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Version: 0.18.27
Date: 2020-08-14
Uploaded by:
- Pi-C
Info:
- All changes from 0.18.27 are also available for Factorio 0.17 (version 0.17.58).
Bugfixes:
- Fixed crash when recipes for liquid air and nitrogen don't exist because alternatives from other mods are used instead. (
https://mods.factorio.com/mod/Bio_Indus ... 9854f0dad9)
- Fixed crash with Factorio 1.0 because of an error in the version checks. (
https://mods.factorio.com/mod/Bio_Indus ... 73f72966f2,
https://mods.factorio.com/mod/Bio_Indus ... 81c5d2f903)
Changes:
- Pretty-formatted the rest of the code. Making it more readable makes it easier to maintain, and it doesn't hurt either that removing unnecessary white space shrinks filesizes a bit.
- The internal names of the recipes "bi-biomass-2" and "bi-biomass-3" were not appropriate as "bi-biomass-2" was the more advanced recipe. Exchanged the recipe names in the complete code, and added a migration script so that bio-reactors would continue to work on the correct recipe after loading.
TODO:
- Compatibility with "Tree growth: Scaled trees." (
https://mods.factorio.com/mod/Bio_Indus ... 000db9542c)
- Add an alternative way to produce plastic without fluids. (
https://mods.factorio.com/mod/Bio_Indus ... 000d54cfb2)
- Add Big gardens for absorbing more pollution. (
https://mods.factorio.com/mod/Bio_Indus ... 60ee6d001e)
- Add "fluid fertilizer" (fertilizer + water) as alternative to the existing fertilizer. (
https://mods.factorio.com/mod/Bio_Indus ... 60ee6d001e)
- Make algae grow on water to contain pollution there. (
https://mods.factorio.com/mod/Bio_Indus ... af988b9fb0)
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Version: 0.18.26
Date: 2020-08-13
Uploaded by:
- Pi-C
Info:
- All changes from 0.18.26 are also available for Factorio 0.17 (version 0.17.57).
Bugfixes:
- Fixed crash in migration script of versions 0.17.55/0.18.24. (
https://mods.factorio.com/mod/Bio_Indus ... bffadfbdd2)
- Fixed that placing musk floor would mine existing path tile and remove the musk floor tiles from the inventory, but not place them. (
https://mods.factorio.com/mod/Bio_Indus ... bffadfbdd2)
- In games where many mods are used and where more than 255 tiles are defined, Alien Biomes will convert some tiles to "landfill". Fixed that this would break musk-floor tiles.
- Fixed crash because of Nitrogen and Liquid air being created in data-final-fixes.lua. (
https://mods.factorio.com/mod/Bio_Indus ... 907a09f877,
https://mods.factorio.com/mod/Bio_Indus ... dea2e30c02)
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Version: 0.18.25
Date: 2020-08-07
Uploaded by:
- Pi-C
Info:
- All changes from 0.18.25 are also available for Factorio 0.17 (version 0.17.56).
Changes:
- Added setting to enable the BI recipe for Production science packs. You may want to disable this if you play with other mods where the additional recipe is much cheaper than the first one, so that using the BI recipe would break the balance.
- The BI recipe for Production science pack will be automatically disabled regardless of the setting above if "Krastorio" or "Krastorio 2" is active because the BI recipe definitely breaks balance with K2 (according to TheSAguy).
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Version: 0.18.24
Date: 2020-07-06
Uploaded by:
- Pi-C
Info:
- All changes from 0.18.24 are also available for Factorio 0.17 (version 0.17.55).
- If you are feeling adventurous, you can be an early adopter of the new Bio Cannon! Instructions are included in the file "_README".
PLEASE NOTE: THIS WILL ONLY WORK WITH FACTORIO >=0.18.33!
