Emulates 0.17 as much as known from Factorio Friday Facts. Changes science packs, tech tree, ingredient costs and some gameplay elements
Large total conversion mods.
0.1.4 - changed Power Armor mk2 to only require level 2 modules (FFF 245). Updated science pre-reqs appropriately
0.1.3 - 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 liquefaction ratio changed to match FFF description - armors have effectively infinite durability
0.1.2 - fixed blue science recipe produces 2 packs now - landmine damage increases with Stronger Explosives at same rate as grenades (inagme shown bonus doesn't account 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 - 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 implemented 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 - initial version with everything from FFF, developer chats and some suggested and implied changes.