version: 2.2.27
Date: 2026-06-29
  Train Interiors:
    - Adjusted fluid wagon transfer tank alignment inside the fixed 18x18 hazard core.
    - Top Only Export tank now keeps its position and rotates once.
    - Top Only Import tank now rotates once and moves one tile left.
    - Bottom Only Export tank now moves one tile up.
    - Bottom Only Import tank now moves one tile up and one tile left.
    - Locomotive water and cargo/artillery wagon chest layout were left unchanged.
Version: 2.2.26
Date: 2026-06-29
  Train Interiors:
    - Adjusted cargo/artillery wagon Only Import chest alignment inside the fixed 18x18 hazard core.
    - Moved the top Only Import chest row 4 tiles left from the previous test layout.
    - Moved the bottom Only Import chest row 2 tiles left from the previous test layout.
    - Locomotive water and fluid wagon tank layout were left unchanged.
Version: 2.2.25
Date: 2026-06-29
  Changes:
    - Adjusted the top import cargo/artillery interior chest row: moved it one tile down and two tiles right.
    - Left water placement and fluid wagon tank placement unchanged.
Version: 2.2.24
Date: 2026-06-29
  Train Interiors:
    - Adjusted cargo/artillery wagon transfer chest alignment inside the fixed 18x18 hazard core.
    - Only Import chest groups now move one tile up and one tile right.
    - The bottom Only Export chest group now moves one tile up.
    - Locomotive water and fluid wagon tank layout were left unchanged.
Version: 2.2.23
Date: 2026-06-29
  Bugfixes:
    - Fixed a crash when entering train interiors caused by the fixed locomotive water layout referencing an undefined center variable.
Version: 2.2.22
Date: 2026-06-29
  Bugfixes:
    - Aligned cargo/artillery wagon transfer chests to the fixed 18x18 hazard-core corners while preserving left-side Only Export and right-side Only Import roles.
    - Aligned fluid wagon transfer tanks to the fixed 18x18 hazard-core corners while preserving left-side Only Export and right-side Only Import roles.
    - Moved locomotive interior water to a fixed top-middle position inside the 18x18 hazard core so it no longer shifts with room expansion.
    - Reordered the configuration migration pass so existing transfer contents are preserved before layout entities are recreated.
Version: 2.2.21
Date: 2026-06-29
  Features:
    - Added Train Interior Expansion research with 7 levels using only base/vanilla science packs from Automation through Space Science.
    - Marked Space Age/space travel as optional in info.json so normal Factorio players are not blocked by this feature chain.
    - Train interiors now grow as a square around a fixed 18x18 hazard-concrete center core.
    - Starting interiors are 30x30 tiles; each expansion upgrade adds 4 tiles to every side, ending at 86x86.
    - Cargo and artillery wagon transfer chests now stay in the fixed center core, preserving left-side Only Export and right-side Only Import behavior.
    - Fluid wagon transfer tanks now stay in the fixed center core, preserving left-side Only Export and right-side Only Import behavior.
    - Outside-to-inside Ctrl+Enter entry now lands on the center 4x4 pad; inside-to-outside exit behavior remains unchanged.
    - Added a 256x256 Train Interior Expansion technology icon.
  Changes:
    - Top and bottom train utility lanes remain exactly 4 tiles each and keep their pipe/pump/tank/pole-only rule.
    - The center 4x4 entry pad is protected from player/robot builds so the entry landing area stays clear.
Version: 2.2.20
Date: 2026-06-29
  Bugfixes:
    - Fixed Train Shield physical health bars showing red/low while the shared shield pool was full.
    - Physical rolling-stock health now mirrors the shared shield percentage, so a full shield appears full/green.
    - Renamed the Train Shield label line from "Linked Cars" to "Linked Train".
Version: 2.2.19
Date: 2026-06-29
  Features:
    - Converted Train Shield from per-wagon HP into one shared Train Shield health pool per connected train.
    - Extra wagons now increase train length/risk, but do not multiply max shield HP.
    - Damage to any locomotive/wagon is subtracted from the shared train shield pool.
    - Self-repair now restores the shared train shield pool instead of repairing each wagon separately.
  Changes:
    - Train Shield label now shows shared Train Shield HP, self-repair rate, repair mode, and linked car count.
    - Existing 2.2.18 saves migrate by deriving the shared pool from the previous train health ratio.
  Fixes:
    - Prevented newly attached wagons from granting free extra Train Shield max HP.
Version: 2.2.18
Date: 2026-06-29
  Bugfixes:
    - Added a save-recovery pass that re-syncs all physically connected rolling stock back into one shared train interior surface.
    - Fixed Ctrl+Enter entering only the selected wagon/locomotive interior when older Shield test saves had fragmented wagon records.
    - Reworked train interior rebuilding to avoid clearing whole interior surfaces during train sync, protecting player-built machines.
    - Moved the Ctrl+Enter entry landing point to a separate 3x3 pad above the top Hazard Concrete/utility lane, directly attached to the wagon.
Version: 2.2.17
Date: 2026-06-29
  Bugfixes:
    - Reworked Train Shield so research no longer swaps/recreates rolling stock during upgrades.
    - Fixed Train Shield upgrades splitting the physical train and fragmenting the shared interior.
    - Added Train Shield health/self-repair status to the locomotive hover label.
    - Changed interior entry teleport to a 3x3 safe entry zone above the selected wagon instead of the room center.

