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 1.0.14 D: 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 D: 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 D: 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. ===================================================================================================