All machines that CAN have modules, DO have modules. It's a module party!
Mods introducing new content into the game.
Version: 1.0.4
Date: 16AUG2025
Minor Features:
- Added support for mods that add/remove module categories (pollution modules, etc.)
- Added support for mods that extend quality tiers (Quality++ | Extended Qualities, etc.)
- Added specific support for Quality++ | Extended Qualities to increase number of bonus module slots to machines.
Version: 1.0.3
Date: 16AUG2025
Bugfix:
- Fixed a bug from 1.0.2 where all machines had 55% productivity. Lol.
Version: 1.0.2
Date: 16AUG2025
Bugfix:
- Foundries, Electromagnetic Plants, and Biochambers now have the correct amount of base productivity (55%) instead of the bugged 5%.
Version: 1.0.1
Date: 15AUG2025
Minor Fix:
- Quality Module (Technology) is researched at the beginning of the game to unlock uncommon and rare quality.
Version: 1.0.0
Date: 15AUG2025
Major Features:
- Initial mod release!!
- All machines that CAN have modules, DO have modules. It's a module party!
- Modules are completely random!
- Higher quality buildings have MORE MODULE SLOTS!!! EPIC! LEGENDARY!!
- The player cannot have modules in their inventory and mined/deconstructed machines will lose their modules. No cheating!
- Affected machines have an innate +5% to all possible effects!
- Vanilla recipies are slightly altered to allow more module effects (i.e. electric furnaces can take prod).
- Some early game items (and even some late) now take modules.
Notes:
- May have adverse reactions with other mods that deeply affect quality and/or modules (e.g. no-quality). Such interactions are largely untested. Buyer beware!
- Please report any bugs/suggestions to the mod author!