Power Armour & Replacer

by Sgamez

PA&R Mod: Adds: 10 New Power Armour, 10 New Batteries, 10 New Reactors, 10 New Shields, 10 New Lasers, 10 New Roboports, 5 New Exoskeletons, 2 New NVG's, 2 New Belt-immunity

Content
38 minutes ago
1.1 - 2.1
7.46K
Armor

Changelog

Version: 0.6.0
Date: 26.06.26
  Major Features:
    - [PAR] Update 2.1
  Changes:
    - [PAR] Re named category.
  Bugfixes:
    - [PAR] Category --> Categories
  Features:
    - [PAR] New crafting category.
  Credit:
    - Thanks @oobanooba for the help in fixing the categories issue with 2.1.x
Version: 0.5.0
Date: 26.06.26
  Major Features:
    - [PAR] 10x9 = 90 New Setting for Shock Defence.
    - [PAR] 10 New Shock Defence Equipment.
  Features:
    - [K2SO][PAR] Recipes Completed (Not in Test version)
    - [K2SO][PAR] Tech Overhaul Completed. 
    - [PAR] Added light armour Tech to progression on PAR.
    - [PAR] ACU(Armour Control Unit) Tech & Recipe change.
    - [PAR][space-age] Setting to move the MechArmour to require Mk10 armour. (will not show if you use mod "RampantArsenalFork" since that would add my other tiered armour system.
    - [incendiary-arsenal] Added FireProof Tech & Recipe progression to PAR.
    - [PAR] New Setting: "EquipmentMulti" Allows to set the Equipment amount that is used in recipes for next tiers. Applies to all Equipment of my mod.
  Modding:
    - [Foliax] Filters.
    - [Foliax] Crash with Foliax version 2.0.5.
    - [Foliax] items added to hidden & disabled.
    - [PAR] Tips & Tricks Description for Foliax.
    - [PAR][PY] Recipe changes for mk1 has been added.
    - [TeleportationEquipment] Made equipment crafting allowed in EM Plant.
    - [Rampant Arsenal Fork] Made equipment crafting allowed in the EM Plant.
    - [Spidertron Tiers Community] Added Tips & Tricks as it was Confirmed Working.
    - [K2SO, K2] Added Grid Category options.
    - [TIMSABA] Made it possible to use my mod.
    - [angelbob-spaceage-rebalance] Made it possible to use my mod.
    - [more-parameters] added as dependency. Since the vanilla 10 is not enough when recipes in my mod can reach 30+ items.
    - [metal-and-stars] Added PA&R resistances changes to mech armour.
    - [nightvision_progression-fork] Was migrated, Disabled & Hidden.
  Changes:
    - [Spider Extended] Removed recipe update for Spider Builder (GhostWaver).
    - [Spider Extended] Changed fission reactor tier from 10 to use 5, 7, 9 in the different tiers.
    - [PAR] General "armour-control-unit" pre-requisites added to all tech that do not get it by example having armour 5 as pre-requisites.
    - [PAR] Moved Fission, Solar & Battery Equipment to unlock after light armour.
    - [PAR] Tips & Tricks for the 2 different Mod Conditions with Metal & stars.
    - [PAR] Tips & Tricks Volunteer Graphics request.
    - [PAR] Tips & ticks PA&R Base Info.
    - [PAR] Lasers & Beta Shock Defence default damage values changed.
    - [PAR] Reduced the fission reactor needed to unlock tech from 5 --> 2.
    - [PAR] Made New Subgroup for Light & Heavy armours instead of leaving them in the compatibility Subgroup.
    - [PAR] Default roboport recharge speed changed. Now tier 1 starts at 500MW tier 10 = 5GW if setting are put to default.
    - [PAR] Default roboport buffer changed. Tier 1 starts at 8MJ. Tier 10 is now at 4096MJ if setting are put to default.
    - [Base][PAR] Recipe changes for non space age players. Please check your assemblers of Armours & Equipment.
    - [space-age] Tweaked recipes using lithium in Roboport Mk6, Solar Mk7-8.
    - [space-age] Some Recipes changes where made please check your assemblers of Armours & Equipment.
    - [248K] support deleted (deprecated/not updated). 
    - [K2SO, K2] Re added Automation, logistics, Military, Chemical, Tech cards back to missing location.  
    - [K2SO, K2] Advanced tech card from MK5 to MK10 tech.
    - [K2SO, K2] Matter tech card & Singularity tech card From MK7 to MK10.
    - [Bobs] Equipment mod, Filters are Re hidden & disabled for armours. And added the Modular items to this list. Sorry if you liked it, but due to settings feature in 0.4 i don't se why keeping it is necessary.
    - [PAR][Changelog] Renamed categories to use more accurate name from: https://lua-api.factorio.com/2.0.77/auxiliary/changelog-format.html#category
  Bugfixes:
    - [Bobs] Equipment tier 3 filter crash was solved #5.
    - [Bobs] Equipment tier 6 was removed in corresponding to the 2.1 update on bobs.
    - [Bobs] Removed items in recipe deleted by bobs 2.1 patch.
    - [Bobs] fix prefix naming for items in recipes being renamed in patch 2.1.
    - [Bobs] Quick fix for PY Crashes. bob prefix had been added when updating to 2.0 for Bobs.
    - [PAR] Fixed Shortcut Not unlocking. Made this settings based. Should you want to use them as if you used (unlock-shortcut-bar) you can toggle that in PA&R Settings.
    - [PAR][PY][PAmk3] Fixes orders of recipes that wasn't done before. light & heavy + utility variant armour from.
    - [K2SO] Tips & tricks should now trigger.
    - [K2SO, K2] Spidertron Not unlocking.
    - [K2SO, K2] Crafting category fix in advanced assembler.
    - [TIMSABA] Solved crashes that was making it unable to load.
  Info:
    - [PAR] Fission/Fusion graphics will eventually be flipped. Tho not until i have more than placeholders. Thanks for understanding.
    - [K2SO] Was Marked to use only 1.6.20 due to the decision of making K2SO Depend on K2 I will see what My plans are later I'm not deleting any of the code. Since me trying to this fox this at 0.5 would push the Beta 0.6 even later than i want it to be. I would want to go for 2.1 before fixing this patch at this stage.
    - [K2SO] Also this makes me delay fully finishing the recipe portion for the mod until i find the motivation to look back & rework it again. Sort of half cancelling the compatibility.
  Known:
    - MK1 ShockDefence is known to not activation when near enemies. This might be fixed by tweaking the settings for it tho I'm not sure as i haven't found the settings allowing it to work should you find a fix your welcome to post me a PR about it or try reaching me on Discord/Root.
  Credit:
    - Thanks @VAIR for Bug report #5.
    - Thanks @DarkMamaba for telling about shortcuts not unlocking. 
    - Thanks @DarkMamaba Showing me that "Spidertron Tiers Community" was updated.
    - Thanks Youtuber (Khaeops) for giving me the idea to make this a setting to let you not have to modify the mod files.
Version: 0.4.16
Date: 31.1.26
  Bugfixes:
    - Fix charging_station_count with & without Quality mod. Suggestions from AI. 
  Credits:
    - @rip_acounty for the bug report.
Version: 0.4.15
Date: 30.1.26
  Changes:
    - 3x multiplier to all roboports "charging_station_count" if Quality mod is detected & 1 if not quality enabled.
    - SeaBlock Progress to Power Armour made to trigger tech.
    - Trigger tech values for Angles.
    - Trigger tech values for Base.
Version: 0.4.14
Date: 29.1.26
  Changes:
    - Added a 2x multiplier to all roboports "charging_station_count"
  Bugfixes:
    - Crash with angels dependency for recipe compatibility.
    - Progress Blockade with SeaBlock.
  Credits:
    - @creepersx17 for trying my mod with only angels enabled :P
Version: 0.4.13
Date: 6.1.26
  Bugfixes:
    - Typo Crash with Compatibility addon scrap-repressor mod.
  Changes:
    - Reduced Scrap drop chance for for Armour control unit from 15% --> 5% 
    - README.
Version: 0.4.12
Date: 6.1.26
  Changes:
    - Reduced Brightness on T2 NVGs.
    - Added armour control unit in to recipe for scrap-repressor mod at 7.5 % scrap drop chance.
    - Added extra checks for metal & stars mod.
    - Changed to another nanobots mod. Not as annoying as nanobots-refined.
    - nanobots-refined now marks as incompatible. Due do tech changes & tips and trick being replace with nanobots3
Version: 0.4.11
Date: 31.12.25
  Bugfixes:
    - Tech soft lock with K2.
    - Recipe crash regards to {type="fluid", name="kr-mineral-water", amount=100},
  Info:
    - Re released version as 0.4.11-1 visually 0.4.11
Version: 0.4.10
Date: 27.12.25
  Changes:
    - More changes for 2.0 Beta Angels.
    - Recipe & Tech overhaul.
