Adds more powerful combat capability to keep up with numerous and/or powerful enemies and huge biter bases.
Mods introducing new content into the game.
Version: 1.101.148 Date: Oct 31 2022 Bugfixes: - Changed focusing lens recipes to not be recursive, and fixed some intermod issues - Fixed locale of biter flesh - Fixed recharging shield domes being low-power, often resulting in flicker - Fixed shield dome circuit connection duplication New Features: - Added invulnerability to caustic damage to most defence or perimeter structures, to prevent acid turrets causing massive friendly-fire damage - Added lightning turret splash damage and tech to boost its effect - Added new focusing lenses for shield domes, to utilize the remaining colors of BobMods gems - Added new much-improved "rebooting" animation to shield domes - Added options for controlling each possible turret alert - Added options to disable sound of each tier of turret alert - Added other BobMods items to some recipes - Added recipe to resolidify lye back to hydroxide Misc Changes: - Moved acid capsule, turret, etc from vanilla "acid" damage type to new "caustic" type Removed Features: - Removed acid invulnerability from walls
Version: 1.101.144 Date: Oct 7 2022 Bugfixes: - Fix crated ammo compatibility with some modded ammo items - Fixed duplication of turret logistics chests - Fixed potential issues with destroyer satellite functionality - Fixed spam of technical "-rangeboost-" turrets from most GUIs - Fixed upgrade techs not applying to plasma turrets New Features: - Added "focusing lenses" to laser, plasma, and lightning turrets, to integrate BobMods gems if present - Added "lye" fluid, made from sodium hydroxide, if that item is present; usable as "acid" in acid capsule and turret - Added BobMods blue circuits to lightning turrets if present - Added BobMods lead to supercavitating ammo if present, but cheapen other ingredients - Added conversion recipe from explosive to napalm rockets - Added conversion recipe from spiked wall to reinforced spiked wall - Added many fixes for prototypes with nulled values for things like energy sources or emissions thereof - Technology effects now have icons Misc Changes: - Cannon turrets now also prioritize NauvisDay wall nukers - Excluded more technical turrets from range boost system - Injured biters now deal less damage, in a linear relationship - Made walls immune to acid to prevent destruction from acid turrets
Version: 1.101.105 Date: Apr 28 2021 Misc Changes: - Update to 1.1
Version: 1.018.24 Date: Nov 15 2020 New Features: - Added option to require a unique orbital destroyer launch for each automated orbital destroyer unit on the ground Misc Changes: - Biters building new bases now automatically schedules new orbital strikes there, as well as an alert
Version: 1.018.18 Date: Aug 10 2020 Bugfixes: - Fixed artillery AoE damaging friendly structures - Fixed turret logi chest stacking due to repeated recreation New Features: - Added shield dome reboot FX Rebalancing: - Increased napalm shell AoE Misc Changes: - Changed some recipe and tech costs - Doubled effect of lightning turret recharge tech - Further improved turret cache reliability - Lightning turrets now take massively increased damage from biters but reduced damage from spitters - Re-added train mass increase (with modern improvements) after witnessing a high-speed train stop dead in its tracks after hitting some biters (https://youtu.be/dDFYW5yVjMM) - Reimplemented capsule dump equipment - Slightly increased artillery logi request
Version: 1.018.15 Date: Jul 28 2020 Bugfixes: - Fixed handling of capsule damage and mod compat - Fixed some missing locale from 0.17 update - Fixed turret logi chests sometimes surviving the removal of the parent entity or being placed wrong New Features: - Added setting to add major AoE damage to artillery shell impact - Shield domes now have new modern graphics Misc Changes: - Changed uranium costs in some recipes - Moved shield dome circuit connection relative to dome - Redesigned plasma laser defence equipment, which had been unchanged since 2015 - Strongly reduced artillery logi request Removed Features: - Removed 2015-era train mass increases - Removed debug prints
