v0.3.1:

Released 23/5/2015

News: 
- Yay splitters! Splitters are now powered too
- Sadly, due to game limitations, it is unlikely that I can add in support for powered underground belts
  There's no way to tell via the API if a belt is going under or coming up (that I know of. Please correct me if I'm wrong)

Changes: 
- Added powered splitters

Features: 
- Belts require motivator to move, motivator requires transformer to supply power
- Fully dynamic - add/remove/rotate belts in any order
- Non-resource intensive - code only runs every 50 ticks
- Dynamic electric power drain - increases with belt length
- Can run on burners, for dark age bases. 15 belt segment limit per burner transformer

Todo: 
- More tiers
- Auto-remove trees when placing belts
- Optional support for landfill mod to place belts over water
- Better graphics. Volunteers, anyone?
- Handle destroyed belts
- Handle bot constructed/deconstructed belts

KIV'd:
- Underground belt support:
  There's no way to tell via the API if a belt is going underground or coming up aboveground (that I know of. Please correct me if I'm wrong)

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v0.3.0:

Released 22/5/2015

News: Added burner transformer. Now you can burn coal/wood to move your stuff around. Dark ages ftw!

Changes: 
- Added burner transformer. Burner transformer limit of 15 belt segments per transformer

Features: 
- Belts require motivator to move, motivator requires transformer to supply power
- Fully dynamic - add/remove/rotate belts in any order
- Non-resource intensive - code only runs every 50 ticks
- Dynamic electric power drain - increases with belt length
- Can run on burners, for dark age bases

Todo: 
- More tiers
- Turn splitters into motivators that draw power as well
- Auto-remove trees when placing belts
- Optional support for landfill mod to place belts over water
- Support underground belts
- Better graphics. Volunteers, anyone?

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v0.2.0:

Released 22/5/2015

News: Fully functional mod ready for gameplay!

Changes:
- More bug splatting
- Recipes implemented
- Dynamic power drain implemented - increases with number of belts per motivator

Features: 
- Belts require motivator to move, motivator requires transformer to supply power
- Fully dynamic - add/remove/rotate belts in any order
- Non-resource intensive - code only runs every 50 ticks
- Dynamic power drain - increases with belt length

Todo: 
- More tiers
- Turn splitters into motivators that draw power as well
- Auto-remove trees when placing belts
- Optional support for landfill mod to place belts over water
- Support underground belts
- Support burner transformers
- Better graphics. Volunteers, anyone?

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v0.1.2:

Released 20/5/2015

Changes:
- Added rotation support
- Fixed a bunch of bugs

Features: 
- Belts don't work unless linked to a motivator at the head
- Add/remove/rotate of belts work fine
- Realised I have skomick's tree-collision mod in mine. Credited him.

Todo: 
- Create recipes
- Draw power from grid
- More tiers
- Limit on number of belts per motivator
- Turn splitters into motivators that draw power as well
- Auto-remove trees when placing belts
- Optional support for landfill mod to place belts over water

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v0.1.1:

Released 19/5/2015

Features: 
- Belts don't work unless linked to a motivator at the head
- Add/remove of belts work fine

Todo: 
- Handle rotation
- Create recipes
- Draw power from grid
- More tiers
- Limit on number of belts per motivator
- Turn splitters into motivators that draw power as well
- Auto-remove trees when placing belts
- Optional support for landfill mod to place belts over water