Fork of Alien Loot Rebalanced fixed to work on Factorio 2.0.
Mods introducing new content into the game.
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