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Releases: nulljosh/conveyer
Release list
v2.1.0: real silo sprites, launch on camera, a crash lesson
The live window now draws the rocket silo and rocket with the game's own sprites (built from your Steam install, never committed). Added: a terrain minimap, a key-stock bar, an activity feed, enemy and turret-fire markers, the engineer's delivery run, a silo feed line that carries parts from the base chests to the silo and fires the launch when the rocket stands ready, an oil-field turret ring, and a plain gameplay wallpaper on the landing page.
Honest notes: the legit launch was v2.0.0 at 20:45. At 21:11 a real Factorio client join forced a map save, the save failed and the server quit, rolling the world back. realshot.sh is disabled and the rule is in docs/LEARNINGS.md. The footage here is an assisted relaunch (console-placed silo and parts bank), labelled in the video and on the landing page. The nest sweep is also console kills.
v2.0.0: second rocket, no console-fed parts
The second rocket launched with every rocket part built by the base and fed to the silo by chests and inserters, no console-fed parts. Honest caveat: the silo and the last techs came from the earlier assisted v1.0 run, whose purple and yellow science packs were console-fed. Fixes this release: planner crash on a locked recipe, unpowered oil pumps, destroyed boilers, steel feed, a silent fuel-supply path bug, gas priority for plastic.
v1.6.0 second oil field
Nine pumpjacks on the north-west field (1,440 percent yield, more than double the east field), a barrel filler, and a 200 tile pole chain. scripts/ledger.py shows launch needs against stock: processing units and concrete are done, low density structures, rocket fuel and electric engines are the gaps.
v1.5.0 concrete and silo-side tiles
A concrete assembler (iron ore, brick, water) makes the 1,000 concrete the silo needs. The planner now builds accumulator, satellite and rocket silo tiles, with processing units, electric engines, rocket fuel, batteries and concrete supplied by the fluid blocks.
v1.4.0 rocket fuel and lubricant
One advanced refinery now runs by script: crude by barrel, water from a 290 pipe route, light oil into three rocket fuel assemblers (over 100 rocket fuel made), heavy oil into a tank and a lubricant plant feeding two electric engine assemblers. Needs about 1,050 rocket fuel and 200 electric engines for a legit launch.
v1.3.0 solid fuel
Three chemical plants turn the petroleum gas surplus into solid fuel, built and checked with blocks.py. Solid fuel is the main input of rocket fuel (1,050 needed for a legit launch). Next: one advanced refinery for light oil, heavy oil for lubricant, then rocket fuel assemblers.
v1.2.1 coal
Coal ran from 50,000 to 6,000 in two hours. Ten new drills drop into chests, the supply code pulls from any chest over 120, and health.sh replays the farm.
v1.2.0 oil at full speed
Crude now reaches the refinery by barrel from the four rich wells, and an unpowered inserter pair was the real stall: refinery duty went from 21% to 102%. Gas for plastic, sulfur and acid should recover.
v1.1.0 processing units
Sulfuric acid plant, an underground acid line and four processing unit assemblers, built and fed by script. First processing units made without console help. Advanced circuits are the next bottleneck.
v1.0.3 camera black bars fixed
The live view map is now 92 tiles tall so the roaming player never leaves the picture. Measured: 0 black-margin frames in 4,018. CV_DEBUG=1 logs every camera frame.