Alien Loot Revisited


Reworked version of the 'Alien Loot Economy' mod, using new textures, icons and rebalanced items.

Content
4 years ago
0.18
9
Enemies

Changelog

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