* improve energy link performance on large surfaces
* Add Energy link bridge storage table to initialization.
* Fix event based energy link for Factorio 2.0
* Adjust energy link bridge for quality.
- removed tutorialization (Craft/Do X to unlock tech)
- start with everything needed for power, electric mining drills, science lab and automation science already unlocked
- updated world gen
- updated mod api use
- updated fluid boxes (CaitSith2)
- new option: free sample quality (needs quality mod)
- removed old gruft, faster gen speed, faster load time
- lists space age as explicitly not supported, so it prevents the game from trying to load both
- fixes Y offset of traps being wrong (way higher than intended)
- client now has a 5 second timeout to communicate with the bound factorio server, so it aborts actions if the server died
- savegames are now stored in write_data_directory -> saves -> Archipelago
- add cargo-landing-pad handling
- starting rocket silo and cargo landing pad respect free sample quality
- supports Factorio 2.0
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Co-authored-by: CaitSith2 <d_good@caitsith2.com>
In a lot of cases, Factorio would write data to file first, then attach that file into zip. It now directly attaches the data to the zip and encapsulation was used to allow earlier GC in places (rendered templates especially).
Energy Link:
* Transfer and Storage increased by 10X
* Cost of building increased by roughly 10X
* This is a way to address their effect on performance, as users now need a tenth of them to get the same throughput, it also differentiates them from Accumulators
5 new Traps:
* Teleport Trap
* Grenade Trap
* Cluster Grenade Trap
* Artillery Trap
* Atomic Rocket Trap
When max science is lower than min science, the two are now swapped.
Max Evolution Trap count was changed from 25 -> 10.
New option: Ingredients Offset
* When creating random recipes, use this many more or less ingredients in the new recipe.
* Factorio: Added ability to chat from within the game.
This also allows using commands such as !hint from within the game.
* Factorio: Only prepend player names to chat in multiplayer.
* Factorio: Mirror chat sent from the FactorioClient UI to the Factorio server.
* Factorio: Remove local coordinates from outgoing chat.
* Factorio: Added setting to disable bridging chat out.
Added client command to toggle this setting at run-time.
* Factorio: Added in-game command to toggle chat bridging setting at run-time.
* .
* Factorio: Document toggle for chat bridging feature.
* (Removed superfluous type annotations.)
* (Removed hard to read regex.)
* Docs/Factorio: Fix display of multiline code snippets.
Attenuate evolution trap increases based on game's current evolution_factor to improve difficulty slider scaling. See drive.google.com/file/d/1RBBZV3XRmvgwOTXJhr6aQJIaTatJc2WF
(Max count of research will be set to 10,000 * player_tech_cost) so as to not have an unreasonable amount. Also, other player installed mods, and even the infinite techs will have the max science pack level applied to them.)