Standard SeaBlock by Trainwreck with patches to include Earendel's Space Exploration mods
Collections of mods with tweaks to make them work together.
Version: 0.5.0 Date: 25. 5. 2020 Changes: - Remove space and material science from Commercial AI Implementation to avoid tech lock.
Version: 0.4.9 Date: 22. 5. 2020 Changes: - Remove space and material science from tungsten processing to avoid tech lock.
Version: 0.4.8 Date: 16. 5. 2020 Changes: - 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.
Version: 0.4.7 Date: 14. 5. 2020 Changes: - Remove material science requirement for the lab for purple science.
Version: 0.4.6 Date: 5. 5. 2020 Changes: - 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.
Version: 0.4.5 Date: 25. 4. 2020 Changes: - Make it slightly even easier to make RCUs because they're very expensive. - Remove material science requirement for purple science.
Version: 0.4.4 Date: 18. 4. 2020 Changes: - Make it so you don't need to go to space to get logistic bots.
Version: 0.4.3 Date: 18. 4. 2020 Changes: - Reduce science cost of RCUs to avoid tech lock.
Version: 0.4.1 Date: 13. 2. 2020 Changes: - Fix ore crystallization recipe icons and names - Reduce science cost of solder smelting technology and its prerequisites
Version: 0.4.0 Date: 10. 2. 2020 Changes: - 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
Version: 0.3.8 Date: 29. 12. 2019 Changes: - Remove duplicate transport science pack unlock
Version: 0.3.7 Date: 8. 9. 2019 Changes: - Make KS_Power optional dependency
Version: 0.3.6 Date: 26. 7. 2019 Changes: - Move chemical processing 1 and basic automation technologies earlier in tech tree - Mineralized water crystallization icon tweaks
Version: 0.3.5 Date: 5. 5. 2019 Changes: - player -> character api update - Increase fluid_usage_per_tick of diesel generator
Version: 0.3.4 Date: 28. 4. 2019 Changes: - 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
Version: 0.3.3 Date: 11. 4. 2019 Changes: - Scripting bugfixes. Use add_research to set starting tech, check valid_for_read on item stacks.
Version: 0.3.2 Date: 31. 3. 2019 Changes: - Decrease amount of sulfuric waste water from blue cellulose liquefaction - Adjust random placement of trees, plants and fish
Version: 0.3.1 Date: 24. 3. 2019 Changes: - 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
Version: 0.3.0 Date: 18. 3. 2019 Changes: - Factorio 0.17 update - Remove change to ScienceCostTweakerM flash fuel recipe - Reduce enriched fuel block fuel value
Version: 0.2.17 Date: 19. 11. 2018 Changes: - Slightly reduce cellulose fiber and wood pellet crafting time. - Remove ScienceCostTweaker waste byproduct reduction.
Version: 0.2.16 Date: 16. 9. 2018 Changes: - Adjust crude oil fuel value - More expensive/normal recipe checks for compatibility with other mods
Version: 0.2.15 Date: 10. 9. 2018 Changes: - Expensive/Normal check when adjusting recipe results
Version: 0.2.14 Date: 2. 9. 2018 Changes: - 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.
Version: 0.2.13 Date: 19. 8. 2018 Changes: - Make SpaceX fusion reactor adjustment include SpaceX production multiplier setting.
Version: 0.2.12 Date: 15. 7. 2018 Changes: - Undo SpaceX technology cost increase.
Version: 0.2.11 Date: 11. 6. 2018 Changes: - Fix lab tech not unlocking if game is saved then loaded before crafting lab
Version: 0.2.10 Date: 11. 6. 2018 Changes: - Fix issues when running with multiplayer pvp scenario - Update for ScienceCostTweakerM tech tree changes
Version: 0.2.9 Date: 3. 6. 2018 Changes: - Defensive programming check when moving tech unlocks
Version: 0.2.8 Date: 18. 5. 2018 Changes: - Update for changed ScienceCostTweakerM recipes - Remove dissolution sulfuric acid consumption reduction - Remove red-wire->insulated-cable change to bioprocessor recipe
Version: 0.2.7 Date: 22. 4. 2018 Changes: - 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
Version: 0.2.6 Date: 2. 4. 2018 Changes: - Enable Angel's arboretums. Spawn some arboretum trees on islands. - Remove changes to yellow belt and splitter recipes.
Version: 0.2.5 Date: 18. 3. 2018 Changes: - Unlock basic transport belt for lab startup tech - Use steel instead of tin for yellow belts and splitters
Version: 0.2.4 Date: 13. 3. 2018 Changes: - Move sulfuric waste water processing from water-treatment-2 to water-treatment
Version: 0.2.3 Date: 4. 3. 2018 Changes: - Add fluid-generator-3 tech requirement for KS Power diesel generator
Version: 0.2.2 Date: 25. 2. 2018 Changes: - 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)
Version: 0.2.1 Date: 24. 1. 2018 Changes: - Restore collision for cliffs - Update bio-wood-processing startup technologies
Version: 0.2.0 Date: 8. 1. 2018 Features: - Update for factorio 0.16 - Technology tree basic tutorial. Changes: - 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