Version: 0.4.9
Date: 26.12.25
  Bugfixes:
    - WIP Angels 2.0 update For PAR. https://github.com/SGZ-Creations/Power-Armour-Replacer/issues/4
  Credits:
    - @kuroxusagi For thee git report.
Version: 0.4.8
Date: 26.12.25
  Bugfixes:
    - Loaded Milestones in wrong location.
    - Fixed simulation crash in C.A.S mod.
  Changes:
    - Reverted changed made for castra.
    - Moved Armour Crafting UI to after combat tab.
  Info:
    - Update Require C.A.S version.
    - Milestones still don't load.
    - If you want to fix this on your end Empty file in the following path:(Castra/prototypes/recipes-updates.lua)(Make sure that you leave 5 [table.insert] lines for Maraxsis Compatibility with castra.)
  Credits:
    - @SuperHeroPuppy. Have me come up with a new Tank grid. to differentiate with vanilla.
Version: 0.4.7
Date: 29.11.25
  Bugfixes:
    - Fixed cold bitter crashing due to setting resetting itself in some circumstances.
    - Added more safety checks (Cold Bitters) to not crash.
  Changes:
    - Folder ordering settings files again.
Version: 0.4.6
Date: 28.11.25
  Modding:
    - Krastorio2-spaced-out.
    - Made K2 filters apply to Spaced out.
    - Moved remaining Recipes To PAR Tab.
Version: 0.4.5
Date: 26.11.25
  Changes:
    - Made Sure hand_crafting still works with Castra.
  Info:
    - More small fixes to this comes as i play my own game with Castra.
    - Unless some comes by my Discord server that can show the PA&R UI.
    - Fully unlocked using Castra. & NO /Cheat used.
Version: 0.4.4
Date: 23-11-25
  Features:
    - Preparing ShockDefence (discharge-defense-equipment)
  Modding:
    - Frost Biters Mod integration with PA&R.
Version: 0.4.3
Date: 15.11.25
  Changes:
    - Moved Mech Armours to it's own row.
    - Changed [item=mech-armor] prerequisites if metal & stars are active with it's dependencies.
Version: 0.4.2
Date: 7.11.25
  Bugfixes:
    - Crash with bobs due to duplicate item in recipe.
  Changes:
    - Changelog 0.4.0 more info on AAI crashes.
    - Updated crafting category for RampantArsenalFork[item=combat-mech-armor-rampant-arsenal]
    - Updated crafting category for metal-and-stars [item=prototype-mech-armor]
    - Cost reduced: Roboport 1-3MK & Armour 1-5MK.
    - Cost increase: Solar tier 2 wood. 25 --> 50
Version: 0.4.1
Date: 5.11.25
  Changes:
    - Changelog info --> 0.4.0 removed.
  Bugfixes:
    - Rejected Symbol.
Version: 0.4.0
Date: 5.11.2025
  Major Features:
    - Settings added to other equipment for further customizability.
    - 1 Setting to Show all items in Players crafting UI.
    - 1 Amount setting for Armour Control Unit in scrap. 
    - 20 Armour Settings.
    - 20 Batteries Settings.
    - 15 Exoskeleton Settings
    - 20 Fission Settings.
    - 70 Laser Settings.
    - 8 Belt immunity Settings.
    - 8 NVGs Settings.
    - 70 Roboport Settings.
    - 50 Shield Settings.
    - 20 Solar Settings.
    - Total of 285 New settings for you to have fun with. Hope this mod became more fun than ever before?
    - [space-age] Recipes have been tweaked for: Armour, Battery, Exoskeleton, Fission, Immunity, Laser, NVGs, Roboport, Shield & SolarPanels.
    - [space-age] Recipe changes all over the equipment's & Amours So make sure that all your equipment is still crafting.
  Minor Features:
    - Recipes have been tweaked for: Armour, Battery, Exoskeleton, Fission, Immunity, Laser, NVGs, Roboport, Shield & SolarPanels.
    - Minor Changes for base mod game too. So look to see that your recipes are also still crafting in your assemblers.
  Features:
    - [space-age] Made it possible to craft all items in Electromagnetic Plant.
    - ACU recipe [space-age] Edition.
    - Added crafting category = "electronics-or-handcrafting" using hands all assemblers, electromagnetic-plant.
    - Added options play with the old pre 0.17 durability system.
    - Setting to Show all items in Players crafting UI.
    - Better subgroup system.
    - Newer updated https://mods.factorio.com/mod/RampantArsenalFork
    - Better Fixed https://mods.factorio.com/mod/nanobots-refined
    - RampantArsenalFixed & mech-armour Recipe.
    - Made progression changes to Metal & Stars to go along with this mod.
    - Added 2 new instances of tips & tricks. So if you have the right mods enabled they should eventually trigger.(SpaceAge, Metal&Stars).
    - Separate subgroup for K2 & SE the remaining items/armour/suits that the 2 mods have. Is moved to the PA&R UI tab.
  Graphics:
    - Added new Armour, Tech & Recipe Icons Textures for Mk6-7. More is coming.
  Changes:
    - Requires CAS Version 1.5.12. Due to texture file name changes.
    - [space-age] Electromagnetic Mech crafting. Can use Electromagnetic Plant to craft sarcophagus.
    - [space-age] Recipes are now using new crafting category from MK1-5 and 6-10 requires assembly 2 or electromagnetic-plant.
    - Achievement text make more sense.
    - Start of base game towards PAR will now have crafting triggers over science research.
    - PA&R's Tips Info changed please read again for the new message.
    - Rampant's Mech Suit resistances changed, Made combat Mech Suit craft able with PAR.
    - Nanobots refined: 5 at Night Immunity 1. 
    - Added ParSpaceAge Extension disabled Function to code point not needed when mod addon is active.
    - NVG's Darkness Systems Now require more than 75% on MK1 & 35% for MK2.
    - Moved Metal & stars mech suit to PAR's tab if enabled.
    - SE stack change: Armour control Unit. 
  Bugfixes:
    - Temp fix for compatibility recipes.
    - Crash with AAI industries duplicate heavy armour recipe overwrites.
    - Crash with AAI Industries K2 compatibility trigger.
    - Bobs tech name crash.
    - Bobs enemies. Artifact in recipes when setting = off not working. 
    - Crash with missing space-age dependency.
    - Broken recycling is finally fixed. Including Reverse Factory.
    - Tech with craft-able unlocks in bobs was using the vanilla circuit not bobs basic can be a soft-lock.
    - Bobs tech soft lock bob-carbon. in combination with Alt_Chemical_Processing.
    - Fixed many spelling errors across the Changelog.
    - Recipe issues from 1.1 (mod version 0.2.xx).
    - Added Nanobots Refined to the compatibility. Made the old ones incompatible.
    - Wrong mod required regards to resistances.
    - Reverse factory: Having the mods as dependency by mistake. Caused some load order mishaps.
    - Crash when loading SE.
    - Crash with K2.
    - K2 Recipe compatibility Prefix.
  Credits:
    - Thanks @MetroidManiax Noticing wrong bobs mod listed.
    - Thanks @Pez for helping solving Recycling across my mod.
    - Thanks @DarkMamaba For providing me with new Armour Tech & Recipe Icon Textures for Mk6-7.
Version: 0.3.18
Date: 12.03.2025
  Features:
    - Repeatable migrations.
  Changes:
    - Moved disable function: Filter, Recipe, Tech. To Chemical mod.
    - Removed Redundant settings.
    - Improved tips description on some mods.
  Modding:
    - Fixed missing item in roboport recipe (boblogiostics).
    - Added item to armour recipes (bobplate, bobenemies).
    - bob- Prefix Crashing with beta (11.03.25).
  Bugfixes:
    - Crashes with bobs in general. (11.03.25).
  Info:
    - Mistakenly deleted & reuploaded. 21.05.2025
Version: 0.3.17
Date: 04.03.2025
  Features:
    - Repeatable migrations.
    - Added all the old chat popups to tips & tricks. some text changes may happen as the mods updates.  
  Changes:
    - Achievement name change [Surviving planet destruction] --> [Leviathan]
    - Control stage code are deleted, no longer in use/needed.
    - Deleted setting(s) regarding the old chat popup.
    - Bobs & [space-age] bridge is moved to Alt Chemical Processing. 
    - If you are currently playing Bobs and PA&R please use that mod to restore the merge of items in recipes.
    - Items in the bridge are as follows: ["bob-carbon"] = "carbon". ["bob-tungsten-plate"] = "tungsten-plate". ["bob-tungsten-carbide"] = "tungsten-carbide". ["bob-lithium"] = "lithium-plate". ["seedling"] = "tree-seed". ["bob-salt"] = "salt", from "SaltedFish" if mods["SaltedFish"].
  Bugfixes:
    - Mistakenly disabled turbo loaders from Vanilla Loader should only happen if using boblogistics.
  Info:
    - [space-age] Heavily recommend using "reverse-factory" For more info read mod page.
    - The unification code was moved over to my Alt Chemical Processing mod.
Version: 0.3.16
Date: 05.02.2025
  Changes:
    - Another "bob-" prefix.