Version: 1.018.12 Date: Jul 5 2020 Bugfixes: - Fixed some sprite issues New Features: - Added support for the native upgrading system on improved turrets and walls
Version: 1.018.10 Date: Jun 29 2020 New Features: - Added option to buff green worms similar to the old one to buff green biters - Plasma turrets now have aiming and shutdown sounds Rebalancing: - Rebalanced supercavitating ammo damage profile - Reduced some tech costs in raw pack count Misc Changes: - Changed some ammo recipes to better reflect a cheap/expensive recipes split - Improved code performance - Made later game range techs more gated - T2 flamethrower and napalm shells now do a unique kind of damage, bypassing normal fire resistances unless that resistance is 100% - Tweaked turret targeting based on biter health to better allocate turrets in mixed type attack waves
Version: 1.018.6 Date: Jun 15 2020 Misc Changes: - Improved code performance - Improved shockwave turret range boost tech
Version: 1.018.5 Date: Jun 11 2020 New Features: - Plasma turrets now have new unique graphics Misc Changes: - Made concussion turret graphics more unique but more similar to modern gun turret style
Version: 1.018.2 Date: Jun 7 2020 New Features: - Added option for shockwave turrets to use red circuits (and thus be oil-dependent) Misc Changes: - Halved turret alert volume - More code cleanup
Version: 1.018.1 Date: May 29 2020 Bugfixes: - Fixed fire capsule/spraying issues Misc Changes: - Massively cleaned up code - Update to 0.18
Version: 1.017.35 Date: Dec 29 2019 Bugfixes: - Fixed last_user attemping to set nil when that was the fetched value, pending vanilla bugfix to allow nil as set value (https://forums.factorio.com/viewtopic.php?f=11&t=76360) - Fixed occasional crash on load due to typo New Features: - Added more mods' technical entities to the turret range blacklist
Version: 1.017.24 Date: Sep 30 2019 Bugfixes: - Fixed turret caching losing "last_user" Misc Changes: - Improved mod compatibility - Neutron weaponry now leaves long-lived fallout - Power armor mk3 is now unbreakable
Version: 1.017.15 Date: Jul 1 2019 Bugfixes: - Fixed issues with locking things behind campaign only techs New Features: - Added more mods' technical entities to the turret range blacklist Misc Changes: - More 0.17 fixes - Redesigned plasma beam sprite to be more unique and more dramatic
Version: 1.017.12 Date: Jun 17 2019 New Features: - Added more radiation resistances - Added some more fixes to dome scripting Misc Changes: - More 0.17 fixes
Version: 1.017.6 Date: Jun 6 2019 Bugfixes: - Fixed some sprite issues on equipment New Features: - Added tech to improve shield dome reboot time Misc Changes: - Moved shared code to Dragon Industries - Update to 0.17
Version: 1.016.180 Date: Nov 28 2018 Bugfixes: - Fixed yet more rangeboost turret issues New Features: - Added T2 flamethrower to Helicopter mod - Added option to disable napalm shells from lighting trees - Added shield dome capacity circuit signal Rebalancing: - Rebalanced some recipes Misc Changes: - Tweaked napalm shell fire area
Version: 1.016.172 Date: Oct 20 2018 Bugfixes: - Fixed crash on load with some users
Version: 1.016.164 Date: Oct 15 2018 New Features: - Added option to make napalm not set trees on fire Rebalancing: - Rebalanced T2 flamethrower Misc Changes: - Napalm rocket tech is no longer much more expensive than napalm shells - Tweaked plasma turret tech prereqs
Version: 1.016.160 Date: Oct 10 2018 Rebalancing: - Rebalanced capsules Misc Changes: - BobMods version of the Power Armor 3 recipe changed somewhat
Version: 1.016.148 Date: Sep 18 2018 Bugfixes: - Fixed crash with Bob Warfare New Features: - Added sticky turrets Misc Changes: - Health alerts should now take priority
Version: 1.016.144 Date: Sep 10 2018 New Features: - Added Supercavitating ammo type Misc Changes: - Electric turrets no longer play low/critical alerts unless they have a zero idle drain, as non-drainless turrets would deplete entirely if power is lost - Made laser turret damage tech more uniform - Tweaked a few tech costs
