Version: 0.1.1
  Bugfixes:
    - High resolution Refinery now has corrected offsets so looks correct now in high resolution mode
    - Reset the tech effects which makes sure previously unlocked recipes have their big versions unlocked
Version: 0.1.0
  Changes:
    - Added Oil Refinery (rare)
    - Setting recipes now automatically creates map tags with the item's icon (can be disabled)
    - Big factories now spawn on the 2x2 grid to match blueprints that have rails
    - Balanced power consumption to be about 4 times higher to be more in line with other entities
    - Loaders now rotate with big factories (added always-on pipes to make this work)
    - Loader's speed now matches the fastest loaders or belts possible in your current game
    - Limited spawning to the main surface
    - Change ratio of spawning to change over time. First two spawns are furnances, but then the game focuses on assemblers
      until eventually finding a balance similar to whats required for an equal amount of all of the science packs
    - Big recipes unlocks are now hidden from the technology screen to avoid clutter
    - Improved algorithm for minimum distance checking to be much more efficient, also changing setting affects current buildings
  Bugfixes:
    - Fixed issue where factories could spawn on the edge of a chunk
    - Added more edge-case testing to avoid crashes from bad data from other mods
    - Added additional logic to further avoid spawning over ores, rso is optional dependency now
    - Created cleanup logic for indestructable loaders that can sometimes be created by errors or conflicts with other mods
    - Loaders under factories no longer copied into blueprints,a,
    - Better localization for mods so "Unknown Key" doesn't show up for item-groups or recipes
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Version: 0.0.8
  Bugfixes:
    - Fixed issue with Reverse Factory caused by multiple refrences to the same table
    - Fixed issue with recipes with expensive version but not normal version or vice-versa
    - Fixed issue where loaders stopped working
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Version: 0.0.7
  Changes:
    - Big Factories can no longer be deconstructed, blueprinted, or leave a ghost
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Version: 0.0.6
  Changes:
    - Big Factories are now immune to poison to prevent termite damage
  Bugfixes:
    - Fixed issue with AAI and other mods for a recipe format that wasn't accounted for causing game crash
    - Prevented situations where only loaders spawned and not the factory which was caused by a side effect of interactions with certain mods
    - Fixed an issue with automatic probability adjustment
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Version: 0.0.5
  Bugfixes:
    - Recipes with product outputs exceeding stacksize now limited to prevent lost items
    - Fixed some recipes getting tagged with the wrong subgroup
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Version: 0.0.4
  Bugfixes:
    - Productivity modules now work in big factories
    - Big factories now take any crafting category that currently exists on the assembling-machine-3, electric-furnace, or chemical-plant for better mod support
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Version: 0.0.3
  Changes:
    - Spawn attempts now automatically adjust to be more frequent if they are frequently failing due to ore, terrain, or other entity conflicts
    - Changed map colors of big furnace and big assembling machine so they'll be different on the map
    - Increased the recipe icon size displayed on assembling machines and furnaces
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Version: 0.0.2
  Changes:
    - Furnaces now take up to 6 modules
  Bugfixes:
    - Changed big-furnace to a assembling machine to allow steel and stonebrick production with their stacksize limit
    - Migrated entity definitions to data-final-fixes so it will load after all other mods
    - Fixed build/deploy script unicode issue
    - More error catches for unexpected values in modded recipes
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Version: 0.0.1
  Changes:
    - initial release