0.18.31+1.1.1
Merry Christmas!
Version: 1.1.1
Date: 2020-12-24
Uploaded by:
- Pi-C
Info:
- All changes are also available for Factorio 0.18/1.0 (version 0.18.31 of this mod).
Bugfixes:
- Fixed crash in migration script for 0.18.29. (https://mods.factorio.com/mod/Bio_Indus ... 22c0d70f66)
- Fixed crash caused by indexing a non-existing value. (https://mods.factorio.com/mod/Bio_Indus ... b4de934a27)
- Fixed crash when "Pyanodons Coal Processing" was active but the startup setting for Bio Fuel was disabled.
- "Omnifluid" changes the ingredients of our terraformer recipes, and other mods may do the same. Fixed that our previous code only accounted for the original recipes and always removed just one item for each ingredient, regardless of what the active recipe specified.
- Fixed that in the English locale, the names of seedbomb recipes with fertilizer/advanced fertilizer contained German text -- stupid cut'n'paste error.
Changes:
- Improved code of functions that are called when entities are created/removed.
- Improved code for terraformers and tree growing.
- Migrated "fertiliser" to "fertilizer" and "bi-adv-fertiliser" to "bi-adv-fertilizer".
- If "Pyanodons Raw Ores" is active, BI's technologies "Coal processing 1-3" will be removed and the unlocks will be moved to "Raw coal -- Stage 1-3". If "Pyanodons Coal Processing" is active and "Pyanodons Raw Ores" isn't the unlocks from the BI technologies will be moved to "Coal processing 1-3". There's no need to research similar techs from several mods. (https://mods.factorio.com/mod/Bio_Indus ... 5b056174b9)
- Won't create liquid air and nitrogen anymore if any other mods provide these. Previously, we only did this if specific other mods were active, now it's more versatile. (https://mods.factorio.com/mod/Bio_Indus ... 5b056174b9)
- It's no longer possible to use fertilizer on tiles where it doesn't make sense (e.g. Musk floor or concrete). If you do try it, you'll just waste fertilizer!
Date: 2020-12-24
Uploaded by:
- Pi-C
Info:
- All changes are also available for Factorio 0.18/1.0 (version 0.18.31 of this mod).
Bugfixes:
- Fixed crash in migration script for 0.18.29. (https://mods.factorio.com/mod/Bio_Indus ... 22c0d70f66)
- Fixed crash caused by indexing a non-existing value. (https://mods.factorio.com/mod/Bio_Indus ... b4de934a27)
- Fixed crash when "Pyanodons Coal Processing" was active but the startup setting for Bio Fuel was disabled.
- "Omnifluid" changes the ingredients of our terraformer recipes, and other mods may do the same. Fixed that our previous code only accounted for the original recipes and always removed just one item for each ingredient, regardless of what the active recipe specified.
- Fixed that in the English locale, the names of seedbomb recipes with fertilizer/advanced fertilizer contained German text -- stupid cut'n'paste error.

Changes:
- Improved code of functions that are called when entities are created/removed.
- Improved code for terraformers and tree growing.
- Migrated "fertiliser" to "fertilizer" and "bi-adv-fertiliser" to "bi-adv-fertilizer".
- If "Pyanodons Raw Ores" is active, BI's technologies "Coal processing 1-3" will be removed and the unlocks will be moved to "Raw coal -- Stage 1-3". If "Pyanodons Coal Processing" is active and "Pyanodons Raw Ores" isn't the unlocks from the BI technologies will be moved to "Coal processing 1-3". There's no need to research similar techs from several mods. (https://mods.factorio.com/mod/Bio_Indus ... 5b056174b9)
- Won't create liquid air and nitrogen anymore if any other mods provide these. Previously, we only did this if specific other mods were active, now it's more versatile. (https://mods.factorio.com/mod/Bio_Indus ... 5b056174b9)
- It's no longer possible to use fertilizer on tiles where it doesn't make sense (e.g. Musk floor or concrete). If you do try it, you'll just waste fertilizer!