  Features:
    - Preparing Compatibility for Milestones mod.
    - Preparing to move In-game info message to tips & tricks.
  Bugfixes:
    - Crash without Aged Bobs.
    - Crash with Armour MK3 mod.
  Modding:
    - Updated Spidertron Extended compatibility.
    - Crash Aged Bobs.
    - Crash Armour MK3 mod.
Version: 0.3.15
Date: 04.02.2025
  Changes:
    - Changelog.
    - Recipes when bobs are enabled.
    - Achievements the survive hit points name change.
    - All items with fusion reactor from [space-age] should now be temp replaced with fission reactor mk1.
    - Added "par-armour-tech-5" to prerequisite on "par-night-immunity-tech-1" removed on "par-night-immunity-tech-2" so it easier to find.
  Features:
    - Made Nanobots2 work as old nanobots.
    - Repeatable migration.
  Modding:
    - Nanobots mods equipment unlocks at NightImmunity 1 instead of 2
  Locale:
    - Restructured locals files.
Version: 0.3.14
Date: 26.01.2025
  Modding:
    - Added seedling conversion to bobs.
    - Par's broken locales on bobs recipes.
    - Fixed bob logistic science issue on my roboports.
    - Restored bob's recipes.
  Features:
    - Added charging_station_count_affected_by_quality to roboports.
    - Repeatable migration.
  Scripting:
    - Fixed until.Lua
  Info:
    - Some issue with bobs at this point i can't do much with bobs being in beta testing.
    - Basicly me trying to put plaster on a wound while the knife is still in it. 
  Credits:
    - Thanks a lot @Pez for all the help.
Version: 0.3.13
Date: 24.01.2025
  Bugfixes:
    - Crash with transport drones.
  Info:
    - Need to learn on getting a better understanding on coding better.
    - Tho that ain't easy when over tired.
  Features:
    - Repeatable migration.
  Credits:
    - @jurgy for helping with solving the crash in 0.3.12.
    - @stringweasel for helping with solving the crash in 0.3.12.
Version: 0.3.12
Date: 24.01.2025
  Modding:
    - Tried adding Bobs Advanced logistic science to roboports.
    - Changed how to unlocked armour from start.
    - Armour should now have bob-like recipes.
    - Removed bobs tungsten items from armour MK9 & MK10.
    - Fixed duplicates with bobs until the fix is done on there end.
  Features:
    - Repeatable migration.
  Changes:
    - [space-age] Improved armour recipe MK8 - MK10. 
  Credits:
    - @jurgy for helping with all the bobs conversion code in 0.3.12.
    - @stringweasel for helping with all the bobs conversion code in 0.3.12.
Version: 0.3.11
Date: 20.01.2025
  Features:
    - First try at repeatable migration.
  Modding:
    - Fixed all internal naming changes for bob's mods to work with PAR.
    - Reworked some recipes that do now have bob & vanilla intermediates.
    - Ex: Tungsten & Tungsten Carbide. Has duplicates that will be an issue later if not patched correctly.
    - B̶o̶b̶'s̶ r̶e̶c̶i̶p̶e̶d̶ c̶o̶m̶p̶a̶t̶i̶b̶i̶l̶i̶t̶y̶ w̶i̶l̶l̶ b̶e̶ p̶u̶t̶ o̶n̶ h̶o̶l̶d̶ a̶s̶ p̶o̶r̶t̶i̶o̶n̶ o̶f̶ m̶y̶ i̶t̶e̶m̶ r̶e̶m̶o̶v̶a̶l̶ f̶u̶n̶c̶t̶i̶o̶n̶ u̶n̶d̶e̶ m̶y̶ u̶t̶i̶l̶.l̶u̶a̶ i̶s̶ b̶r̶o̶k̶e̶n̶. S̶e̶e̶k̶i̶n̶g̶ h̶e̶l̶p̶ i̶n̶ t̶h̶i̶s̶.
    - As i need to still learn more in the aspect of local functions.
    - S̶h̶o̶u̶l̶d̶ s̶o̶m̶e̶o̶n̶e̶ w̶a̶n̶t̶ t̶o̶ g̶i̶v̶e̶ a̶ p̶u̶l̶l̶r̶e̶q̶u̶e̶s̶t̶ w̶i̶t̶h̶ a̶ f̶i̶x̶ o̶n̶ m̶y̶.
    - M̶o̶r̶e̶ o̶n̶ m̶y̶ g̶i̶t̶ i̶s̶s̶u̶e̶ s̶i̶t̶e̶ &̶ D̶i̶s̶c̶o̶r̶d̶.
  Info:
    - Repeatable migrations goal is the part that should attempt to replace,
    - Vanilla and modded Armours & Equipment's. Then give you PAR's counter part items automatically.
    - This should also then for fill the main goal of what this mod was meant to do.
    - I will have to try this out for a few versions.
Version: 0.3.10
Date: 18.01.2025
  Features:
    - [space-age] Added MK5 tech Space science.
    - [space-age] Battery, Solar: MK6-10 Agricultural. MK7-10 Cryogenic. MK9-10 Promethium.
    - [space-age] Roboport, Laser: MK6-10 Metallurgic. MK7-10 Cryogenic. MK9-10 Promethium.
    - [space-age] Shield; Reactor: MK6-10 Electromagnetic. MK7-10 Cryogenic. MK9-10 Promethium.
  Changes:
    - Science should now start at 1 on mk2.
    - Move the stick unlock at armour mk1 making sure it's available in time for solar tech.
    - Hidden mods with unknow update status.
  Modding:
    - Bob's 2.0 implementation is started.
Version: 0.3.9
Date: 16.01.2025
  Bugfixes:
    - Armour mk1 was not unlockable.
  Info:
    - Should you not be able to craft more items past tier 5 please check an assembler first.
    - Have had more than 1 report on this before.
    - Tho should you still have issues after checking the assembler please upload save file with the mod(s) you use.
  Credits:
    - Thanks @quizling for the report about the missing armour mk1 unlock.
Version: 0.3.8
Date: 15.01.2025
  Changes:
    - Change tech order on all tech. This should now display 9, 10 not (10, 9).
    - Migration for fusion to fission. Let me know if you encounter issues.
  Info:
    - File renaming.
    - "par-fusion-reactor" --> "par-fission-reactor"
Version: 0.3.7
Date: 14.01.2025
  Changes:
    - Changelog typo. 0.3.2
    - Spider tech Exoskeleton prerequisites & recipe changed again from mk3 to mk2.
    - Removed all battery components from solar equipment.
    - Stick can now also be unlocked at Exoskeleton MK1.
    - [space-age] Armours recipes added. More to come for the other (Items/Equipment's)
  Modding:
    - Removed bob's Heavy armour 3-4 from recipes & techs. According to progress on git.
  Info:
    - Some Refactoring.
Version: 0.3.6
Date: 13.11.2024
  Changes:
    - Recipe Shield MK4.
    - Removed the green scale from NVG's.
  Bugfixes:
    - NVG's MK2 was not activating at night.
  Modding:
    - Added MK3 Skeleton tech prerequisites in spidertron with SpidertronPatrols. (No Bugs seen here) 0.3.5 or 0.3.6 @Big John.
  Info:
    - NVG's can be a bit bright but let me know. I do want to have it more phosphor white but current way is good 2 so it might stay.
Version: 0.3.5
Date: 11.11.2024
  Changes:
    - MK5 Roboport recipes.
  Bugfixes:
    - Entity(Equipment).
    - Tech tree scaling.
    - Mistakenly using the hr textures on skeleton icon.
  Graphics:
    - Colouring have returned to inside the grids.
    - Removed old non hr texture files, the correct once.
    - Adjusted resolution regarding texture files.
    - Corrected the tech tree icon scale.
  Credits:
    - Discord: @Kira (Kirazy) for help on solving my texture problems.
Version: 0.3.4
Date: 11.11.2024
  Changes:
    - File/Code clean up
    - Changelog from 0.3.0 and up.
  Bugfixes:
    - Spidertron was still blocked behind the old named "Fusion Reactor" not new "Fission Reactor", after name change.
  Info:
    - Experimental only. Until 2.0.16 becomes stable.
  Credits:
    - @bigjohn8141 #8141 for bug report Discord:Spidertron research blocked.
    - Base game & Kirazy's Changelog for showing the [space-age] in there changelog.
Version: 0.3.3
Date: 26.10.2024
  Changes:
    - [space-age] More Tech added.
    - Recipe Shield MK3
    - Roboport Mk10 Recipe number change.
  Bugfixes:
    - Changelog.
    - Wrong filter for item fission reactor still used the 1.1 name not 2.0.
    - Corrected locals naming for Fusion - Fission.
    - Removed Un-used Locals from IR3.
    - Corrected some NO Locals left in English.
    - 2.0.16 items sound being global.
  Info:
    - Experimental only. Until 2.0.16 becomes stable.
Version: 0.3.2
Date: 25.10.2024
  Features:
    - [space-age] Compatibility.
