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)
 
 







