JDs 0.17 Simulation

Emulates 0.17 as much as known from Factorio Friday Facts. Changes science packs, tech tree, ingredient costs and some gameplay elements
12 days ago
0.16
530

Changelog

0.1.3
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 - changed all assembling machines to have no practical ingredient limit from 6
 - player mining speed research renamed to Steel Axe as advised
 - stone hardness changed to same as iron ore
 - fluid-handling is a prerequisite of oil processing
 - coal liquifaction ratio changed to mathc FFF description
 - armors have effectively infinite durability

0.1.2
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 - fixed blue science recipe produces 2 packs now
 - landmine damage increases with Stronger Explosives at same rate as grenades (inagme shown bonus doesn't acount for it, but explosive damage is increased)
 - military and robot bonus technologies locked behind their prerequisite science packs
 - fixed old combat robot upgrades not being removed, where affected by new techs
 - fixed a number of bonus research science pack prerequisites
 - all teams technology affects are reset upon mod upgrade to correct any previous mod technology oversights

0.1.1
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 - lube not unlocked by basic oil processing any more
 - portable solar panel needs solar energy researched first
 - uranium processing is its own technology. gives uranium mining and nuclear fuel (for vehicles)
 - belt speeds increased to 15/30/45
 - numerous description changes of techs
 - all new military technologies implimented in simple manner (effects merged, but not accounting for research pack types) - land mines not affected
 - fixed that small power poles shouldn't need iron sticks
 - assembly machine 2 recipe corrected to 2 steel plate from 4

0.1.0
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 - initial version with everything from FFF, developer chats and some suggested and implied changes.