yes, a new version appears ... looks like i have to much free time ...
this version 0.2.11 change some fuel-values of existing stuff, not really importend, more a nice to have. but it fixes also the overpowered fuel-values (i hope).
more interesting are the new playtoys

like the Alien-Infuser, Crystal-Accumulator, ZZT-Weapon and Alien Water Generator. for better understanding and use i try to explain their working.
Alien-Infuser
this machine transmute UC-A2 into overcharged UC-A2 with a fuel value of 3.000 MJ - yes thats correct, but the energy comes from your network. before you try this make sure you have enough power because this machine has priority and consumes 75.000 kW over 40 s (equals 3 GJ Accu-capacity). Of course you can use this transmuted UCA2 as fuel. (recommend using in an extra energy-network or use power-switch mod or just believe you have enough energy-generators)
Crystal-Accumulator
very end-game Accumulator, you need Transmuted UCA2 and then you can easily build this Accumulator. 900 MJ capacity and a charge/discharge rate of 5 MJ. you can name it a power-plant of it's own
ZTT-Weapon
It's basicly a Laser-Turret but ZTT stands for Zero-Time-Travel so it's more a teleportaion weapon. it teleportet the energy, ammunition
into the target, this cause very huge damage (theoretical). this weapon stands on a 3x3 platform, so it has a huge amount of hitpoints (6000). the benefit is clear, a normal 3 line wall needs to break only damage at on one point. this platform shares all damage so it's harder to break.
Water-Generator
forbidden alien-tech ! - this generator works with standard or alien-fuel and generates water from Air and Earth. a 800 L tank and a high productionrate of 60 water per second are the benefits. you can now build easily an outpost in the middle of nowhere without water, as long as you have a alien-water-gen and some fuel to burn.
the example shows an outpost setup for generating energy without a lake or ocean.
(you choose water-recipe, than rotate for output-direction)
Overview:
Water-Gen has only 1 output, but this is a extreme-pipe output with max. 50 flow (note max. produktion is 60)
Sample-Setup:
You see the need of energy and soild fuel - and the solution.
some machines need still an animation and a own graphic. with time this gapes will fill.
i had in mind that a this point the mod offers some challenges as scenarios

- build a fully functional and effective obninsk-reactor (my example is not perfect)
- a map without water, you start with 2 water-generators
- a self-running energy system without solar (i think its possible - because some boilers and turbines are over 100% - needs kickstarted - archsite provides stone)
- can a fully operational obninsk-reactor with rensuir-turbines self substain and endless run ? or maybe an other energy-setup