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.
Mods introducing new content into the game.
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.