Techsave is also discontinued, as that functionality is built in.
Tech mod has also moved into it's new direction, Rather than adding a science pack 4, it adds Logistic science pack, and most logistic based research that used the production pack now uses this one instead. It also changes the pack's recipes a little to be more reminiscent to 0.14, and use some Bob's parts in science packs 3, Logistics and High tech.
Over all, things are in a relatively clean and stable state.
Assembly:
- v0.15.0:
- Updated.
- Science packs tweaked, Config options added.
- v0.15.1:
- Changed Chemical plant to use new (and HD) graphics, with coloured animation for new recipes.
- v0.15.2:
- Electronics machines is now an option.
- Turn it off for sandbox mode, "God" can't craft electronics if they're enabled, which leads to not being able to build the machine.
- v0.15.3:
- Added icon_size tags to categories.
- removed conditional require: multiplayer checksum fix
- Changed science packs in technologies from 1+2+P to 1+2+3
- Reduced build times for chemical plant and oil refinery to match base game changes
- v0.15.4:
- fixed chemical plant east/west graphics being swapped.
- v0.15.5:
- fixed furnace mask shift
- adjusted electrolyser recipe times.
- v0.15.6:
- updated electrolyser tech icon.
- v0.15.7:
- Added god entity crafting for electronics (For 0.15.26+ of factorio)
Clock:
- v0.15.0:
- Updated without any changes.
Electronics:
- v0.15.0:
- Updated.
- Added expensive recipe for electronic components and completed boards.
- replaced alien science pack with production science pack on advanced electronics 3.
- v0.15.1:
- Removed synthetic wood, synthetic recipe gives real wood.
- v0.15.2:
- Migration fix
- Changed advanced electronics 3 cost to high-tech
- v0.15.3:
- Added god entity crafting for electronics (For 0.15.26+ of factorio)
Enemies:
- v0.15.0:
- Updated.
- Had to update 1 base game function call.
- Added config option for biters/spitters dropping small artifacts.
- Re-added base game artifact too.
- Artifacts are disabled by default.
- V0.15.1:
- Added the ability to use 1 coloured artifact and 5 normal to make 5 coloured artifacts.
- v0.15.2:
- removed conditional require: multiplayer checksum fix
- Base game nests should now drop alien artifacts
- full stat rebalance to match base game changes
- Leviathan health multiplied by 10 to make them more of a boss
Greenhouse:
- v0.15.0:
- Updated, didn't need to change anything to make it work.
- multiplied fluids by 10
- made the recipes a little better to add an expensive version that wasn't going backwards.
- v0.15.1:
- Added fuel category to seedlings
- v0.15.2:
- New recipe override for Fertilizer. Nitric Acid + Ammonia if both fluids exist. Falls back on old recipes if they don't
Inserters:
- v0.15.0:
- Updated without any changes.
- v0.15.1:
- Change rotate default from SHIFT + R to CTRL + R as the former is used for reverse rotate now
- Add fix for 0.15.17
- Added config options to turn off long2 and more2 research.
Library:
- v0.15.0:
- Updated without any changes.
- V0.15.1:
- Edit to make recipe manipulation functions handle expensive mode recipe variations. Fluids also divide by 10 when transforming into items and vica verca on recipe item replacement.
- v0.15.2:
- Edited replace ingredient to handle expensive properly.
- Added difficulty specific versions of remove, add and add new ingredient, remove and add recipe functions.
- v0.15.3:
- Updated ore graphics to the new style, added HD versions too
- Updated ore functions to handle this
- v0.15.4:
- Added dynamic icon generation to resource generation!
- Added effect(glow) compatibility to resource generation
- v0.15.5:
- Changed infinite_depletion_amount default when infinite ores is turned on from 10 to 1.
- v0.15.6:
- Added a function for barrel item/recipes
- v0.15.7:
- added function bobmods.lib.recipe.difficulty_split(recipe)
- v0.15.8:
- Fixed recipe difficulty split function's enable tag copy
- ore create function can now accept stage_counts as an array variable.
- v0.15.9:
- Fixed liquid_required lines for ores.
- v0.15.10:
- Fixed bobmods.lib.machine.type_if_add_resource_category function
Logistics:
- v0.15.0:
- Updated.
- Did the usual (Make things work, science updates etc.)
- Upgraded train and cargo wagon graphics to HD, Added fluid wagon
- Converted "small pump" to new "pump" specifications.
- Lots of other small patches.
- Added config options too. Vehicle equipment grids removed.
- V0.15.1:
- fixed a minor science pack issue.
- V0.15.2:
- added icon_size to category.
- Increased roboport construction range slightly to bring in line with new roboport ranges.
- fixed logistic system 2 icon size.
- Fixed Valve error.
- V0.15.3:
- removed conditional require: multiplayer checksum fix
- Fixed Valve locale entry
- Move long inserter unlock from Automation to Long inserters 1 research.
- Belt recipe ballance
- character-logistic-slots-10 is now infinitely researchable.