    - Factoriopedia-simulations.
  Graphics:
    - Broken graphics.
    - Removed outdated graphics code.
    - More fixes to come.
  Changes:
    - [space-age] Optional space science setting appearing with S-A or SE.
    - [space-age] Changed Weight values on Armour & Lasers.
    - Listed Dependencies: 1 removed, 1 name corrected.
    - Updated Recipes on 7-10.
    - Changed Tech to have crafting requirement instead of science. 
    - [space-age] Added SciencePacks to Par Armour Tech.
    - [space-age] Changed Prerequisites to count in the science packs.
  Bugfixes:
    - Tech tree issue processing unit was applied to wrong tech.
    - [space-age] Made base mech armour use MK5 armour as prerequisites.
    - [space-age] Removed Tech, Item, Equipment: Battery MK3, Fusion Reactor.
  Credits:
    - @Mylon for help solving Factoriopedia Simulations.
Version: 0.3.1
Date: 22.10.2024
  Bugfixes:
    - Fixed release crash with missing file. No idea what that was about.
Version: 0.3.0
Date: 22.10.2024
  Features:
    - Updated to work with 2.0 Base & [space-age].
    - Added sounds to all items in mod.
    - [space-age] Added proper Weight values to all items in mod to be able to ship items in rocket.
  Bugfixes:
    - Made sure equipping equipment can be equipped.
  Changes:
    - [space-age] Deleted DLC folders.
    - Removed Compatibility with IR3 as the mod is now a dead ghost.
  Info:
    - Deleted some Mipmap. Reworking texture is coming eventually. looking at you tech tree.
    - Will try maintain to some extend for 1.1 at least 6 more months should you find bugs.
Version: 0.2.22
Date: 18.11.2025
  Bugfixes:
    - Fixed Crash if you didn't play with spidertron extended
Version: 0.2.21
Date: 16.08.2025
  Bugfixes:
    - Correcting silicon recipe conversion on Armour Mk4 when using Darkstar & Angels.
    - Fixed missing platinum with Angeles.
Version: 0.2.20
Date: 21.07.2025
  Bugfixes:
    - Missing recipe conversion when using Darkstar & Angels.
Version: 0.2.19
Date: 20.07.2025
  Bugfixes:
    - Crash when disabling spiders in spidertron Extended.
  Info:
    - 1 bug report for 1.1 fixed. Before the 1 year support ends.
    - The fix is exclusive for the 0.2.19 update.
    - Re-uploaded due to missing the new 2.0 changelog.
  Credits:
    - Thanks @ormusn2o for the bug report. let me know to remove this.
Version: 0.2.18
Date: 12.10.2024
  Info:
    - Renamed Quality Comp files.
    - Figuring out why some/lot's of my tech dependency code won't work and apply fix.
  Modding:
    - Issue with missing ores if bob's ores are not enabled. Added to bob's plates instead due to it having ores as dependency.
Version: 0.2.17
Date: 05.09.2024
  Features:
    - Added some recipe compatibility with spidertrontiers-community-updates.
  Bugfixes:
    - Crash in utill.Lua
    - Crash when using spidertrontiers-community-updates, spidertrontiers.
    - Created setting-update.Lua
  Credits:
    - Thanks @excosis for the bug report. let me know to remove this.
Version: 0.2.16
Date: 23.08.2024
  Features:
    - Some new recipe change when using 248K.
    - Added file compatibility.recipes.updates.batteries_updates
    - Added file compatibility.recipes.updates.exolegs_updates
    - Added file compatibility.recipes.updates.immunity_updates
    - Added file compatibility.recipes.updates.lasers_updates
    - Added file compatibility.recipes.updates.nvgs_updates
    - Added file compatibility.recipes.updates.roboports_updates
    - Added file compatibility.recipes.updates.solar_updates
  Changes:
    - Compatibility Load order for NVGS & Belt Immunity moved to update stage.
    - Compatibility Load order for all recipes is now moved to update stage. This should also allow me to move some section if needed to be added to final fixes.
    - Moved file location for tech file.
    - 248K Recipes somewhat bobs's.
    - More recipe changes than i expected.
    - Some SEK2 recipes.
  Bugfixes:
    - Crash with 248K item typo in recipe, aluminium to aluminum.
    - Few more dupe item crashes.
  Credits:
    - Thanks for bug report @solewanderer #1919. let me know to remove this.
Version: 0.2.15
Date: 10.08.2024
  Features:
    - Added folder recipes & updates in compatibility.
    - Added file compatibility.recipes.updates.armour_updates.Lua
    - Added file compatibility.recipes.updates.fusion_updates.Lua
    - Added file compatibility.recipes.updates.shield_updates.Lua
  Changes:
    - Adjusted recipes from Darkstar to align more to Bob's Angels Combi.
    - Medium sized Re-organized file structure.
  Bugfixes:
    - Recipe conversion spelling.
  Info:
    - Please report any bug you might find.
    - Why do I even do these file changes it can just make problems :cry:
    - Moved compatibility code to new files and changed load order to update stage.
    - This will effect other mods that do have compatibility with my mod if it does recipes.
    - Updated info.Json file.
Version: 0.2.14
Date: 07.08.2024
  Features:
    - Completed the final recipes for Bob's Angels Combi. (Full mods set)
  Changes:
    - Hopefully removed all "solid-fuel" in recipes, playing PY mods. (Item recipe is removed in modpack).
    - Recipes for Bob's, Angles, Clowns, Darkstar,
    - Removed Recipe blockade for shields MK7.
  Bugfixes:
    - Item in recipe "cobalt-steel-plate" --> "cobalt-steel-alloy" :P (laser MK10)
    - Corrected tech prerequisites for SpaceX Fork mod.
    - SpaceX recipe compatibility wasn't referencing item correctly.
  Info:
    - Excluded un-needed files entirely from mod.
    - Update info.Json file.
Version: 0.2.13
Date: 01.08.2024
  Features:
    - Made recipe integration with "Power Armor MK3" utility armours.
    - Changed recipes for "Power Armor MK3" utility armours.
  Changes:
    - Emptied code from files prepared for 2.0 for reducing mod size temporarily.
  Bugfixes:
    - PY issues solved in same version issue was presented :P
Version: 0.2.12
Date: 28.07.2024
  Features:
    - 2.0 Preparations.
  Changes:
    - Prepared for modularity in the mod. Need to look in to allowing for enabling section of the mod you wish to use.
  Known:
    - P̶y̶ c̶o̶m̶p̶a̶t̶i̶b̶i̶l̶i̶t̶y̶ m̶i̶s̶s̶i̶n̶g̶ r̶e̶c̶i̶p̶e̶ i̶n̶g̶r̶e̶d̶i̶e̶n̶t̶s̶ m̶k̶3̶.
  Bugfixes:
    - Typo in recipes for PY compatibility.
  Info:
    - The modularity mode might be dropped if it end up conflicting with my main vison of the mod.
Version: 0.2.11
Date: 18.06.2024
  Changes:
    - Removed forgotten last traces from the circuit-network tech after my (last 0.1.50).
    - Removed circuit-network prerequisite.
    - Changelog dates.
  Features:
    - Have listed Pyanodon mods as optional now.
  Info:
    - Alpha Pyanodon, Compatibility.
  Modding:
    - Changed tech prerequisites for PY mods.
    - Recipes changes made with/for PY mods.
  Bugfixes:
    - Removed Research Blockade from power-armour-mk3 on PY High Tech.
Version: 0.2.10
Date: 17.06.2024
  Changes:
    - Weird Resource value increments
    - Requires C.A.S version 1.4.4+
  Locale:
    - Fixed Misleading naming.
  Bugfixes:
    - Changelog
Version: 0.2.9
Date: 17.05.2024
  Changes:
    - Research for Armour MK 5 Bob(Angels) gem processing 2 --> gem processing 3.
    - Some other tweaks of the recipes done in 0.2.7.
    - Fixed some recipe change mechanic that wouldn't apply. trying to replace non existing item(s).
Version: 0.2.8
Date: 16.05.2024
  Changes:
    - Optional dependency Rampant -> RampantFixed.
  Bugfixes:
    - Crash with angels due to a value was mistakenly set to 0 rather than removed.
Version: 0.2.7
Date: 15.05.2024
  Changes:
    - Reworked Compatibility recipes across items.
    - Night immunity Tech Mk1 = (par-armour-tech-1, par-fusion-reactor-tech-5).
    - Night immunity Tech Mk2 = (par-night-immunity-tech-1, par-armour-tech-10, battery, advanced-electronics-2,).
    - Night immunity Tech Mk2 Removed par-fusion-reactor-tech-5 tech Requirement.
  Modding:
    - Recipe bug "refined -> refined" under extended spidertrons. temp comp with bob's until done on original-mod.
    - Complete the unfinished recipes in Bobs mods: Armour, Batteries, Exo Leggings, Fusion, NVG's, Belt Immunity, Roboports, Shields,
Version: 0.2.6
Date: 28.04.2024
  Changes:
    - Fixed bobplate --> bobplates in info.Json with the new dependency system on the website, should fix mod not found.
