|License:||Bob's mods Copyright|
|Created:||1 year, 3 months ago|
|Latest Version:||2.8.3 (9 months ago)|
This mod adds new alloys and science packs for my mods and fix vanilla science packs craftings for a better integration with the vanilla game.
(Beta version released! )
Find a bug? See the official FactorioPlus mod page on the forum for more details: https://forums.factorio.com/viewtopic.php?f=190&t=58923
What would you like to see in the next update? Follow this link: https://forums.factorio.com/viewtopic.php?f=190&t=62369
My discord page, if you want to tell me your idea and/or have any suggestion on my mods: https://discord.gg/6NGYQdX
(For other FactorioPlus mods see the bottom of this page! )
_Changed some tech textures.
2.8.2: Thanks to many people xD (you're so much)
_Fixed the impossibility to craft the science pack 1 if this mod is alone;
_You'll not able to handcraft Bronze however, if you have Fp Machines installed (see Fp machines for more details ;D).
2.8.1: Thanks to fry150 and junta_ua:
_Fixed lab mk3 crafting with bob mods;
_Fixed Steel, Bronze and Peltrum Craftings: now you can't handcraft them (finally).
2.8.0: Thanks to fry150:
_Fixed lab mk3 incompatibility with the bob's logistic science pack;
_Fixed lab mk4 incompatibility with the bob's logistic science pack;
_Fixed lab mk5 incompatibility with the bob's logistic science pack.
(Just like spam things :D)
_Removed some unwanted dependences (Thanks to Dracarias, M13tz and W4LNUSS )
_Edited Vanilla Robotics tech;
_Added Robotics technologies mk2 and mk3 (for Fp Logistics ).
_Added High Tech Industries 2 Technology for Fp Refining. (Thanks to SilentOwl (on the forum page) and gathebin (on the discussion page))
_Resolved the problem with alien category. (thanks to gathebin's post).
_Fixed ore-science-pack's tech's names. (Thanks to Azarhiel's feedback )
2.7.0: Alien Update!
_Added the Alien Expansion Technology.
_Added Vanadium Alloy (4th type) with its related cable and gear wheel.
2.5.0: Roentgenium Update
_Added Rhodium Alloy (6th type);
_Added Rubidium Alloy (5th type);
_Added Americium Alloy (4th type);
_Added the new 3rd type Alloy Roentgenium, that will be used for craft the mk11 tier of each machine that i've already created and for the new alien machines that i'll release soon!
_Added science pack 7;
_Added science pack 8;
_Added laboratory mk5.
For more information, see the forum page.
_Added, on a bigger request, compatibility with Bob mods (If there's a bug tell me ).
_Reduced the amount of gun turrets used by the military science pack: from 10 to 8.
_Fixed Newtonium's tech loop (Thanks to Dauragon's message).
_Fixed Lab mk2, now you can use production science pack 2 in this one (Thanks to Dracolegacy's appeal)
_Fixed steel recipe.
2.0.0: (Big fixes update )
_Updated some science pack craftings, for a more interesting gameplay.
_Fixed finally red and green science packs, now you can play my mods in survival mode.
_Fixed quicksilver usage for alloys. (Thanks to millaaron's post )
_Now science pack 2 needs 15 plates of Peltrum instead of 10 plates of Fermium.
_Now science pack 1 needs 62 raw wood instead of 75.
1.8.0: (Alloys update):
_Now alloys and ores are divided in categories, from the 7°(ores) to the 1°type; for now you can reach only the 4° type, the other types will be released when will be the time.
_Added 9 new alloys: -Peltrum; Platiridium (6° type),
-Badassium; Californium; Kripton; Einstenium (5° type),
-Mendelium; Nobelium (4° type).
_Fixed Steel and Newtonium recipes.
_Now, for all the alloys' craftings, you need quicksilver; the amount is equilibrated to the type of the alloy.
_Fixed Science Pack Sorting's names.
_Fixed Ore science packs's names.
_Added Advanced Material Refining 2 and a new alloy of 3rd type: Newtonium (made from cadmium, titanium and vibranium ).
_Fixed Common Science Pack sorting from probability of 100% of 7 science-pack-1 from 1 to 70% of 7. (Thank you metal20501 )
_Fixed texture's bugs. (Thanks to donoya's and czacha73 posts on the forum)
_Added 3 new labs for use my science packs with the related technologies for unlock them.
_Added researches for unlock my science packs.
_Fixed All the name's bugs.
_Added 5 new types of scientific packs for my future researches.
_Added 4 new types of scientific packs that give you a determinated amount of every vanilla science packs.
_Fixed all the recipes for the vanilla science packs.
FactorioPlus modpack list:
_Dp77's FactorioPlus: Plates (and related things like circuits, cables ex.);
RELEASED! (https://mods.factorio.com/mod/Dp77s-FactorioPlus-Plates) (Beta!)
_Dp77's FactorioPlus: Tech trees (labs and science packs);
RELEASED! (https://mods.factorio.com/mod/Dp77s-FactorioPlus-Advanced-Tech ) (Beta! )
_Dp77's FactorioPlus: BioExpansion (wood automated process for basic things );
RELEASED! (https://mods.factorio.com/mod/Dp77s-FactorioPlus-Bio-Expansion ) (Beta! )
_Dp77's FactorioPlus: Electronics (circuits and processings for make them);
RELEASED! (https://mods.factorio.com/mod/Dp77s-FactorioPlus-Electronics ) (Beta! )
_Dp77's FactorioPlus: Mining (mining drills and quarries)
RELEASED! (https://mods.factorio.com/mod/Dp77s-FactorioPlus-Mining ) (Beta! )
_Dp77's FactorioPlus: Machines (vanilla's structures improvement);
RELEASED! (https://mods.factorio.com/mod/Dp77s-FactorioPlus-Machines ) (Beta! )
_Dp77's FactorioPlus: Logistics (belts, und. belts, inserters, splitters, robots and roboports and related things);
RELEASED! (https://mods.factorio.com/mod/Dp77s-FactorioPlus-Hyper-Logistic ) (Beta! )
_Dp77's FactorioPlus: Power (electric poles, accumulators, generators and related things);
RELEASED! (https://mods.factorio.com/mod/Dp77s-FactorioPlus-Power) (Beta! )
_Dp77's FactorioPlus: Refining (more methods to refine raw ores);
RELEASED! (https://mods.factorio.com/mod/Dp77s-FactorioPlus-Refining) (Beta! )
I'll update the modpack for 0.17, be sure, but i'll concentrate now on RealFactory modpack releasing; thank you for the 50k+ downloads with these mods.
Addons: (can be run with or without FP mods)
UPDATED! (https://mods.factorio.com/mod/Better-Axes )
Do you have any suggestion or do you founded a bug? Tell me in the comments page: https://forums.factorio.com/viewtopic.php?f=190&t=58923
_English...a tiny detail...