as usual, discuss here.
change log
Assembling machines 1.1.0:
Copy sounds of Chemical plant onto all chemical plants and Electrolysers
Classes 1.1.0:
miner 2 class character recipe now uses an electric furnace 2 if available.
changed caption = {"entity-name." .. entity.name} to caption = entity.prototype.localised_name in scripts.
Added descriptions about the classes to their Items.
Enemies 1.1.0:
Added a change for build_base_evolution_requirement when harder enemies spawn sooner is enabled.
Changed all spitter and worm attacks to use streams (like in base)
Equipment 1.1.0:
Removed Alien Artifact cost from Exoskeleton MK2.
Inserters 1.1.0:
The Inserter customisation window now docks with the normal inserter window when you click on an inserter. You can choose which side in per player settings (Off is also an option)
Logistics 1.1.0:
Adjusted roboport sounds.
Adjusted the power consumption of Roboport 2.
Reduced energy capacity and increased energy flow limit of the Logistic Zone Expanders by 10x. (This should decrease charge time from an hour to less than a minute, but reduce battery time from an hour, to 6 minutes)
Mining 1.1.0:
Fixed water-miner-5 circuit_wire_connection
Modules 1.1.0:
several descriptions in mod settings fixed.
MCI 1.1.0:
Copy sounds of Chemical plant onto Electrolyser
Removed the Chemical science pack prerequisite from gem polishing.
Revamp 1.1.0:
Added a replace of Stone for Limestone to the cobalt-oxide-from-copper and cobalt-oxide recipes when Extra chemistry is enabled.
Added carbon + oxygen -> Carbon dioxide recipe to Extra chemistry mode
Added Carbon dioxide mediated oil processing to Extra chemistry mode
Warfare 1.1.0:
Nerfed Plasma turrets and plasma drone (60% damage and energy usage of previous)
Buffed Invar Cobalt-steel armor, it now has a resistance to all 10 damage types, and an immunity to impact (so, you shouldn't be able to get run over)
Buffed Titanium-Ceramic armor, it now has an immunity to impact and plasma (protection against being run over, and plasma turret friendly fire)
Copy sounds of Chemical plant onto all chemical plants and Electrolysers
Classes 1.1.0:
miner 2 class character recipe now uses an electric furnace 2 if available.
changed caption = {"entity-name." .. entity.name} to caption = entity.prototype.localised_name in scripts.
Added descriptions about the classes to their Items.
Enemies 1.1.0:
Added a change for build_base_evolution_requirement when harder enemies spawn sooner is enabled.
Changed all spitter and worm attacks to use streams (like in base)
Equipment 1.1.0:
Removed Alien Artifact cost from Exoskeleton MK2.
Inserters 1.1.0:
The Inserter customisation window now docks with the normal inserter window when you click on an inserter. You can choose which side in per player settings (Off is also an option)
Logistics 1.1.0:
Adjusted roboport sounds.
Adjusted the power consumption of Roboport 2.
Reduced energy capacity and increased energy flow limit of the Logistic Zone Expanders by 10x. (This should decrease charge time from an hour to less than a minute, but reduce battery time from an hour, to 6 minutes)
Mining 1.1.0:
Fixed water-miner-5 circuit_wire_connection
Modules 1.1.0:
several descriptions in mod settings fixed.
MCI 1.1.0:
Copy sounds of Chemical plant onto Electrolyser
Removed the Chemical science pack prerequisite from gem polishing.
Revamp 1.1.0:
Added a replace of Stone for Limestone to the cobalt-oxide-from-copper and cobalt-oxide recipes when Extra chemistry is enabled.
Added carbon + oxygen -> Carbon dioxide recipe to Extra chemistry mode
Added Carbon dioxide mediated oil processing to Extra chemistry mode
Warfare 1.1.0:
Nerfed Plasma turrets and plasma drone (60% damage and energy usage of previous)
Buffed Invar Cobalt-steel armor, it now has a resistance to all 10 damage types, and an immunity to impact (so, you shouldn't be able to get run over)
Buffed Titanium-Ceramic armor, it now has an immunity to impact and plasma (protection against being run over, and plasma turret friendly fire)