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.