    - https://mods.factorio.com/mod/Power-Armour-Replacer/dependencies?direction=out&sort=idx&filter=all
Version: 0.2.5
Date: 15.01.2024
  Changes:
    - Big resistances adjustments.
    - Armour recipe 5.
  Bugfixes:
    - Tech prerequisite crash with bob's electronics was listed in wrong mod dependency.
Version: 0.2.4
Date: 13.01.2024
  Features:
    - Improved Achievements Textures. 
  Changes:
    - Armour Resistance.
    - Moved Production science prerequisite from night immunity 2 --> Armour 7
    - Armour item code rework.
    - Removed Deprecated textures.
    - Requires C.A.S version 1.4.3+
    - Changelog.
  Bugfixes:
    - Equipment Solar panel, recipes was missing it's un-lock.
  Credits:
    - Discord: @Kira (Kirazy) For the Improved Armour code implementation for my mod.
Version: 0.2.3
Date: 10.01.2024
  Modding:
    - Crash on save create/load for Power Armour MK3 mod.
    - Setting name mismatch.
  Credits:
    - Discord: @failingatom2 for reporting the crash.
Version: 0.2.2
Date: 08.01.2024
  Changes:
    - Production science packs added: night immunity 2.
    - Production science prerequisite: night immunity 2.
  Bugfixes:
    - Missing Tech Texture: Solar, Shield, roboport, laser, fusion reactor.
Version: 0.2.1
Date: 08.01.2024
  Changes:
    - Colour Tier made to have one system only similar to bobs with 4 extra tiers.
  Bugfixes:
    - Fixed names having internal view.
  Known:
    - Updating angles will cause the mod to crash.
    - Looking to get this update at a point where my own game doesn't crash. :p
Version: 0.2.0
Date: 07.01.2024
  Features:
    - Texture rework.
  Changes:
    - Internal Items Names.
    - Code rework.
    - Requires C.A.S version 1.4.2+
  Compatibility:
    - Item Name Change par-...-mk(1-10).
    - Tech Name Change par-...-tech-(1-10).
    - Some case par-...-...-mk(1-10).
    - All Item generator code have been re-done.
  Graphics:
    - Added Textures/Graphics by Kirazy.
    - Added Separate Licensing for Textures/Graphics.
  Info:
    - Still having placeholders: Belt immunity 1-2, Armour 6-10, belt-immunity & Night vision tech. Hopefully having a kind person help with this.
  Credits:
    - Discord: @Kira (Kirazy) For the awesomeness of allowing me to use the Textures/Graphics along with the code to implement the Textures/Graphics for my mod.
Version: 0.1.54
Date: 03.01.2024
  Features:
    - Added message to IR3.
  Changes:
    - Power consumption for Exoskeletons MW -> GW. for real this time :p
    - IR3 Recipes: Armour 2-3, roboport 1-3.
    - IR3 general changes to improve compatibility.
  Bugfixes:
    - Found K2 Exoskeleton researchable but uncreatable.
    - IR3 construction bots where hidden along the vanilla Personal Roboports.
  Info:
    - Haven't been able to do extended testing, please report any issue you find with IR3 compatibility. 
  Known:
    - IR3 Overwrites Science pack requirement. Need to find solution.
  Credits:
    - Discord: @fishcloud1 for letting me know about IR3's bot bug.
Version: 0.1.53
Date: 16.12.2023
  Changes:
    - Crafting GUI tab order.
  Bugfixes:
    - Load order.
    - If required research was vanilla Power Armour MK2. The chain would be blocked, finally fixed.
  Compatibility:
    - Load order of file to make sure changes apply.
    - Order of code within.
    - Noticed that vanilla conversion for a_mk2 wasn't working "power-armor-2" --> "power-armor-mk2".
    - Added Compatibility with spidertron-extended.
    - Removed Compatibility with SpaceMod kinda outdated. Switch to SpaceModFeorasFork should u wish to continue.
  Modding:
    - Fixed kind of a bug for spidertron-extended. When played with bob's.
    - Recipe Adjusted on SpaceModFeorasFork.
    - Recipe Adjusted on spidertron-extended.
  Credits:
    - Discord: @_CodeGreen for making me spot the load order issue.
Version: 0.1.52
Date: 14.12.2023
  Changes:
    - Adjustment to warning messages shown on save start. (Unless disabled in settings).
  Bugfixes:
    - Missing name of Hiladders Gear. imprints on warning messages in game prints.
    - Missing name of Bob's Equipment. imprints on warning messages in game prints.
    - Missing some details on some Achievements.
    - Battery Achievements order.
    - Imporved some Achievements details, names.
  Credits:
    - Discord: @Rmm2 for testing my mod.
Version: 0.1.51
Date: 12.12.2023
  Changes:
    - Messages on warning/issue messages shown on save start. (Unless disabled in settings).
    - SE settings adjusted shows separately.
    - K2 Settings adjusted shows separately.
    - KE have separate setting created. only shows of SEK2 load along.
  Bugfixes:
    - SE's Adaptive Armour recipes not hidden after migration.
  Compatibility:
    - "data.raw.recipe["recipe"].hidden = false" --> "data.raw.recipe["recipe"].hidden = true"
Version: 0.1.50
Date: 11.12.2023
  Changes:
    - Added RCU Recipes, Tech, Item,
    - More Recipes, Tech in K2 where hidden & disabled. Issue may still occur.
    - More Recipes, Tech in SE where hidden & disabled. Issue may still occur.
    - K2 Filters where created and Completed. Issue may still occur.
    - SE Filters where created and Completed. Issue may still occur.
    - Attempted to convert SE RTG's
    - Spidertron recipe adjusting with SE or K2 or both.
    - Added Separate setting for all Filter tabs
    - Removed old "Modded Filter" Setting.
    - Chat messages.
    - Some K2 Recipe Compatibility.
    - Deleted Un Used templated Local files.
    - Changelog Typos.
  Info:
    - Added File rcu_item.Lua
    - Added File rcu_recipe.Lua
    - Added File rcu_tech.Lua
    - Added File rcu.png for tech. 
    - Added File rcu.png for item/recipe.
    - Factorio 2.0 Stage 2 Done. Checking for RCU Existence.
  Discord-Releases:
    - Want early-access to the Mod? Head to: https://discord.gg/tbxnpsxkDM.
Version: 0.1.49
Date: 09.11.2023
  Changes:
    - Removed all and any relation to green, red wires. For Factorio 2.0. I have sort of confirmed it's removal. Stage 1
    - Recipes Laser mk3, Armour mk6 & Mk7
  Modding:
    - Removed support for WireShortcuts as it mostly becomes redundant with 2.0. Stage 1
    - Traces for PY Block added. Want to rework later. Looking for coder to work with me on this.
    - "Hidden & Disabled" Hiladdar_Gear's Equipment, Techs & Intermediate.
  Info:
    - 2.0 Factorio Stage 1 Removed Wires.
    - 2.0 Factorio Stage 2 Coming in future update hopefully before the 2.0 Release. ??2024??
Version: 0.1.48
Date: 11.10.2023
  Minor Features:
    - Added "armor-spill-prevention" To requirements to prevent spills when u want to upgrade, but forget that u have a lot of stuff on your person.
  Changes:
    - Made prerequisites for space-ai-robots require fusion-reactor_4 instead of fusion-reactor_1 when playing with my mod and SpaceModFeorasFork are enabled.
Version: 0.1.47
Date: 03.09.2023
  Changes:
    - Recipes Bob's fusion reactor.
    - Migrations change "sgz-a??-equipment-grid", --> "par-a??-equipment-grid".
  Bugfixes:
    - Recipe converter.
    - Prerequisites for Bob's RTG to mk7 reactors.
    - Typos.
  Info:
    - Files Read order.
    - Load order within.
  Credits:
    - Discord: @Dr Pez.
Version: 0.1.46
Date: 31.08.2023
  Modding:
    - Made adjustments for SpaceModFeorasFork. To make it work along with PA&R.
  Bugfixes:
    - Typo that made item in recipe not appear in fusion_9. bobsplates mod.
    - Shorted, Corrected Localization again. EN NO.
Version: 0.1.45
Date: 30.08.2023
  Bugfixes:
    - Some tech prerequisites not showing.
    - Mod needing battery equipment's,.
  Features:
    - New messages added.
  Info:
    - Reworked messages in control stage.
    - Reverted the fluid fix for now.
  Modding:
    - Hiladdar's robots requiring battery equipment as prerequisites.
  Credits:
    - @_CodeGreen. For helping with multi lane script placements.
    - @rmm for finding the incompatibility.
Version: 0.1.44
Date: 27.08.2023
  Changes:
    - Vanilla recipes price adjusted. Feedback would be great.
    - All PA&R items in recipes is/was removed (Vanilla)
    - Tech prerequisites in general adjusted/added.
    - Added modded tech prereqesits.
    - Compatibility - Util files merged.