Bugfixes:
- Fixed connection issue with Powered rails. (
https://mods.factorio.com/mod/Bio_Indus ... b88/edit/3)
- Hopefully also fixed the big lag caused by placing powered rails with the connection fix. (
https://mods.factorio.com/mod/Bio_Indus ... 1414888772)
- Fixed that icon for the Nitrogen recipe wasn't the same as the icon for the fluid.
Changes:
- The recipe for sand from crushed stone is now also active if the "BioTech" mod is used. (
https://mods.factorio.com/mod/Bio_Indus ... e786653d1d)
- Added migration script to rewire powered rails. If you have a large rail network with lots of powered rails and then some, this may take a while to finish!
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Version: 0.18.23
Date: 2020-06-30
Uploaded by:
- Pi-C
Info:
- All changes from 0.18.23 are also available for Factorio 0.17 (version 0.17.54).
Minor Features:
- Added recipe to make sand from crushed stone if any other mod provides sand. Implemented on request of TheSAguy, who also provided recipe icons.
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Version: 0.18.22
Date: 2020-06-21
Uploaded by:
- Pi-C
Info:
- All changes from 0.18.22 are also available for Factorio 0.17 (version 0.17.53).
Bugfixes:
- I was so focused on "Transport Drones" removing "object-layer" from all rail collision masks that I forgot to add it as default it "Transport Drones" wasn't active. That caused crashes with "Beautiful Bridge Railway" and "Cargo Ships" -- and probably other mods as well. Sorry for the inconvenience! (
https://mods.factorio.com/mod/Bio_Indus ... 00373cda0b,
https://mods.factorio.com/mod/Bio_Indus ... 000cce659d)
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Version: 0.18.21
Date: 2020-06-21
Uploaded by:
- Pi-C
Info:
- All changes from 0.18.21 are also available for Factorio 0.17 (version 0.17.52).
Bugfixes:
- Fixed that wooden rail bridges had a wrong collision mask after the last change, so they couldn't be built in their natural habitat (on water) anymore. The same has been reported for powered rails, but as these are just rails (not bridges), it doesn't make sense to build them on water. (
https://mods.factorio.com/mod/Bio_Indus ... 000f43d007)
Changes:
- Added hidden optional dependency on "Transport Drones", so if it's active and changes the collision mask of BI rails, the damage can be reverted in such a way that it's possible to build wooden bridges across water, but not through cliffs.
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Version: 0.18.20
Date: 2020-06-18
Uploaded by:
- Pi-C
Info:
- All changes from 0.18.20 are also available for Factorio 0.17 (version 0.17.51).
Bugfixes:
- Fixed that wooden underground pipes were not fast-replaceable via upgrade planner (found by TheSAguy).
- Fixed that wooden rails had a wrong collision mask, so trains could drive through cliffs (found by TheSAguy).
Changes:
- Reverted change from 0.17.49/0.18.17: If "Angel's Petro Chemical Processing" is active, Basic Petroleum gas processing will output Methane gas again because it doesn't make sense that our recipe is the only one that will produce Petroleum gas (suggested by TheSAguy).
Locale:
- Renamed "Basic Petroleum gas processing" to "Basic gas processing" so the recipe name will still fit even if another mods (e.g. "Angel's Petro Chemical Processing") changes the result.
Modding:
- Migrated recipe "bi-basic-petroleum-gas-processing" to "bi-basic-gas-processing".
- Changed filename of icon from "bi_basic_petroleum_gas_processing.png" to "bi_basic_gas_processing.png".
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Version: 0.18.19
Date: 2020-06-08
Uploaded by:
- Pi-C
Info:
- All changes from 0.18.18/19 are also available for Factorio 0.17 (version 0.17.50).
Bugfixes:
- Fixed size of more icons to prevent crashes on load. (
https://mods.factorio.com/mod/Bio_Indus ... 000c3950ab)
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Version: 0.18.18
Date: 2020-06-06
Uploaded by:
- Pi-C
Bugfixes:
- Fixed crash on load because of a wrong icon size.