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!