Everyone did have elektricity issues. So this mode gives the solution.
This mod contains:
Coal powered research, mining, smelting, assembling, centrifuging and rocket launching.
There is no limitation for wood, coal, solid fuel, rocket fuel and nuclear fuel but be carefull, every destroying of building destroys the rest of energy.
Personal Laser defense was replaced by gattling machine gun (be careful traveling without ammo in your inventory).
This gun do NOT need any electricity (displayed value shows only information about loaded ammo).
* external mode Gun Equipment - see https://mods.factorio.com/mod/GunEquipment
So enjoy and let comments, I'll be glad for bug or issue report.
Note: Runs only with new game (propably can run from save, but be prepared to fix all electicity powered things).
Version 0.x.x - Unplanned
- Autofill inserters by robots
- or replace by different power management (void, fluid, heat, script)
- Auto-Guns moved to external mode Gun Equipment - see https://mods.factorio.com/mod/GunEquipment
- Auto-Guns are fixed for any grid in vehicle used by player (untested - two players inside same vehicle)
Fix for Factorio 1.0.0
- Recipes updated for Spidertron
- Radar was moved to separate technology
- Fixed Radar crafting availability (missing simple gearboxes on start)
- Fixed texures for various items
- Vanila technology tree was changed, was needed to update final fixes.
- Resources texture update
- New: Cooling fluid - made from light oil.
- Change: Rocket part needs new ingredience: Barrel of Cooling fluid
- Change: Lab need now Iron gear sets instead of Simple gearboxes (technology cycling).
- Rocket silo do not prepare rocket while using different source of energy instead of electric or void. Energy needs is replaced by recipe change.
- Module I recipes will need less steel (before was 6000k steel plate per minute for 1 running Module III)
- Steel plate 2x -> Steel gearset 5x (2.5 s)
- Uranium processing: 1 ore to 1 uranium 235 or 238 in vanila ratio