- Replaced a lot of production science packs with logistics if it exists
- Added infinite research for logistic slots, and calculated research for inventory size
- v0.15.4:
- all my added robotics and robots researches now require an extra tier science pack
- Removed production and high tech pack requirement from Logistic system
- Fixed valve. Since it's based on the storage tank, which is now two_direction_only = true, and the entity type is true by default. I set it to false.
- V0.15.5:
- Changed logistics 4 technology cost to 1+2+3+L and 5 to 1+2+3+L+H
- changed character logistics slots max level to 20, and changed cost formula to double each level
- v0.15.6:
- Add inserter config fix for 0.15.17
- fix logistics button off centre
Mining:
- v0.15.0:
- Updated mining drill graphics for new and HD versions.
- Mining drills MK3 cost cobalt steel instead of invar.
- Added config options.
- Adjusted science costs.
- v0.15.1:
- Fixed all pumpjack and water mining entities, they should actually work now.
- v0.15.2:
- removed conditional require: multiplayer checksum fix
- Pumpjack crafting time reduced
Modules:
- v0.15.0:
- Updated.
- Added config options, more customisable than before too.
- Added a lot of expensive recipes.
- v0.15.1:
- Fixed beacon science
- v0.15.2:
- Alien artifacts are checked before being used, if they don't exist, there's a hole in the recipe.(Gems are prefered anyway).
- Added icon_size tag to all researchs and modules category.
- V0.15.3:
- Multiply fluid values by 10.
- Option productivity costs speed should now actually work
- removed conditional require: multiplayer checksum fix
- V0.15.4:
- Changed minimum per level from 1% to 0%
Ores:
- v0.15.0:
- Updated without any changes.
- Major work on adding mod configuration settings to the mod (This took all evening because I had to figure out how to do it first).
- v0.15.1:
- Fixed an issue with gem ore.
- Added a settings check for sort unsorted gems to be available only when unsorted gems option is selected.
- v0.15.2:
- Added Thorium ore to test out the new features of library 0.15.4
- v0.15.3:
- removed conditional require: multiplayer checksum fix
- v0.15.4:
- Changed infinite_depletion_amount when infinite ores is turned on from 10 to 1.
- v0.15.5:
- multiply lithia water and ground water result values to match current vanilla 10x factor.
- v0.15.6:
- Fixed sapphire and ruby values swapped.
- Added stack size increase for Uranium ore and Sulfur
MCI:
- v0.15.0:
- Updated.
- All the barrelling stuff removed/disabled in favour of the base game stuff.
- Science packs changed to new base game packs.
- Settings for Inventory size, Cheaper steel and Battery updated included.
- Inventory size default changed to base game value.
- v0.15.1:
- Multiply all fluid values by 10 to conform to new base game standard.
- Edit a few recipes slightly to require less electrolysis based "fluids"(gasses).
- Key change so far, 1 output of hydrogen chloride can now feed 2 tungstic acid factories instead of 1, and ~2 ferric-chloride factories. (Noted as they were most likely to be direct feeds, rather than more of a bus system)
- V0.15.2:
- Slight change to science packs on some technologies.
- V0.15.3:
- Added fuel category to synthetic wood and carbon.
- Added water mining to all mining machines that mine "basic-fluid", AKA, Pumpjacks (Needed for Lithia water if you don't have bobmining installed)
- Added expensive recipes for gears, bearings and batteries.
- V0.15.4:
- Add icon_size tags to categories.
- Fixed battery recipe override in expensive mode.
- removed conditional require: multiplayer checksum fix
- Added an ores enable override for required ores as a settings option.
- added an exception to gems to check if gems from other ores is enabled before activating the gem ore.
- added an exception to nickel to check if lead gives nickel is enabled before activating the nickel ore.
- v0.15.5:
- Increased oxygen output of water electrolysis to 25.
- Re-added ware pump for barrelling.
- Moved barrelling recipes to use the water pump
- Changed gas barrels into gas bottles.
- v0.15.6:
- Changed Oxygen output from water electrolysis back to 12.5, that's where it was supposed to be, oops.
- Added fuel value to liquid fuel barrel (Will not return an empty barrel when burned right now, as this would require a return slot in everything that burns fuel)
- Added 2 new settings options:
- Enable Pure water. If enabled, pure water will exist and be required for electrolysis. It replaces the result of normal water mining splotches, and can be condensed via steam.
- Water Bore recipes. If enabled the classic "Water from anywhere" on the water pump will be enabled... I wasn't going to do this, but it was requested.
- v0.15.7:
- Made barreling recipes for pure water always unlocked (due to migration issues related with turning it off and on again)
- Added fuel_category = "chemical" to chemical and mixing furnaces (burner)
- Added steel versions of Metal mixing furnace unlocked via new technology (Ideally it should have been alloy processing 2, but that would mean bumping 2 to 3, and since it is referenced by my others mods, thought it would be easier to make a new technology branch for it)
- Added steel version of Chemical furnace, unlocked by chemical processing 2.
