Alien Loot Rebalanced 2.0fix


Fork of Alien Loot Rebalanced fixed to work on Factorio 2.0.

Content
a month ago
2.0
239
Combat Enemies Mining Power

Changelog

Version: 2.2.0
Date: 2025-10-06
  Changes:
    - Tech unlocks:
      - Alien Fusion Module now unlocks with "planet-discovery-aquilo" (Discover Aquilo).
      - Alien Module I/II/III now unlock with "quantum-processor".
    - UI/Grouping:
      - Split all conversion recipes into two subgroups under alien-module: conversion-local (iron/copper/stone/coal/uranium/crude-oil, artifact-to-ore) first, conversion-cross (tungsten/yumako/jellynut/holmium/lithium-brine/fluorine) after; stable ordering.
      - Moved Alien Magazine and Alien Uranium Magazine into the component subgroup alongside alien plate/fuel.
    - Cleanup:
      - Fully removed Fluoroketone (recipes, tech bindings, locales).
    - Balance:
      - Alien Mining Drill recipe cost reduced to: 10x alien-plate, 5x iron-gear-wheel, 3x electronic-circuit.
      - Added Alien Fusion Module item/recipe; reworked Alien Module I/II/III effects and recipes to use quantum-processor.
    - Settings/Localization:
      - Dropdown options switched to numeric values ("1".."4") to decouple from language; ensured CN/EN labels.
Version: 2.1.4
  Changes:
    - Switched runtime save state from legacy 'global' to Factorio 2.0 'storage'.
Version: 2.1.3
  Bugfixes:
    - Fixed cross-planet conversion recipes (tungsten, holmium, lithium brine, yumako, jellynut, fluoroketone) appearing without research in a new save.
      - Root cause: a final-fixes fallback unconditionally enabled some recipes. Now we only enable as a last resort and only when no suitable technology exists.
      - Fluorine recipe already behaved correctly; now all conversions are consistent and tech-gated as intended.
  Changes:
    - README converted to bilingual format (English first, then Simplified Chinese) with a concise feature overview and exploration-focused wording.
  Balancing:
    - Alien Plate smelting time reduced from 10 to 2 (5x faster), consistent with other accelerated Alien Ore conversions.
Version: 2.1.2
  Changes:
    - New recipe: Alien Ore -> Crude Oil
      - Building & category: Oil Refinery (oil-processing)
      - Cost & result: 2x artifact-ore -> 100x crude-oil
      - Energy required: 4 (same as uranium conversion)
      - Unlock: oil-processing
    - Space Age planet conversions (now properly tech-gated to their machines):
      - Foundry (tech: foundry)
        - Alien Ore -> Tungsten Ore
      - Biochamber (tech: biochamber)
        - Alien Ore -> Yumako
        - Alien Ore -> Jellynut
      - Electromagnetic Plant (tech: electromagnetic-plant)
        - Alien Ore -> Holmium Ore
      - Cryogenic Plant (tech: cryogenic-plant)
        - Alien Ore -> Lithium Brine
        - Alien Ore -> Fluorine
        - Optional compatibility: Alien Ore -> Fluoroketone (if the fluid exists in your mod set)
    - Category/prototype adaptation:
      - Recipe categories are chosen based on actual machine crafting categories in your environment (e.g., metallurgy/organic/cryogenics), with aliasing and late-stage creation safeguards.
Version: 2.1.0
  Changes:
    - Unified drop logic based on enemy threat (max_health) for all planets and mods that add new enemies.
    - Runs in both data and data-final-fixes stages to include late prototypes and deduplicates to avoid double drops.
  Balancing:
    - Added startup setting: "Alien Ore Drop Multiplier". Adjustable from 0.0 to 10.0 (default 1.0). Set to 0 to disable drops entirely.
Version: 2.0.1
  Bugfixes:
    - Forked and fixed for Factorio 2.0 API
Version: 1.1.2
  Balancing:
    - 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
  Balancing:
    - 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
  Changes:
    - Updated for 1.1
Version: 0.18.5
  Changes:
    - Reduced alien fuel parameters, it's still the best for top speed
Version: 0.18.4
  Changes:
    - 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
  Changes:
    - 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

  Balancing:
    - 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
  Changes:
    - 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
  Changes:
    - Updated textures of alien magazine and fuel
    - Hyper modules cost scales less with level
Version: 0.18.0
  Changes:
    - Updated textures
    - Rebalanced modules
    - Disabled drill until re-design