This mod stretches out the burner phase and moves electricity to later in the game.
Large total conversion mods.
Version: 1.4.0 Date: 26. 09. 2023 Minor Features: - Military Supply: Added 2 new starter packages, one of which creates an optional additional challenge. - Military Supply: Added compatibility with the mod Torches by Klonan. Changes: - Lab research speed technologies now use the vanilla lab's icon instead of the burner lab icon. - Lab research speed 2 technology now has Logistic science pack technology as a prerequisite. - Military Supply is now a singleplayer-only scenario. - Military Supply: Refactored a bunch of code. I don't expect anyone other than myself to care about this. - Military Supply: Made the map generally much prettier. - Military Supply: Added an upgrade for refined concrete. - Military Supply: Changed the prerequisites of the normal concrete upgrade.
Version: 1.3.0 Date: 11. 03. 2023 Graphics: - New icons for the recipes that recycle items. Balancing: - Increased mining radius of advanced burner mining drill to make building new mining setups easier. This may break existing mining setups if you have mixed ores. - Military Supply: Tweaked the amount of items requested per order. - Military Suuply: Light armor has been removed. Heavy armor upgrade no longer grants inventory size bonuses. Changed upgrade prices to compensate. Changes: - Tweaked some descriptions and some dialogue for the scenario. - Changed the name of the scenario to have a space between words. - Military Supply: Research is now disabled for all forces, not just the player's force. I expect this never to be relevant. - Military Supply: The day-night cycle now has a period of 15 minutes. - Military Supply: Choosing the combat starter package now gives an armor with nightvision equipment installed. - Military Supply: Overhauled various parts of the code. Most of you won't care, but I did it anyways. - Military Supply: Solar panels, laser turrets, and circuit network upgrades have been removed. - Military Supply: Added an additional mining productivity upgrade. - Military Supply: After a certain point, the scenario will no longer ask for basic firearm magazines. Gui: - Military Supply: Completely redesigned most of the GUIs in the scenario.
Version: 1.2.3 Date: 18. 12. 2020 Changes: - Updated for Factorio version 1.1. Balancing: - Burner Automation technology doesn't cost any more in marathon mode--this helps to set up production quicker.
Version: 1.2.2 Date: 04. 07. 2020 Changes: - Changed the default setting for the option of module slots in burner machines. Now it is disabled by default. Bugfixes: - Fixed that since the electric mining drill update, the Advanced Burner Mining drill wouldn't show the proper graphics when it was mining with a fluid. Now it's fixed, & it shows the proper graphics.
Version: 1.2.1 Date: 27. 06. 2020 Changes: - The mod now uses a script to help automatically add Automation Science Pack as a prerequisite to any technologies that need it. - The recipes for Burner Oil Refinery & Burner Chemical Plant now take the same time to craft as their electric counterparts. They take the same amount of time in normal mode & marathon mode. Minor Features: - The Air Filter recipe now has an emissions multiplier of 0.7. - Added better compatibility with the Simple Silicon mod & the Burner Offshore Pump mod. Bugfixes: - Fixed that the icon for the Burner Pumpjack was the wrong size in belts and chests. - Automation 3 technology now requires Automation 2 & Lubricant technologies. - The Special Power Armor item from the MilitarySupply scenario now has the "hidden" flag so that it doesn't appear in item selection GUIs anymore.
Version: 1.2.0 - Factorio version 0.18 Date: 09. 06. 2020 Changes: - Updated for Factorio version 0.18. - MilitarySupply scenario: the stone brick recipe is now unlocked at the start. Minor Features: - MilitarySupply scenario now has a description & a preview image. Bugfixes: - Electric Engine technology no longer has the redundant prerequisite of Electronics.
Version: 1.1.6 Date: 09. 06. 2020 Bugfixes: - Fixed another bug with the HR graphics.
Version: 1.1.5 Date: 06. 08. 2019 Bugfixes: - Attempt to fix a bug with the HR graphics.
Version: 1.1.4 - Factorio version 0.17.60 (oil changes) Date: 01. 08. 2019 Balancing: - Lubricant technology reverted to how it is in vanilla. - Rocket Fuel technology reverted to how it is in vanilla. - Burner Oil processing technology no longer unlocks solid fuel from light & heavy oils. These recipes are gated behind the chemical science pack now, just like how it is in vanilla.