- Added petroleum gas to gas canisters instead of barrels.
- Added the Canister back in for ferric chloride and liquid fuel barrelling
- Removed synthetic wood, synthetic recipe gives real wood.
- v0.15.8:
- Barrelling recipes should now be craftable in both the barrelling and assembling machines.
- v0.15.9:
- Added enriched-fuel
- Added recipe to make enriched fuel from liquid fuel
- minor fluid recipe reballance
- Changed advanced electronics 3 cost to high-tech
- Added Distillery (to turn water or lithia water into pure water)
- v0.15.10:
- updated electrolysis (tech and recipe) icon, and changed pure water to molecular icon
- remove automation 2 from the electrolysis prerequisite when pure water is turned on
- pure water turned on by default now
- fixed canister stack sizes
- Enriched fuel block balance
- Added Vanilla barrelling option, which allows you to barrel in assembling machines if enabled.
- v0.15.11:
- Added a on_configuration_changed recipe updates
- Added stack size increase for Uranium ore and Sulfur
- v0.15.12:
- Added inventory size option to effect god entity (For 0.15.26+ of factorio)
Power:
- v0.15.0:
- Increased substation ranges by diameter 2 each (to match base game's +2)
- updated all science
- updated solar panel healths.
- Completely remade boilers and steam engine generators.
- v0.15.1: (not released yet)
- Slightly increased new boiler power consumption values. (MK4 boilers should not be 2:1 with MK3 steam engines. Boiler now produces +50% steam and engine consumes +50% steam.)
- v0.15.1:
- Added boiler fast replace (and heat exchanger)
- Added steam turbine mk 2 and 3
- Added heat exchanger MK2 and 3
- Added expensive recipe for steam engine and turbine
- v0.15.2:
- Emergancy boiler/steam engine fix to use new factorio v0.15.10 steam (and not crash the game)
- v0.15.3:
- Replace production science pack with Logistics (if it exists) on top tier power poles
- v0.15.4:
- Added fast replace to boiler mk4.
Revamp:
- v0.15.0:
- Updated to 0.15.
- Multiplied all fluid values by 10
- v0.15.1:
- Rocket silo revamp part 1:
- Added 5 new fluid intermediates
- remapped the progression to rocket-silo, giving rocket fuel it's own research
- Rocket silo revamp part 1:
- v0.15.2:
- Added barrelling
- Added Hydrazine to enriched fuel recipe.
- fluid recipe rebalance (to bring new chains in line with MCI chains)
- v0.15.3:
- Enriched fuel block recipe balance
- Rocket part recipe upgrade
- added heat shield tiles and research, and added to rocket parts recipe
- reworked low density structure recipe and added research
- reworked rocket control circuit recipe
- reworked satellite recipe
- completely changed the prerequisites of rocket silo research (removed modules research, there's no need for them any more)
- v0.15.4:
- increase ingredient count on rocket silo
- v0.15.5:
- Changed sulfur output count from 20 to 2.
Tech:
- v0.15.0:
- Updated to 0.15.
- re-added alien science pack
- Advanced lab is now just a faster lab, no extra science packs
- Science pack 4 removed
- Logistics science pack added
- v0.15.1:
- rebalanced logistics pack to be of science pack 4 tier(like productivity), instead of 2.5
- v0.15.2:
- Added a lot of tech overrides for logistic science pack
- v0.15.3:
- Adjusted Logistic science pack to take the same time as production/high-tech science packs, and give 2 per run.
- Fixed braking force science pack replacement.
Vehicle equipment:
- v0.15.0:
- Updated all science packs
- added alien artifact alternative to recipes.
- adjusted laser defence stats (damage x 15 and power x 2 all round).
- Added vehicle equipment grids from logistics and warfare mods to add to vehicles when this mod is installed.
- v0.15.1:
- Fixed a technology prerequisite on vehicle-big-turret-equipment-4
- Added vehicle roboport 2
- v0.15.2:
- added Plasma cannon minimum range 20
Warfare:
- v0.15.0:
- Updated night vision to be 2x2 and conform to new specification. with MK3 you can barely even tell it's night!
- Updated laser defence, 2x2, uses twice the energy and deals 15 times the damage!
- Adjusted pretty much all damage values
- All technology files updated, science packs adjusted, some sciences removed as they're now in base game, added infinite damage research to my list of damage research technologies.
- Updated all the recipes to remove alien artifacts from the mandatory lists and make them optional with a new fallback of processing units.
- v0.15.1:
- removed conditional require: multiplayer checksum fix
- Added radius_minimap_visualisation_color tag to radars.
- Added high tech science pack to combat robotics 4.
- Power armor mk4 now uses the correct grid
- v0.15.2:
- fixed Tank Artillery Shooting Speed 5
- Fixed mines, they no longer crash the game
- v0.15.3:
- Added a vehicle flamethrower to tanks MK2+3 (note, order changed, you might need to shuffle ammo)