Version: 1.016.138 Date: Sep 7 2018 Misc Changes: - Ammo crate properly inherits damage from parent type - Cheapened electric defence technologies - Fluid wagons no longer pop like balloons when bumped into - High-tier ammo now has some piercing damage - Shockwave turret rangeboost effectivity increased - Spitters will no longer stop just outside the range of a shockwave turret - Turret range boost tech is now cheaper
Version: 1.016.135 Date: Sep 5 2018 Bugfixes: - Fixed some missing localizations - Fixed spurious turret alarms New Features: - Added "weaponized electrical discharge" tech as a prereq for some defence technologies Misc Changes: - Acid turret now uses aluminum instead of cobalt - Cannon turret now uses cobalt instead of invar - Hid range-boost turrets from the bonus gui - Moved shockwave turret earlier in the techtree, and replaced aluminum (if applicable) with nickel - Shockwave turret damage technology now shows the effect in the tech screen - Turret logi chests no longer show "no network" icons
Version: 1.016.132 Date: Sep 2 2018 New Features: - Added command to silence the sounds from turret alerts for a user-specified length of time - Added option for more intelligent "low ammo" warnings, based on dealable damage and its relation to average enemy health at that evolution factor Rebalancing: - Rebalanced technology dependencies and recipes, with a focus on BobMods integration - Reduced concussion turret damage from 5x to 2x Misc Changes: - Brought incendiary uranium ammo more in line with vanilla ammo DPS - Made concussion turrets available much earlier - Split incendiary ammo tech into pre and post uranium - T2 Flamethrower now requires Advanced Electronics 2
Version: 1.016.120 Date: Aug 20 2018 New Features: - Redesigned robot and electric pole defence techs, they now have proper tiered and tech-level-dependent behavior Rebalancing: - Reduced reinforced-only wall strength from 4000 to 2000, and made it cheaper Misc Changes: - Improved orbital strike performance - Trains and cliffs are now properly radiation-immune
Version: 1.016.115 Date: Aug 15 2018 Bugfixes: - Fixed crash with fluid turrets with no fluidboxes breaking alert tracking - Fixed crash with level 5 of lightning turret charging researched
Version: 1.016.112 Date: Aug 13 2018 Bugfixes: - Fixed resistance handling for "resist all" New Features: - Added more checks to turret caching to fix more errors - Added option to massively buff green biters' health to make the lightning turret more desirable - Added turret monitoring alerts and tech Rebalancing: - Increased lightning turret damage 50%
Version: 1.016.106 Date: Aug 7 2018 New Features: - Added lightning turret Misc Changes: - Improved performance in active scripting
Version: 1.016.101 Date: Aug 2 2018 Bugfixes: - Fixed technical entities being blueprintable or deconstructable New Features: - Added handling for artillery turret
Version: 1.016.98 Date: Jul 30 2018 Bugfixes: - Fixed plasma beam coloring - Fixed some errors with launching custom items Misc Changes: - Replaced concrete with refined concrete in a couple recipes Removed Features: - Removed random chunk turret recaching to improve performance
Version: 1.016.72 Date: Jan 30 2018 Bugfixes: - Fix more script errors in turret range and upgrades - Fixed spurious damage alerts for shield domes that are under attack but doing their job New Features: - Added acid turret - Added fire capsule - Added sanity checks on modded turrets - Added some new icon sprites - Added sprayer equipment - Added strong fire resist to power armor mk3 Misc Changes: - Improved range turret system to not make upgrades of technical entities - Made power armor mk3 more expensive - Streamlined turret damage boost system to match vanilla - Update to 0.16 Removed Features: - Removed laser beam mod compat and made beams native to mirror vanilla changes