Version: 1.1.3 Date: 16. 07. 2019 Major Features: - Eco-Chemical Plant: does not produce pollution & has lower energy consumption. Minor Features: - Advanced Burner Mining Drills now have a base productivity bonus. (Since Factorio version 0.17.57) Balancing: - Machines added by this mod now have stack sizes that match vanilla. Bugfixes: - All types of chemical plants are now fast-replaceable with each other.
Version: 1.1.2 Date: 05. 07. 2019 Bugfixes: - Burner Inserters do not pollute, and never did. The game engine never supported it, and still doesn't.
Version: 1.1.1 Date: 29. 06. 2019 Major Features: - MilitarySupply: now has a scoring system! Can you beat your highscore? Minor Features: - There is now a setting to enable module slots in higher-tier burner machines. - The Stack Inserter technology also unlocks a way to dismantle Burner Inserters to obtain about 60% of their original cost. Also available in the MilitarySupply scenario upon purchasing the Fast Inserters upgrade. - MilitarySupply: the character's thoughts are now color-coded - MilitarySupply: added some text that displays the number of times the player died, if at least 1. Also added text for when the player bought everything from the shop. - MilitarySupply: whenever the player earns money from completing goals, flying text appears showing the amount of money earned. - MilitarySupply: added a special upgrade if you are using one of my other mods. Changes: - Many burner entities now take the same amount of time to remove as their electric counterparts. - Changed a few of the inner workings of this mod. You shouldn't notice a difference. - The Burner Assembling Machine 2 can no longer perform advanced-crafting recipes. Balancing: - Burner Oil Refinery now creates 8 pollution, up from whatever value it was before. - Burner Chemical Plant now creates 5 pollution, up from whatever value it was before. - Burner Inserter now creates 0.12 pollution, down from the value it had before. - Burner Pumpjack now consumes 150kW & creates 12 pollution, both increased from previous values. Now the stats match those of the Burner Mining Drill. - Burner Assembling Machine 2 can now handle 2 ingredients instead of 1. - MilitarySupply: since the Burner Assembling Machine 2 can now handle more ingredients, there is no need for the electric Assembling Machine 2 to be made available; therefore it is removed. - MilitarySupply: choosing the Combat Starter Package now grants an armor that does not increase player inventory size. Bugfixes: - MilitarySupply: the chests now have shadows & they appear on the map now as white squares. - MilitarySupply: fixed: the scenario didn't properly register player death. Also, now updates the clock instantly when the player dies - MilitarySupply: It was possible to crash the game by selecting the Production Starter Package while dead. Now it no longer causes a crash. - MilitarySupply: fixed some typos - Fixed: Advanced Electronics tech now requires Logistic Science Pack Scripting: - Now using script areas in the implementation of the MilitarySupply scenario. You shouldn't notice a difference.
Version: 1.1.0 - Factorio version 0.17 Date: 07. 03. 2019 Minor Features: - All versions of pumpjack, oil refinery, & chemical plant are fast-replaceable with each other now. Balancing: - Burner Assembling Machine 3 outputs less pollution. It does have an air filter, after all. - Electric Assembling Machine 3 now requires 60 units of lubricant to craft. - Splitter requires more copper to craft if using Expensive Mode. - In the MilitarySupply scenario, you lose 1 hour each time you die, not 30 minutes. Changes: - Updated for Factorio version 0.17. - Added a changelog & a thumbnail. - A lot of technologies & prerequisites were changed.
Version: 1.0.0 - Initial release Date: 01. 12. 2018 Major Features: - New Burner Assembling Machines: 3 tiers; Tier 2 is compact & very fast but has a limited recipe set. - Advanced Burner Mining Drill: has lower pollution output, slightly larger area, extreme speed, & can mine Uranium Ore. - Burner variants of the Oil Refinery & Chemical Plant. - Burner Laboratory & 2 new types of Science Packs: for researching some new technologies. - Eco-Assembling Machine: does not produce pollution & has lower energy consumption. - Air Filters: intermediate product used in higher tier burner devices. - 3 new Achievements. - A new scenario: MilitarySupply! Provide resources to the empire! Minor Features: - ALL burner (chemical fuel) devices now pollute--except trains! Because Locomotives have air filters now. - Burner Inserters now move at the same speed as regular Inserters. Now they can keep up with fast belts. - A couple of changes to early-game recipes. - There's an option to prevent burner devices from connecting to the Circuit Network. - The pump (for fluids) now requires electric Engine Units because they are powered by electricity. - Rearranged & redid a lot of early-game techs.