    - Moved TeleportationEquipment code to other files.
  Bugfixes:
    - Nanobot compatibility bug.
    - Fluid in Compatibility issue resolved. Broke Items conversion.
  Modding:
    - Rewrote tech changes for TeleportationEquipment.
  Credits:
    - Discord: @Dr Pez. For fixing fluid recipes Compatibility. & Merging files.
  Discord-Releases:
    - ̶J̶u̶s̶t̶ ̶t̶o̶ ̶s̶a̶y̶ ̶t̶h̶a̶t̶ ̶i̶t̶'̶s̶ ̶a̶ ̶R̶e̶a̶l̶e̶a̶s̶e̶ ̶o̶n̶ ̶S̶_̶g̶a̶m̶e̶z̶ ̶D̶i̶s̶c̶o̶r̶d̶ ̶o̶n̶l̶y̶.̶
Version: 0.1.43
Date: 22.08.2023
  Changes:
    - Corrected & added more Info Warnings. Bob's & Darkstar.
    - Adjusted Info messages little bit everywhere.
Version: 0.1.42
Date: 20.08.2023
  Modding:
    - Improved SpaceX Compatibility.
    - Recipes for Exotic Industries started (EI).
  Bugfixes:
    - Crash with 248K.
    - Crash with half Bob's modpack, & SpaceX (space mod)
  Compatibility:
    - Relocated load positions of file to not have problem with 248K & EI modpacks.
    - Had by mistake put it in Final fixes which causes errors on 248K & EI side.
    - SpaceX files removed.
  Info:
    - Updating to this version does remove the crashes with EI & 248K tho in EI the tech system will have bad compatibility. until i have cleared things between my end & EI.
Version: 0.1.41
Date: 18.08.2023
  Bugfixes:
    - Temp solution to make mod load with Exotic Industries without crashing.
  Info:
    - Renamed a file.
Version: 0.1.40
Date: 17.08.2023
  Changes:
    - Moved possible circuit requirements to Bobplates instead.
  Modding:
    - Recipes adjustment for: cannon-spidertron, space-spidertron, artillery-spidertron, SpaceMod.
  Bugfixes:
    - Bobrevamp & Bobplates to make the RTG not cash when used.
    - Typos
  Info:
    - Moved code around for organizing. Not to add multiple functions in one file to clutter it up.
    - Moved entire code structure to new file sections. Made sure my scripts worked afterwards.
Version: 0.1.39
Date: 14.08.2023
  Minor Features:
    - Function to hide item in filter UI/Tab regarding other mods.
    - Settings to re-enable items in filter UI/Tab.
  Changes:
    - Adjusted Tech Prerequisites military 2-4 added to reasonable locations.
    - Moved Tech prerequisites Rocket control-unit from 7 --> 9. As utility being needed & 7 only requires production.
    - Rocket unit removed in Recipes where it was used 7-8.
    - Control Stage New and Updated messages. Will only show if settings are enabled.
    - Went trough my Final-fixes with new hide and disable.
  Info:
    - Moved entire code structure to new file sections. Made sure my scripts worked afterwards.
  Credits:
    - @Honktown Creating function to hide items in filters UI/Tab.
Version: 0.1.38
Date: 07.08.2023
  Changes:
    - Control stage. With updates, new messages regarding other mods.
  Bugfixes:
    - Miss placed line of code caused a crash with SE.
    - Typos.
Version: 0.1.37
Date: 20.07.2023
  Changes:
    - Place holder graphics changed on Roboports & Batteries.
  Bugfixes:
    - Typos.
Version: 0.1.36
Date: 19.07.2023
  Changes:
    - Made sure that recipes with armours used converts to P.A.&.R versions instead. One mod found to be the case was Klonan's Combat Drones.
  Info:
    - Mini update. More features coming later.
Version: 0.1.35
Date: 16.07.2023
  Changes:
    - PA&R Lib is Deprecated not required anymore.
    - In-game message clean up
  Info:
    - This update is to attempt solving a bug with the in game mod portal and my mods.
    - Some section of bob's angels are blocked off due to incomplete recipes.
  Bugfixes:
    - Attempting to fix a in game mod portal issue where people crashed the main game on trying to download this or the Lib mod.
Version: 0.1.34
Date: 04.07.2023
  Features:
    - Added little bit of IR3 Compatibility to get u better started with the armours.
  Changes:
    - Changed few vanilla recipe to be more forgiving. Rather than paying everything u own. Wil be having a full look on the vanilla recipes later. Make them better where it is needed.
    - Bob's Fixed, hidden/disable tech & recipes as it wasn't working.
    - Darkstar Utilities Fixed, hidden/disable techs & recipes as it wasn't done yet.
    - Increased power consumption for Exoskeletons 10GW and increase by 10 every tier. 10 20 30...
    - Tweaked recipes to not have rubber in MK 1 armour if you don't have a decent mod/way of making it early.
    - Made that rubber is only added if playing with bob's or by Bio Industries. This is different if having bob's angels & not bio.
    - Made Lot's more recipes and tech hidden & disabled. Regarding other mods.
    - Removed alien artefacts from a_mk1 as it will be hard later when the enemy overhaul mod gets made.
    - Reduced craft time for armours. See no reason to make it slow other than taking the players time :p Sadly the one part is that i wanted players to use machines for it. As for any tiers above 5 needs machines regardless.
    - MK9-10 uses utility science. Mk 7-10 uses production science.
    - Moved laser Tech prerequisite from MK 2 to mk5 as it was using chemical science way to early for being needed to unlock mk3.
    - Big change to shield recharge speeds 0.1.34-6.
  Bugfixes:
    - Recipe for Insectitrons was using vanilla exoskeleton.
    - Name of roboport was having traces of copied name of Fusion Reactors.
    - NO EN Locales.
    - Changelog typos.
  Modding:
    - Added "grand-unified-factorio-theory" to the list.
    - Added "248k" to the list.
  Discord-Releases:
    - Core Compatibility Function Typo causing 5+ mods to fail on load. Beta Stage.
    - Version 0.1.34-6p2 to let players know what specific beta release version in use. this will change as i post discord updates.
    - The entire 0.1.34 will be a Discord only releases.
  Credits:
    - Discord: @Dr Pez. For a big compatibility improvement.
Version: 0.1.33
Date: 03.06.2023
  Features:
    - Added the lasers that i forgot in 0.1.31 for K2.
  Changes:
    - Now requires version 0.1.5 of P.A.R Library.
    - Crucial Change to compatibility by attaching a version minimum. Mostly all mods i have listed.
  Bugfixes:
    - Improved code after/from crash at 0.1.32./0.1.29
Version: 0.1.32
Date: 02.06.2023
  Bugfixes:
    - Crash on K2 if SE was enabled.
Version: 0.1.31
Date: 02.06.2023
  Features:
    - Removed Incompatibility with IR3. Hope it last.
    - Compatibility with IR3
  Changes:
    - "Hidden & Disabled" Rampant Arsenal's Personal Reactors, Equipment Techs. 
    - "--||--" K2's Power Armor & Equipment's Techs.
    - "--||--" SE's Equipment Techs.
    - "--||--" More Equipment Tech from Bobs.
    - Improved library mod. Now requires 0.1.4.
    - Shields Changed Internal Name.
  Warnings:
    - Make sure the Technology for The Migrated content is not blocked after update.
  Credits:
    - Discord: @_CodeGreen. For providing better clean-up conversion code for Recipes & Technology
Version: 0.1.30
Date: 28.05.2023
  Features:
    - Finally added armour animations.
  Changes:
    - lots in Changelog.
    - Added strike trough. As for irrelevant sections of changelog.
    - Crucial change for personal solar 1x1 --> 1x2 size.
    - Decreased power by personal solar by 50%.
  Warnings:
    - Recommended to take out your solar panels of the grid before updating. To be safe from game deleting them.
  Credits:
    - Discord: @Dr Pez. for Helping coding the Animation and finding a easy way of implementing it.
Version: 0.1.29
Date: 27.05.2023
  Features:
    - Improved compatibility code "utill.Lua".
    - Improved compatibility code "mods-compat.Lua".
  Changes:
    - Changelog 0.1.28.
    - Restructured Bob's enemies recipe section to be included in the default recipe changer instead of having duplicates.
  Bugfixes:
    - Crash without bob's enemies installed reported by "grenaldn".
    - Crash in SE using K2 items without K2. Specifying wrong mod dependency.
  Modding:
    - Some more items added to bob's enemies recipes. Still far from done with this one.
  Known:
    - Reverse Factory, using bob's, Angels, K2, SE, when recycling batteries wont work. no issues in vanilla.
  Credits:
    - Discord @Dr Pez. Helping on improving some compatibility code for the fixes.
    - Discord @grenaldn. Reporting the bug.
Version: 0.1.28
Date: 14.05.2023
  Features:
    - Added "bobenemies" items compatibility.
  Changes:
    - Solar panels power production increased again. May be changed again later.
    - Resistance values for pierce_decrease & pierce_percent.
