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Releases: sparr/factorio-mod-wreckage-pollution

Update for Factorio 0.18 and 1.0

14 Aug 17:51
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Mostly a refactor and version bump.

Update for Factorio 0.16

26 Mar 02:56
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0.16.0

update for Factorio 0.16, wording changes, bug fix

Update for Factorio 0.15

27 Apr 21:05
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Updated for compatibility with the latest experimental version of Factorio.

Includes user-configurable settings for pollution amounts and spill evaporation rates, as well as the size thresholds for the different spill sprites.

Also removes pollution from biter corpses, due to reports of runaway feedback loops of biter attacks. This may return as an optional feature in the future.

Update for Factorio 0.13

29 Jun 01:28
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0.13.0

update for Factorio 0.13

Misc fixes

08 Jun 04:15
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Bug fixes, file renames, etc

Shrinking spills, v0.0.4

07 Jun 02:48
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Spills now shrink over time, and tiny spills last a bit longer. Also bug fixes.

Bug fixes, v0.0.3

05 Jun 18:43
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Bug fix release

Fluid colors, v0.0.2

04 Jun 20:08
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This update colorizes the spill based on the fluid. Also, mined entities will spill their fluid. The spill from a full pipe will only last for a couple of seconds and can mostly be ignored. You should, however, think twice before deconstructing a full tank.

First release, v0.0.1

04 Jun 09:22
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The first working version of the mod. Destroyed entities that leave behind remnants will cause some immediate pollution to be created. Mined or destroyed entities that contained non-water fluids will spawn a chemical spill that will cause ongoing pollution for a few minutes (more and longer for bigger spills).