Version: 1.015.46 Date: Sep 3 2017 Bugfixes: - Fixed crated ammo being used as an intermediate recipe - Fixed particle overload and memory leak when killing mass quantities of biters with orbital strikes or shockwave turrets - Fixed some potential script breakage with shockwave turret and domes - Improved range turret scripting to fix some issues with leftover or incorrectly identified entities New Features: - Added GFX quality option - Added more radiation resistances - Added new orbital strike VFX - Added orbital scanner to reveal map area and allow firing orbital weaponry via the map - Added system to clean up alien tissue - Added turret logistics - Domes now have tiered structure health Misc Changes: - "Space plasma" option now decreases space science cost of orbital destroyer - Orbital strikes now automatically chain if enemy structures or units continue to exist nearby - Significantly increased plasma turret power throughput and slightly increased buffer size
Version: 1.015.32 Date: Aug 18 2017 New Features: - Added defence trap - Added manual orbital targeting - Added shield domes Rebalancing: - Increased cannon turret range Misc Changes: - Cannon turret now properly prioritizes spitters like it was always meant to
Version: 1.015.20 Date: Aug 6 2017 Bugfixes: - Fixed more issues with range turrets New Features: - Added crated ammo unpacking - Added orbital strike system, with automated orbital firing to clear the map of nests - Added shockwave turret Misc Changes: - Redesigned turret techs
Version: 1.015.5 Date: Jul 25 2017 Bugfixes: - Fixed issues with range-boosted turrets New Features: - Added crated ammo - Added more radiation resistances to entities - Added several more options - Custom techs now have better effect description - Plasma turrets now have custom sounds with laser beam turrets mod Misc Changes: - Biter flesh now decomposes in inventories - Settings now use locale - Tweaked some recipes and tech costs
Version: 1.015.0 Date: Jul 14 2017 Misc Changes: - Release
Version: 0.015.8 Date: Jul 2 2017 New Features: - Added alien tissue drops - Added configuration system with integration into the native mod settings menu and several config options to control things like progression gating and alien tissue behavior - Added turret range boost techs Removed Features: - Removed T2 night vision equipment
Version: 0.015.5 Date: Jun 20 2017 New Features: - Added new turret sprites and icons - Added rocket versions of all custom cannon shells - Added turret healing techs - Plasma turrets now have compatibility with laser beam turret mod and a custom beam attack Rebalancing: - Rebalanced ammo damage - Reduced Mk3 power armor equipment grid size Misc Changes: - Cannon turret now has a unique ammo item - Changed T2 night vision colors - Changed all use of uranium to be vanilla instead of UraniumPower - Made concussion turrets cheaper and earlier game - Redesigned all tech costs to match 0.15 styling and science pack set - Update to 0.15 Removed Features: - Removed bullet upcrafting due to vanilla recipe changes - Removed nuke shell due to vanilla addition of atomic bomb
Version: 0.014.4 Date: Oct 28 2016 New Features: - Added T2 flamethrower - Added acid capsule - Added napalm shell - Added neutron bomb shell using UraniumPower materials - Added radiation capsule - Added recipe to upcraft yellow ammo into red - Plasma turrets now have custom sound Misc Changes: - Mk3 power armor now comes with a 40 slot inventory bonus - Update to 0.14
Version: 0.012.3 Date: Dec 4 2015 New Features: - Added power armor mk3 and better versions of night vision and laser defense equipment - Added wide area scanner
Version: 0.012.2 Date: Nov 25 2015 New Features: - Added better walls - Added high explosive cannon shells - Added self-defense technologies for power poles, radar, and robots to fight back if attacked - Added uranium (using UraniumPower materials) and sulfur ammo Misc Changes: - Made trains heavier to improve biter penetration
Version: 0.012.1 Date: Nov 21 2015 New Features: - Added Cannon Turret - Added Concussion Turret - Added Plasma Turret Misc Changes: - Renamed to EndgameCombat