    - Changelog 0.1.26. & 0.1.21
    - Provided with a reason to not make Compatibility with Nullius. Armours Don't appear in game. :/
  Info:
    - Tech requirement for "bobenemies" will be added in the upcoming update.
    - Better recipes will also be made for "bobenemies" combined with "bobplates". 
  Bugfixes:
    - Par lib required the player to have experimental 1.1.81. witch wasn't released.
    - Crash if only angels smelting was present. bobplates was disabled.
    - Typos.
  Credits:
    - Discord @_CodeGreen. Help with solving and providing some code to fix and improve compatibility.
Version: 0.1.27
Date: 10.05.2023
  Features:
    - Added T3 & T4 heat pipe tech prerequisites to lasers.
  Bugfixes:
    - Fixed Dependencies for PAR Library.
    - Crash if bob's power wasn't enabled.
  Info:
    - The lib mod needing different name due to invalid name under upload.
Version: 0.1.26
Date: 10.05.2023
  Features:
    - Initial BETA release
  Bugfixes:
    - Typos.
  Info:
    - Looking for an texture designer modelling person.
  Modding:
    - Marked Nulius Incompatible due to missing tech. If provided with the reason. I would look in to trying to fix it.
Version: 0.1.25
Date: 14.03.2023
  Features:
    - Warning messages will now show if my mod changes functionality of other mods.
  Changes:
    - Vanilla Compatibility moved to lib mod.
    - Solar power production increased was still low compared to reactors. It's now closer to reactors production.
    - Tech not being able to be researched due to disabled tech. same as one above.
    - Updated readme file on GitHub.
  Info:
    - Moved all advanced compatibility to my lib mod for a clean code build.
  Bugfixes:
    - MK5 Solar had un specified amount of lead plates.
    - Roboport 1 for bob's mods was hidden by the vanilla disabling section.
  Credits:
    - @Honktown for in game chat warnings.
Version: 0.1.24
Date: 23.02.2023
  Changes:
    - Belt Immunity & NVG's, Made electrical requirement more reasonable to these equipment's. U would want MK4 or higher reactors.
  Modding:
    - Bob's power: Laser Tweaked tech to have heat pipes involved. 
    - Bob's power: Laser Tweaked Recipes to have heat pipes involved.
Version: 0.1.23
Date: 14.02.2023
  Changes:
    - Armour Replacer now requires 1.0 of CAS mod.
  Bugfixes:
    - Crash with SE K2 mod set.
    - Loading the compatibility of how recipes are created.
  Modding:
    - SE added a few.
    - K2 added a few.
    - Marked Incompatibility, expanded-rocket-payloads-continued, Insectitron. Due to Recipe & Tech deadlock. T̵h̵a̵t̵ ̵w̵i̵l̵l̵ ̵n̵o̵t̵ ̵b̵e̵ ̵f̵i̵x̵e̵d̵
  Credits:
    - @sky_trooper for finding the issues with the SE|K2 Compatibility.
Version: 0.1.22
Date: 13.02.2023
  Features:
    - Bob's. Compatibility will need tweaking later on. Have been added along Angels.
    - Angels continued adding recipes for other equipment missing it.
    - Darkstar Some recipes has sort of gotten added. This one could be getting a way more improved Compatibility. It has to be played alone witch i don't have time to yet.
  Changes:
    - Shields don't use more than 1 in the amount. Made it easier to craft. This is again subject to change.
    - Small Science rework on all tech. Added Chemical packs to mk5's.
  Modding:
    - Bob's to mk5 done. Tweaking may be needed.
    - Angels to mk5 done. Tweaking may be needed.
    - Darkstar. A bit here and there.
  Bugfixes:
    - Issue with NVG's and Belt Immunity.
  Credits:
    - Discord @Toby1364 For a quick correction that was missed on version 0.1.21.
Version: 0.1.21
Date: 09.02.2023
  Features:
    - Added a New item group for my mod so i will now need to use my new group.
    - Added compatibility for bobs resistances.
    - Added more base game resistances. 
  Info:
    - Armour_item file got a rework.
    - nvgs_bi_item file got a rework.
  Changes:
    - Compatibility Exoskeleton recipe bob. 
    - Compatibility Armour recipe bob.
    - Battery, tech, recipe.
    - Laser, Tech,
  Credits:
    - Discord @Toby1364 For help with the Rework & Compatibility.
Version: 0.1.20
Date: 06.02.2023
  Bugfixes:
    - Changelog.
    - Bug with MK 10 laser
    - Not able to craft Exoskeleton MK4.
  Modding:
    - SE Progress.
    - K2 Progress.
    - 248k Progress.
    - Bob's continued: Armour, Exoskeleton, NVG's-Belt Immunity, Roboports recipes completed.
    - Angels continued: Armour, Exoskeleton, NVG's-Belt Immunity, recipes complete.
Version: 0.1.19
Date: 02.02.2023
  Features:
    - Added some more compatibility.
  Changes:
    - Added the last details to this before 1.0
    - Tweaks to some recipe numbers.
  Bugfixes:
    - Solar panel Achievement not showing it's localisation correctly.
    - Attempted to fix crash for some players. Due to missing graphics.
Version: 0.1.18
Date: 17.01.2023
  Features:
    - Completed: Recipes 
  Changes:
    - Tweaks to recipes kinda everywhere.
    - Internal clean up.
    - Generly increased & added recipes to items. 
  Bugfixes:
    - Recipes for: Solar(p-s_mk(x)),  Roboport(r_mk(x)), laser(l_mk(x)),
    - Achievement specifying wrong item compared to witch it was showing.
  Credits:
    - Discord @Toby1364 for participating on this project. & doing an Internal clean-up.
    - Discord @Lucif3r for beta testing version 0.1.17. In 248k mod set/pack.
Version: 0.1.17
Date: 16.01.2023
  Features:
    - Optional Dependencies added.
  Changes:
    - Changelog.
    - Exoskeleton Values.
    - Shields Values.
    - Roboport's Values.
  Bugfixes:
    - Exoskeleton was not equip able.
    - NVG's was not equip able.
    - Shield's recharge rate was wrong.
    - Roboport retuned wrong version.
    - Locales Template re-added.
  Discord-Releases:
    - ̶N̶o̶t̶e̶ ̶i̶f̶ ̶u̶ ̶u̶s̶e̶ ̶t̶h̶e̶ ̶0̶.̶1̶.̶1̶6̶ ̶&̶ ̶u̶p̶ ̶u̶ ̶a̶r̶e̶ ̶u̶s̶i̶n̶g̶ ̶t̶h̶e̶ ̶l̶a̶s̶t̶ ̶f̶e̶w̶ ̶b̶e̶t̶a̶ ̶v̶e̶r̶s̶i̶o̶n̶s̶,̶ ̶b̶e̶f̶o̶r̶e̶ ̶1̶.̶0̶ ̶r̶e̶l̶e̶a̶s̶e̶.
    - M̶a̶i̶n̶ ̶f̶u̶n̶c̶t̶i̶o̶n̶a̶l̶i̶t̶y̶ ̶I̶m̶p̶l̶e̶m̶e̶n̶t̶e̶d̶.̶ ̶T̶h̶i̶s̶ ̶m̶o̶d̶ ̶i̶s̶ ̶g̶e̶t̶ti̶n̶g̶ ̶i̶t̶'̶s̶ ̶l̶a̶s̶t̶ ̶f̶e̶w̶ ̶a̶d̶d̶i̶t̶i̶o̶n̶s̶ ̶a̶n̶d̶ ̶f̶i̶x̶e̶s̶ ̶b̶e̶f̶o̶r̶e̶ ̶g̶o̶i̶n̶g̶ ̶1̶.̶0̶ ̶R̶e̶l̶e̶a̶s̶e̶ ̶(̶S̶o̶o̶n̶)̶.
    - C̶o̶m̶p̶a̶t̶i̶b̶i̶l̶i̶t̶y̶ ̶p̶a̶r̶t̶i̶a̶l̶l̶y̶ ̶d̶o̶n̶e̶ ̶b̶u̶t̶ ̶u̶s̶e̶a̶b̶l̶e̶ ̶w̶i̶t̶h̶ ̶w̶h̶a̶t̶'̶s̶ ̶t̶h̶e̶r̶e̶.̶ ̶W̶o̶r̶k̶ ̶c̶o̶n̶t̶i̶n̶u̶e̶s̶ f̶r̶o̶m̶ 1̶.̶0̶.
Version: 0.1.16
Date: 15.01.2023
  Features:
    - Finished the stats for shields.
    - Finally Implemented Roboport, Laser, Solar. Items to the mod.
    - More Achievements for the other items created.
  Changes:
    - Adjusted power produced by fusion_reactor.
    - Partially progressed on compatibility.
    - Tweaks in general.
  Bugfixes:
    - Icon size of Exoskeleton. Was using wrong placeholder directory.
    - Item order in crafting window.
    - An oversight when creating Laser & Solar Equipment. In beta 0.1.16-3.
    - Icons for Exoskeleton.