Version: 2.2.16
Date: 2026-06-29
  Bugfixes:
    - Fixed Train Shield upgrades rebuilding train interiors when research completed.
    - Train Shield variant swaps now preserve existing interior rooms and player-built entities; only rolling stock health/prototype state is updated.
Version: 2.2.15
Date: 2026-06-29
  Bugfixes:
    - Fixed a startup load error caused by too many local variables after adding Train Shield.
    - Refactored Train Shield helper functions without changing the Train Shield gameplay design.

Version: 2.2.14
Date: 2026-06-29
  Features:
    - Added Train Shield Upgrade research with 10 levels.
    - Cave rolling stock now starts at 5,000 HP and upgrades to 35,000 HP by Level 10.
    - Each Train Shield level also increases train self-repair speed by 5 HP/sec, up to 50 HP/sec.
    - Train Shield applies per rolling stock entity: locomotive, cargo wagon, fluid wagon, artillery wagon, and found/merged train parts.
    - Repair packs are disabled for Cave train rolling stock; damaged train parts slowly self-repair instead.
    - Added a 256x256 Train Shield technology icon.
Version: 2.2.13
Date: 2026-06-29
  Bugfixes:
    - Fixed a startup load error in train_interiors.lua caused by exceeding Factorio/Lua's 200 local variable limit after the multiplayer train safety lock additions.
    - Kept the multiplayer train safety lock / admin bypass behavior unchanged.

Version: 2.2.12
Date: 2026-06-28
  Features:
    - Added Multiplayer Train Safety Lock for locomotive driving.
    - Admin players can always drive locomotives without a vote.
    - Non-admin players in multiplayer must receive a majority vote before driving the train.
    - Added temporary pilot approval that expires after five minutes or when the player leaves the locomotive.
    - Added Yes/No vote buttons for connected players on the same force.
Version: 2.2.11
Date: 2026-06-28
  Changes:
    - Added Found Train Coupling Assist for abandoned rolling stock found in caves.
    - Nearby compatible rolling stock now attempts vanilla connect_rolling_stock on both coupler ends.
    - When coupling succeeds, the train interior, shared battery, and power bus are rebuilt for the newly connected train.
  Fixes:
    - Found locomotives/wagons that were aligned on the same rail could remain as separate trains with red couplers.
Version: 2.2.10
Date: 2026-06-28

  Bugfixes:
    - Changed Train Battery hidden interior poles to wire-only taps with zero supply area.
    - Fixed player-built entities being powered/loaded by the invisible train bus just because they were placed on the wagon floor.
    - The shared Train Battery bus now only joins visible player electric pole networks, while keeping all wagons linked into one train-wide charging system.
Version: 2.2.9
Date: 2026-06-28

  Bugfixes:
    - Fixed Train Battery hidden charger drawing power while the scripted battery was already full.
    - The interior charger is now removed while charging is paused/full, so empty train interiors no longer show constant MW demand.
    - Charging still resumes automatically when the scripted Train Battery drops to the recharge threshold.

