Releases: lepideble/factorio-apworld
Releases · lepideble/factorio-apworld
Release list
Factorio: Platformer v0.4.4
Fixes
- Fix craftsanity rules by @lepideble in #69
Full Changelog: platformer-0.4.3...platformer-0.4.4
Factorio: Platformer v0.4.3
Fixes
- Fix inversed check that platform has hub by @lepideble in #68
Full Changelog: platformer-0.4.2...platformer-0.4.3
Factorio: Platformer v0.4.2
Fixes
- Fix item name for progressive items created by create_item by @lepideble in #65
- Fix wrongly named variable by @lepideble in #66
Full Changelog: platformer-0.4.1...platformer-0.4.2
Factorio: Platformer v0.4.1
Fixes
- Use package instead of name to fetch resources to make it work on older python versions by @lepideble in #63
- Make progressive item collection more defensive by @lepideble in #64
Full Changelog: platformer-0.4.0...platformer-0.4.1
Factorio: Platformer v0.4.0
New features
- Split qualities and space locations into separate items when split technologies is on by @lepideble in #38
- Implements start inventory from pool by @lepideble in #39
Improvements
- Set technologies as essential if they contain an advancement item by @lepideble in #48
- Move more texts to static locale file by @Enderdraak in #53
- Add uranium-fuel-cell and steam from boiler to logic by @lepideble in #60
Fixes
- Sort craftsanity item pool to ensure consistent ordering by @lepideble in #51
- Fix free samples crashing when there is a platform pending construction by @lepideble in #54, #56
- Resync non-tech unlocks on technology effect reset by @lepideble in #55
Full Changelog: platformer-0.3.0...platformer-0.4.0
Factorio: Platformer v0.3.0
Improvements
- Only set the first instance of a recipe as progressive by @lepideble in #29
- Add progressive pipe by @lepideble in #34
- Switch to a prefix for recipe item names by @lepideble in #32
- Improve advanced oil processing logic by @lepideble in #36
Fixes
- Fix minimum craftsanity adjustment by @lepideble in #33
- Add missing recipe for automation by @lepideble in #35
- Fix receiving progressive items by @lepideble in #37
Full Changelog: platformer-0.2.1...platformer-0.3.0
Factorio: Platformer v0.2.1
Improvements
- Add more progressive recipes for split technologies by @lepideble in #24, #27
Fixes
- Fix remove actually collecting the item by @lepideble in #28
Full Changelog: platformer-0.2.0...platformer-0.2.1
Factorio: Platformer v0.2.0
New features
- Add an option to randomize individual recipes instead of technologies by @lepideble in #18
Improvements
- Remove asteroid chunk from craftsanity by @lepideble in #15
- Set minimum ap version in manifest to properly error when loading on older versions by @lepideble in #22
Fixes
- Make steel axe technology filler since its bonus is useless without a character by @lepideble in #20
- Fixed that marking locations as checked were giving the wrong message by @Enderdraak in #21
New Contributors
- @Enderdraak made their first contribution in #21
Full Changelog: platformer-0.1.1...platformer-0.2.0
Factorio: Platformer v0.1.1
Improvements
- Make upgrades counts defaults not include the first level of infinite tech (#5)
- Removes meaningless option to change upgrade count where the min was equal to the max (#11)
Fixes
- Take into account electricity generation for space location logic (#4)
- Add non-infinite damage upgrades as requirements for killing asteroids (#8, #11, #12)
- Fix non-progressive science packs not having ids (#10)
Full Changelog: platformer-0.1.0...platformer-0.1.1
Factorio: Platformer v0.1.0
First version 🎉
Known issues
- Logic doesn't take into account weapon upgrades needed to reach space locations
- Logic doesn't take into account power generation (relevant past Aquilo where solar power is not enough)