Changes buildings to require building materials and components. Encouraging a dedicated base to construct buildings.
Mods introducing new content into the game.
Version: 0.16.8 Date: 26 May 18 Changes: - Reduced costs to handcraft Materials class 0 - Added omniwood as a class 0 precomposite (I'll add an omni-extension later)
Version: 0.16.7
Date: 26 May 18
Changes:
- Added ScienceCostTweaker recipes (using his components)
- Fixed more recipe bugs
Version: 0.16.6
Date: 16 May 18
Changes:
- Added several possible burner phase options (view in settings tab)
- Fixed some progression issues
Settings:
- Burner-Stage
- ------------
- Normal:
- No changes, BM class 0 is used in buildings, no automation until you research it
- Skip Burner:
- Prevents added BM-0 to buildings, but still sets components as appropriate
- Basic Automation:
- Ensures you have basic inserters, belts, and splitters, but not cost reductions
- SP0: REQUIRES AAI-Industries
- Gives a burner lab to start. Sets basic automation and BM Class 1 research to require SP0
Version: 0.16.5
Date: 21 Apr 18
Changes:
- Change deconstruction mechanics, added deconstruction yard
- Fixed Changelog format
Bugfixes:
- Cleaned up decompositions
Todo:
- Graphics
- More mod recipes
Potato:
- Moar potatoes
Instructions:
- Testing
1.) Testing 2
Version: 0.16.4
Changes:
- fixed Tier 0 progression
- added some components for Bobs and Angels Buildings
- added deconstruction recipes
- modified auto-components to use previous components instead of buildings
- changed cnc-fluids to use bobs water pumps for the moment
- no recipe balancing yet
Version: 0.16.3
Changes:
- hopefully finally found the fix for people not naming their recipes after the building (usually a hypen inconsistency)
Version: 0.16.2
Changes:
- added temp recipes for bobs buildings
- fixed intermods with omni-compression/marathon (*should* work now)