Advanced Production


The mod will be adding structure(s), armor and equipment to your game-play, is it balanced, or will it be the biter's demise.

Content
3 months ago
1.1 - 2.0
748
Armor Mining

Changelog

Version: 1.0.24
Date: "6/~/2025"
  Changes:
    - Added another Spacial Miner named "Atomic" with slightly more crafting speed and more module slots.
    - Added a speed module that goes further into the speed boosting after speed module 3, known as haste ( Recipe varies on mods, base to space ).
    - Another note, im running out of ideas to add here, maybe its time to work on my model(s) some more.
    - Any bugs, issues, or mod supports brought up at this time would be greatly appreciated.
Version: 1.0.23
Date: "6/7/2025"
  Changes:
    - Removed the "hover over drills" which no one reported caused "Unrecoverable Crash"
    - Fixed the recipes in Special Miner to have their highest amount (again). Example: Refined Concrete ( 10 ) instead of ( 1 )
    - Rearranged code to be less chunky in the functions area.
    - (Warning): This update will probably re-increase amounts but also increase other things.
Version: 1.0.22
Date: "6/~/2025"

  Fixes:
    - Touching "localizations" for certain recipes
    - Doing loop checking
    - Probably breaking my mod (again).. but this time with a purpose.
    - Fixed the "infinite" on the last robo production research.
    - Fixed alot of localizations with void recipes, only a few left to go.
    - Main ones that are not fixed in localization are :
      - "most equipment"
      - "rail"
      - "steel-chest"
      - and probably some random modded items
Version: 1.0.21
Date: "5/25/2022"
  Fixes:
    - Fixing recipe "BS" to be able to use mod in base game again.
    - Fixed changelog for v 1.0.20
Version: 1.0.20
Date: "5/ 24 /2025"

  Info:
    - Added a new module
    - Added more research
    - Added a few more recipes
    - Science packs are added to void replication
Version: 1.0.19
Date: "5/ 20 /2025"

  Changes:
    - Slightly more configurable options
    - Added productivity research
    - Added couple more researches
    - Added few more recipes

  Priorities:
    - fixing "ID"s in how the loop reads and operates so we have less null things. ( Probably wont be fixed anytime soon )
Version: 1.0.18
Date: "?"

  Info:
    - Slightly more configurable options!
    - The "magnetic science pack" is now fixed to be 90-100 (min,max) instead of 100-90 (min,max) which allows crafting!
Version: 1.0.17
Date: 5/ - /2025
  Info:
    - Another building has been added, the "Spacial Miner"
    - This building requires space science and will be able to replicate most "items" youve unlocked in reseaches
    - Spacial Miner not allowed fluids 
    - Feedback for how to fix my "loop"(s) and their localisation would be great.

    - New Building ! ( Spacial Miner ) ( mostly for Special Miner )
    - Hemisphere-aware recipe system ( check your MOD SETTINGS )
    - Setting to toggle hemisphere requirements for void mining
    - Extended item type detection for "Spacial Miner" recipes
    - recipe generation logic
    - item detection system for mod compatibility

  Notes:
    - Known issue: Some recipe names may display incorrectly in certain conditions
    - Working on improving name localization for future updates

  Warning / Request:
    - If you Decompile the zip for your own usage, please do not upload it with minor changes, this mod is still being worked on.
      + Feedback and improvements on how my system could work are appreciated.

  Offtopic:
    - additionally theres a mod called "VoidWorks" i think or similar that already does alot of fancy replications, give it a go.
Version: 1.0.16
Date: Apr 27th, 2025
  Info:
    - Forgot to add notes about 0.15
    - Rearranged recipes (again) - Science packs were accidently all edited for the newer machine

  Fixed:
    - Big-Electric-Tower not having a "power grid" display
    - science pack messup in 0.15  ( Sorry ! )"BIG Electric Pole" placement.

  Added:

  Notes:
    - I'm still working on the exoskeleton suit. ( for some reason it does not want to work )
Version: 1.0.15
Date: "Apr 26th, 2025"
  Notes:
    - Modified a few recipes slightly
    - Added a little more content
    - Compatible with and without Space-age

    - Certain recipes were added or modified based on playing in "space-age" or not
    - Added "enhanced mech armor" for base and space, base game armor ("CANNOT  FLY"), I know, I tried, instead use the other mod with the jetpack(s) or grappling gun.
Version: 1.0.14
Date: Nov 10th, 2024
  Info:
    - Temporarily removing exoskeleton suit recipe until works properly
    - The "BIG Electric Pole" placements for now will be janky but still works ! ( Will be fixed soon "tM" )

  Fixed:
    - Graphical errors in factory(ies). (Spacial Miners(Void Miners), Assembly 3)
    - Missing tooltips in spacial automation recipes in Spacial Miners. ( Void Miners )
Version: 1.0.13
Date: Oct 26th, 2024
  Notes:
    - Updating to Factorio 2.0+
  Release:
    - . . Nov 7th, 2024
    - Modified a few recipes slightly
    - Added a little more content
    - Compatible with and without Space-age
Version: 1.0.12
Date: May 17th, 2022
  Modding:
    - Assembly Machine T4 (red)
    - Addition of an electric "advanced miner"	
    - Burner set to 4 pollution instead of 8 , with kW reduction of burner 80 to 60
    - Few new techonologies , finally added in the Big Electric Tower that was being worked on year ago plus
    - Its been a long while so I don't know everything that has happened
    - Burner and Advanced miner production times have been lowered from 6s to 4s
    - Burner buffed production multiplier 0.5 to 1.0, advanced miner set to 1.5
  Notes:
    - Don't know anyone who actually reads the notes but here is the missing patch thats been sitting on my pc since 2021 along with a few other touches.
Version: 1.0.11
Date: Nov 3rd, 2020
  Modding:
    - HELLO FACTORIAN(s) IM BACK, with another patch!
    - rebalancing, removing some recipes and adding couple recipes
    - doing dummy stuff
    - readded Burner Void, start with 1, burner upgrades into Advanced Production
    - NEW SUIT! ( MK3 branches from MK2 ) Grids: MK2 10x10 | MK3 12x14y
    - Enhanced Exoskele! ( branches off the skele ). Exos: 30% | 85%
    - toggleable option for science packs to be created using the 'advanced production'
    - thanks to the factorio modders for getting my head on straight
  Info:
    - Behind the scenes I'm learning lua for factorio ( which was really easy after i got bonked for modding [redacted] )
    - After a few month break that I was on ( was modding other games shhh ), I've returned but pretty soon I'll be shoved into work(less than a week), till then I give progress!
Version: 1.0.10
Date: May 9th, 2020
  Modding:
    - Fixed advanced-production-miner the way it should be. ( probably )
    - Did some balancing and re-arranging some more.
    - Thanks for waiting! This'll be one of the last few updates on the ' production miner '
Version: 1.0.9
Date: May 8th, 2020
  Modding:
    - Nerfed electricity required for advanced miner's production
    - probably did something else im forgetting.
  Modification Questions:
    - Should I: Revert back to 440KW, Stay at 330KW or use a lower cost?
    - Keep current recipies as is or change cost?
    - Post your statements or questions in discussions if you'd like to see a change or something added :).
    - entity.name is literally the only thing 'broken' even though its 'working' and i dont know WHY.!
Version: 1.0.0
Date: May 1st, 2021
  Info:
    - Initial Release.
  Features:
    - Added (1) Advanced Production. \ is it probably useless, yes, is it worth it? lets find out.
    - Added Recipies for resources in-game.