Mods introducing new content into the game.
Version: 1.0.4 Date: 2025. 02. 20 Info: - Prevent messing up the blueprint mapping for other mods
Version: 1.0.3 Date: 2025. 01. 11 Info: - Prevent weird mod compatibility stack nil issue
Version: 1.0.2 Date: 2025. 01. 06 Info: - Fix radars yielding an undersea data cable interface
Version: 1.0.1 Date: 2024. 12. 09 Info: - Remove leftover commented out code - Clarify the stance on radars - Require 2.0.24 for https://forums.factorio.com/123535
Version: 1.0.0 Date: 2024. 12. 02 Info: - Mod portal release
Version: 0.0.4 Date: 2024. 12. 02 Info: - Update the radar icon - Decide on a circuit connector - Setup thumbnail - Write readme - Draw the data cable on the interface (under the circuit connector) - Update recipes and technology effects - Fix crash when deleting surface - Make the subgroup vanilla proof - Allow fulgora to be optional - Prevent the heat pipe under the interface from being blueprinted - Final cleanup
Version: 0.0.3 Date: 2024. 12. 02 Info: - Switch to player placeable entities - Rebrand as undersea data cable - Setup hidden surface i plan to reuse - Try and fail with custom worldgen - Why do i keep trying what keeps failing - Abandon the idea of non labtile surfaces (i just do not understand them) - Deploy the first instance of new surfacedata tracking code - Test surface.set_tiles - Hide quality indicator (why would you even build them with quality?) - Floor the heat pipe position to a tile position - Force the chunks to generate and _then_ call set_tile - Run a bunch of surface tile setting tests - Stash thinksies - Stash overnight draft - Test the undo functions - Test redo when visiting the hidden surface - Mention when switching the active surface - Document player surface visiting side effects - Switch between concrete and out-of-map - Use the ugly heat interface sprite for the connector - Give the radar a texture and translation - Rename connector to interface and place it - Move both entities and their items/recipes to their own files - Fix interface blueprinting - Allow the interface to float on the fluid - Draft the initial network recalculation code - Now why on earth does get_connected_tiles fail - Welp get_connected_tiles looks broken too - Fix surfacedata -> storage typo - Deploy deathrattles to clear up the tiles and networks - Move add/sub ing single tiles to specialized functions - Recalculate networks after deathratttle - Bundle network recalculation effects for the next on_tick - Fix crash when using editor mode instant deconstruction - Write disconnection code prior to connection code - Write code to connect the interfaces together - Fix backer name not actually being set - Fix network detection
Version: 0.0.2 Date: 2024. 11. 29 Info: - Setup thumbnail and locale - Fork the offshore pump - Allow building tiles over the undersea cable - Dip my toes into pathfinding - Get a positive pathfinder result - Place the heat pipes down - Try to deal with diagonal gaps - Attempt to improve diagonal connectivity - Still fail to get it right for all directions - Automated attempt 1 - Even more broken attempt - Why does this not work either - Also does not work - Nothing bloody works - Fall back to some hand written stuff - I feel like i am onto something - This finally appears to work (but not for extreme distances) - Also broken - Sigh, also broken - if this does not work i am gonna do manual placement
Version: 0.0.1 Date: 2024. 11. 29 Info: - Initial commit