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)