Version: 2.2.8
Date: 2026-06-28
  Bugfixes:
    - Fixed Train Battery startup crash caused by an invalid hidden electric pole wire distance above Factorio's hard 64-tile limit.
    - Kept the shared train power bus behavior by using hidden relay poles between wagon rooms instead of an illegal long wire reach.
Version: 2.2.7
Date: 2026-06-28
  Changes:
    - Reworked Train Battery charging to use one shared train-wide interior power bus.
    - All wagon rooms now link into the same hidden power network, including newly added wagons.
    - Removed the old per-wagon charge-speed split so one powered wagon can use the full research-level charge cap.
    - Charging Speed label now reflects the real total train-wide charging speed.
Version: 2.2.6
Date: 2026-06-28
  Changes:
    - Added a live Train Battery charging speed line to the locomotive status label.
    - The label now shows current measured charging speed against the current research-level charge cap.
Version: 2.2.5
Date: 2026-06-28
  Bugfixes:
    - Fixed Train Battery charge rate scaling. Level 5/6 chargers now use the intended total charge targets instead of staying around the old low per-room limits.
    - Runtime now selects hidden charger prototypes based on both battery level and number of train rooms, so total charge draw stays close to the intended level cap.
    - Updated hidden charger prototypes to match the intended charge targets: 50 / 100 / 150 / 250 / 400 / 600 MW by level.
Version: 2.2.4
Date: 2026-06-28
  Changes:
    - Increased Train Battery charging speed by research level so higher-level batteries can use much stronger interior power setups.
    - Level-specific hidden chargers now replace the old fixed low-rate charger when saves are loaded.
    - Changed locomotive Train Battery status text to a yellow/gold color for better visibility.
    - Tightened the starter train placement pad to about 4x24 tiles.
Version: 2.2.3
Date: 2026-06-28
  Bugfixes:
    - Fixed the locomotive Train Battery status label so each status line renders as a separate, clean line instead of overlapping on one line.
Version: 2.2.2
Date: 2026-06-28
  Bug Fixes:
    - Reduced hidden Train Battery charger draw so small train interior power grids no longer show a huge artificial 200+ MW demand.
    - Interior Train Battery chargers now have a modest per-room input rate while the outside battery output remains capacity-based.
Version: 2.2.1
Date: 2026-06-28
  UI Fixes:
    - Fixed the locomotive Train Battery status label so each status field renders on its own line in-game.
    - The Not Installed warning now appears as a stacked multi-line label instead of one long line.
Version: 2.2.0
Date: 2026-06-28
  Major Features:
    - Added the finished Train Interiors power progression package.
    - Added Train Battery research upgrades with a dedicated 256px technology icon.
    - Starter trains now begin with no installed train battery and no power export.
    - Train Battery Upgrade 1 unlocks Level 1 storage at 6000 MJ.
    - Later Train Battery upgrades increase capacity to 8000 / 12000 / 16000 / 20000 / 25000 MJ.
    - Train Battery research costs are fast-cycle progression upgrades using red, green, blue, purple and yellow science tiers.
  Train Battery:
    - The train battery is capacity-based: outside power drains stored MJ instead of using a small fixed MW cap.
    - Interior power generation charges the hidden train battery through invisible room chargers.
    - Outside electric poles can draw from the train battery only when placed very close to the locomotive.
    - The outside hookup range is now about 6 tiles near the locomotive.
    - Charging uses a 25% / 100% hysteresis loop: it starts charging at 25% and stops at 100% to reduce constant load on the interior grid.
  Train Interiors:
    - Selecting the locomotive now shows a clear multi-line Train Battery status label.
    - Before research, the locomotive label explains that the battery is not installed and power export is disabled.
    - Cargo wagon transfer chests and fluid wagon tanks show simple Only Import / Only Export labels when selected.
    - Train interior map view now works and the surrounding void remains clean instead of showing green terrain.
    - Offshore pumps can be placed beside the locomotive interior water again, while utility-lane restrictions remain intact.
  Balancing:
    - Reduced the starter train placement area from 17x57 tiles to about 4x24 tiles.
    - Kept Train Battery upgrades quick to research so progression is controlled by science cost instead of long research timers.
  Notes:
    - This is a cleaned release changelog that combines the Train Interiors experimental work into one stable 2.2 entry.
    - Existing train interior room layouts, cargo transfer, fluid transfer and saved interior builds are preserved.