  Info:
    - Lots more stuff that I don't know what is to be added to this list.
    - Some Tech from other mods will be deadlocked untill that mod has made compatibility, if they don't I might add one myself but less likely as it could be easier on their side.
    - T̶h̶i̶s̶ ̶i̶s̶ ̶t̶h̶e̶ ̶c̶h̶a̶n̶g̶e̶l̶o̶g̶ ̶f̶o̶r̶ ̶0̶.̶1̶.̶1̶6̶ ̶b̶e̶t̶a̶ ̶&̶ ̶1̶.̶0̶.̶ ̶T̶h̶o̶ ̶w̶i̶l̶l̶ ̶b̶e̶ ̶l̶i̶s̶t̶e̶d̶ ̶a̶s̶ ̶0̶.̶1̶.̶x̶x̶ ̶f̶o̶r̶ ̶a̶ ̶l̶i̶t̶t̶l̶e̶ ̶w̶h̶i̶l̶e̶ ̶l̶o̶n̶g̶e̶r̶.
  Locale:
    - Added English templates for CS, DE, SK, locals twice.
    - Updated EN, NO locales.
  Discord-Releases:
    - ̶N̶o̶t̶e̶ ̶i̶f̶ ̶u̶ ̶u̶s̶e̶ ̶t̶h̶e̶ ̶0̶.̶1̶.̶1̶6̶ ̶u̶ ̶a̶r̶e̶ ̶u̶s̶i̶n̶g̶ ̶t̶h̶e̶ ̶b̶e̶t̶a̶ ̶v̶e̶r̶s̶i̶o̶n̶ ̶o̶f̶ ̶1̶.̶0̶ ̶r̶e̶l̶e̶a̶s̶e̶.
    - ̶M̶a̶i̶n̶ ̶f̶u̶n̶c̶t̶i̶o̶n̶a̶l̶i̶t̶y̶ ̶I̶m̶p̶l̶e̶m̶e̶n̶t̶e̶d̶.̶ ̶T̶h̶i̶s̶ ̶m̶o̶d̶ ̶i̶s̶ ̶t̶h̶e̶n̶ ̶g̶e̶t̶t̶i̶n̶g̶ ̶i̶t̶'̶s̶ ̶1̶.̶0̶ ̶R̶e̶l̶e̶a̶s̶e̶.
    - Compatibility partially done but useable with what's there. Work continues from there.
  Credits:
    - Discord @Toby1364 for participating on this project.
    - Discord, @_CodeGreen for help creating an advanced setting function.
Version: 0.1.15
Date: 09.01.2023
  Changes:
    - Armour recipe adjustment 1.1 done.
    - Some Compatibility removed, Obsolete.
  Bugfixes:
    - Compatibility Recipes & Tech research.
  Modding:
    - 248k Progress.
Version: 0.1.14
Date: 09.01.2023
  Features:
    - Added code for personal laser equipment. more on Info.
  Changes:
    - Updated mod Description on what currently added to the mod.
    - Decreased power produced by fusion_reactor drastically.
    - Removed releases spammed in changelogs. Will continue moving the link to the new version.
    - Armour recipe adjustment 1 done. More to come.
  Info:
    - Marked some files to be left out of the mod until it's usable. Reducing size of mod slightly. Check info.json should u want more info.
    - Recipe & Tech research compatibility needs adjusting.
  Known:
    - ̶ ̶I̶c̶o̶n̶s̶ ̶f̶o̶r̶ ̶E̶x̶o̶s̶k̶e̶l̶e̶t̶o̶n̶ ̶a̶r̶e̶ ̶a̶ ̶b̶i̶t̶ ̶w̶e̶i̶r̶d̶.̶ ̶H̶o̶p̶e̶ ̶t̶o̶ ̶s̶o̶l̶v̶e̶ ̶t̶h̶i̶s̶ ̶s̶o̶o̶n̶ ̶b̶u̶t̶ ̶i̶'̶v̶e̶ ̶t̶r̶i̶e̶d̶ ̶a̶ ̶l̶o̶t̶ ̶t̶o̶ ̶n̶o̶ ̶s̶u̶c̶c̶e̶s̶s̶
  Credits:
    - Discord @RedsTom#4616 for FR (France) Translation.
Version: 0.1.13
Date: 07.01.2023
  Bugfixes:
    - Finely added dependency without dependency loop.
    - Added incompatibility with IR-3.
Version: 0.1.12
Date: 27.12.2022
  Changes:
    - Internal name change. MK10-Armour --> Power Armour Replacer.
Version: 0.1.11
Date: 02.11.2022
  Changes:
    - Added/Completed vanilla recipe for Exoskeleton.
    - Some Compatibility.
    - Tech overhaul 2. Removed armour from equipment prerequisite.
Version: 0.1.10
Date: 01.11.2022
  Features:
    - Exoskeleton have now been added to the list.
    - Items conversion was attempted but things need a nil value to be migrated. (modular-armor --> a_mk1)
  Changes:
    - Shield values are adjusted more manually internally.
    - Removed hollow reactors.
    - DE Locals were disabled. (file of incomplete "DE" can be found on GitHub)
    - Slovak locales were disabled. (file of incomplete "SK" can be found on GitHub)
  Bugfixes:
    - Missing prerequisite for shield mk1 & 2.
    - Vanilla Equipment where not unlockable as for needing missing/disabled technology. These will be removed at a later state.
    - Battery Equipment mk2 required 1000 is was suppose to have 200.
  Credits:
    - Discord @Toby1364 for participating on this project.
  Known:
    - ̶S̶h̶i̶e̶l̶d̶ ̶s̶t̶a̶t̶s̶ ̶a̶r̶e̶ ̶n̶o̶t̶ ̶c̶o̶m̶p̶l̶e̶t̶e̶.
    - ̶A̶r̶m̶o̶u̶r̶ ̶r̶e̶s̶i̶s̶t̶a̶n̶c̶e̶s̶ ̶i̶s̶ ̶n̶o̶t̶ ̶c̶o̶m̶p̶l̶e̶t̶e̶.
Version: 0.1.9
Date: 29.10.2022
  Features:
    - Mod Rename to Power Armour Replacer.
    - Updated NO, EN/EN-GB locales
    - Added/Completed modded armour recipes.
    - Couple recipe compatibility done for equipment.
  Changes:
    - Reworked tech tree.
    - Research time reduced from 30 --> 15 across all tech, might be changed again later.
  Bugfixes:
    - Automation 3 replaced with Automation 6 in bob's. Was put on MK 10 when it was used by mk9.
  Credits:
    - Discord @Tomatoking for doing the NO translation for me :P
Version: 0.1.8
Date: 28.10.2022 03:31 CET
  Features:
    - Some Clowns-Processing & Atomic_Overhaul compatibility
    - Added compatibility to mk4 armour Sea block, Angels & Bobs.
    - Added compatibility to mk5 armour Angels & Bobs.
    - Current tech for Mk1-10 items for Bob's Angels is completed until rework of unlocking the equipment.
  Changes:
    - Added slight change to angels if 248k is active (mk3 items)
    - Reworked tech Mk3 items.
    - Small change with Sea block tech Mk3 items.
    - Removed rubber from being used in Sea block early on.
  Bugfixes:
    - Possible crash specifying wrong mod with tech (angles bronze smelting 1)
Version: 0.1.7
Date: 26.10.2022
  Bugfixes:
    - Hotfix: Was not able to unlock MK2 items (Progression_2) as for disabled invar tech using angles.
    - Hotfix: Was not able to unlock MK3 items (Progression_3) as for disabled aluminium tech using angles.
    - Typo
  Changes:
    - Tweaked recipes when Angelssmelting are active.
Version: 0.1.6
Date: 26.10.2022
  Changes:
    - Recipes for shields, and it's Hit-points values has been altered.
    - Continued compatibility with bob's angels.
  Bugfixes:
    - Compatibility memory leak, 50GB seen. Rewritten all of that now.
  Modding:
    - Bob's:
    - Angels:
  Info:
    - Will not remove items currently existing. Will only remove new crafting capabilities.
  Credits:
    - Discord @JanSharp for help when code was broken.
Version: 0.1.0
Date: 15.10.2022
  Features:
    - 10 New tiers of: Armour, Shields, Fusion-Reactors & Batteries added. 
    - Settings added to "Configurable-Armour-Suits = 0.3.0.
    - 2 New tiers of NVG's and belt immunity.
    - Achievements: 3 new damage, 15 new crafting.
    - Locales: NO,EN,SK, (file of incomplete "SC" can be found on GitHub)
    - Hollow personal Reactors added.
  Credits:
    - Discord @Honktown for help with code.
    - Discord @_CodeGreen for help with code when i got stuck & the compatibility.
    - Discord @Toby1364 for help working on mod in general.
    - Discord @Chunnyluny for help with testing the alpha.
    - join my discord to participate in the testing or just play with the Alpha/Beta.
  Discord-Releases:
    - Alpha 1-5 used same versioning by me not thinking really.