Date: 25. 5. 2020
- Remove space and material science from Commercial AI Implementation to avoid tech lock.
Date: 22. 5. 2020
- Remove space and material science from tungsten processing to avoid tech lock.
Date: 16. 5. 2020
- Remove utility science requirements of material science and space science to unblock logistic bots
- NOTE: You will need to change to default mod startup settings to have speaceblock work.
- 1. The "Connect science packs" setting of the ScienceCostTweaker mod, uncheck that.
- 2. The "Frozen" terrain tile in Alien Biomes. Disable that or you won't get any swamps or trees.
Date: 14. 5. 2020
- Remove material science requirement for the lab for purple science.
Date: 5. 5. 2020
- Remove FNEI dependency for now since it is broken in 0.18.22.
- You WILL want to have some replacement like "what is it really used for", but up to you.
Date: 25. 4. 2020
- Make it slightly even easier to make RCUs because they're very expensive.
- Remove material science requirement for purple science.
Date: 18. 4. 2020
- Make it so you don't need to go to space to get logistic bots.
Date: 18. 4. 2020
- Reduce science cost of RCUs to avoid tech lock.
Date: 13. 2. 2020
- Fix ore crystallization recipe icons and names
- Reduce science cost of solder smelting technology and its prerequisites
Date: 10. 2. 2020
- Factorio 0.18 update
- Remove alginic acid solder recipe
- Update tech tree dependencies/prerequisites for Angel's changes
- Remove fuel_value for some Angel's fluids
Date: 29. 12. 2019
- Remove duplicate transport science pack unlock
Date: 8. 9. 2019
- Make KS_Power optional dependency
Date: 26. 7. 2019
- Move chemical processing 1 and basic automation technologies earlier in tech tree
- Mineralized water crystallization icon tweaks
Date: 5. 5. 2019
- player -> character api update
- Increase fluid_usage_per_tick of diesel generator
Date: 28. 4. 2019
- Updates for recent changes in angels mods
- Switch over to angels charcoal. Decrease fuel_value to 4MJ
- Electronics tech unlocks metal mixing furnace
- Increase algae crafting speeds
- Use wood bricks instead of wood for ScienceCostTweaker sample scaffold
- Use wood pellets instead of wood for polishing wheel
- Use wooden board instead of wood for phenolic board
- Remove naphtha -> wood recipe
- Increase liquid fuel values. Adjust solid fuel recipes to balance. Increase blue cellulose required for algae liquefaction
Date: 11. 4. 2019
- Scripting bugfixes. Use add_research to set starting tech, check valid_for_read on item stacks.
Date: 31. 3. 2019
- Decrease amount of sulfuric waste water from blue cellulose liquefaction
- Adjust random placement of trees, plants and fish
Date: 24. 3. 2019
- Increase worm density
- Copy icon size when updating circuit board tech icon
- Remove changes to various algae related crafting speeds (MK1 algae farm, cellulose fiber, wood pellets)
- Move green algae -> cellulose fiber recipe unlock to the wood processing startup tech
- Reduce cost of SpaceMod ftl theory D1 and D2 technologies
- Disable coal liquefaction tech
- Disable bob distillery techs
- Add remote call so pvp scenario does not overwrite starting rock with silo
Date: 18. 3. 2019
- Factorio 0.17 update
- Remove change to ScienceCostTweakerM flash fuel recipe
- Reduce enriched fuel block fuel value
Date: 19. 11. 2018
- Slightly reduce cellulose fiber and wood pellet crafting time.
- Remove ScienceCostTweaker waste byproduct reduction.
Date: 16. 9. 2018
- Adjust crude oil fuel value
- More expensive/normal recipe checks for compatibility with other mods
Date: 10. 9. 2018
- Expensive/Normal check when adjusting recipe results
Date: 2. 9. 2018
- Increase liquid rubber production back to petrochem 0.7.9 levels
- Fix angelsbioprocessing seeded-dish/alien-pre-artifact mix up
- Adjust Angel's alien fish and puffer nest spawning. Add migration script to add fish and nests to existing saves.
Date: 19. 8. 2018
- Make SpaceX fusion reactor adjustment include SpaceX production multiplier setting.
Date: 15. 7. 2018
- Undo SpaceX technology cost increase.
Date: 11. 6. 2018
- Fix lab tech not unlocking if game is saved then loaded before crafting lab
Date: 11. 6. 2018
- Fix issues when running with multiplayer pvp scenario
- Update for ScienceCostTweakerM tech tree changes
Date: 3. 6. 2018
- Defensive programming check when moving tech unlocks
Date: 18. 5. 2018
- Update for changed ScienceCostTweakerM recipes
- Remove dissolution sulfuric acid consumption reduction
- Remove red-wire->insulated-cable change to bioprocessor recipe
Date: 22. 4. 2018
- Remove fuel_value from hydrogen and glycerol
- Increase amount of hydrazine consumed when making solid fuel
- Make KS Power oil burning recipes use angels icons and names
- Increase fluid_usage_per_tick of bobpower fluid generators (now 4/60)
- Reduce amount of ore recycled from ScienceCostTweaker waste products
- Move blue science recipe unlocks from advanced-electronics to advanced-research
Date: 2. 4. 2018
- Enable Angel's arboretums. Spawn some arboretum trees on islands.
- Remove changes to yellow belt and splitter recipes.
Date: 18. 3. 2018
- Unlock basic transport belt for lab startup tech
- Use steel instead of tin for yellow belts and splitters
Date: 13. 3. 2018
- Move sulfuric waste water processing from water-treatment-2 to water-treatment
Date: 4. 3. 2018
- Add fluid-generator-3 tech requirement for KS Power diesel generator
Date: 25. 2. 2018
- Add hidden flag to disabled items (coal, cellulose-fiber-board...)
- Adjust cliff collision to allow cliffs to spawn on shoreline
- Remove researching_speed bonus from lab-2. Base lab-2 speed is now the same as other labs.
- Merge Bob's fluids item group into Bob's materials. Leaves a total of 15 item groups which fit into 3 rows of 5 groups in the crafting window.
- Reduce number of fusion construction bots required to build an assembly bot (5 -> 1)
- Reduce number of portable fusion reactors required to build the SpaceMod fusion reactor (100 -> 50)
Date: 24. 1. 2018
- Restore collision for cliffs
- Update bio-wood-processing startup technologies
Date: 8. 1. 2018
- Update for factorio 0.16
- Technology tree basic tutorial.
- Remove most starter technologies, adjust starting equipment.
- Reduce number of module slots in lab-2 when running with ScienceCostTweaker
- Replace coke with charcoal
- Add recipe for making multi phase oil from blue algae
- Add dependency on KS_Power, starting equipment includes wind turbines
- Increase amount of resin used in furnace rubber recipe