Alien Loot Rebalanced

by ptx0

Reworked version of the 'Alien Loot Economy' mod, using new textures, icons and rebalanced items, and updated for v1.1 by ptx0.

1 year, 3 months ago
1.1
1376

Changelog

Version: 1.1.2
  Balance:
    - When K2 or Bob's are in use, accumulators are more powerful. https://mods.factorio.com/mod/AlienLootRebalanced/discussion/6010b0f93b6b9d278a3769d6
    - Fix for module level https://mods.factorio.com/mod/AlienLootRebalanced/discussion/601edfa0165d1958445fd562
Version: 1.1.1
  Balance:
    - When bobmodules are in use, productivity/speed/consumption scale differently.
         - Productivity scales the same as Bob's 8 productivity modules and continue past it to level 20, but have less efficiency/speed bonus than without bobmodules
         - It's OP, but bobmodules is OP. That's the point.
Version: 1.1.0
  General:
    - Updated for 1.1
Version: 0.18.5
  General:
    - Reduced alien fuel parameters, it's still the best for top speed
Version: 0.18.4
  General:
    - Reduced hyper module speed per level to 2.5% (from 5%)
    - Changed level curve to be flatter (early levels need more experience, later less)
    - Fixed an issue with one png file having upper case file ending causing Factorio to miss it on some machines
Version: 0.18.3
  General:
    - Changed hyper module level curve
    - Changed hyper module to only have 20 levels
    - Added commands to modify kill count (and thus the module level)
    - Changed code to allow module to level down when kill count is modified by a negative value
    - Re-enabled mining drill
    - Has 75% speed (electric drill has 50%), rather expensive
    - It's purpose is getting higher throughput from ore fields
    - Alien solar panels and accumulators are now fast-replacable with their vanilla variants
    - Cleaned up technologies to make more sense, many alien items now unlock closer to when you can actually build them

  Balance:
    - Hyper module now gains only -0.5% energy consumption per level (was -1.0%)
    - This is to compensate hyper modules now gaining 0.2% productivity per level
    - Note that decimals are not displayed in the tooltip, they still apply
Version: 0.18.2
  General:
    - Alien magazine is now created with firearm magazines
    - Increased plate cost to 5 (from 2)
    - Increased damage to 16 (from 10)
Version: 0.18.1
  General:
    - Updated textures of alien magazine and fuel
    - Hyper modules cost scales less with level
Version: 0.18.0
  General:
    - Updated textures
    - Rebalanced modules
    - Disabled drill until re-design