Alien Loot Economy

Biters now drop alien ore, which can be smelted into alien metal, which is the ingredient for alien items that are better than their vanilla counterparts. Also introduces Hyper-Modules which level up after killing a lot of Biters. The mod is compatible with Bobs Enemies, Rampant and Natural Evolution Enemies.
4 days ago
0.14 - 0.16
15848
Owner: sensenmann
Source: renoth/factorio-alien-module
Homepage: https://github.com/renoth/factorio-al...
License: MIT
Created: 1 year, 10 months ago
Latest Version: 0.4.14 (4 days ago)
Factorio version: 0.14 - 0.16
Downloaded: 15848 times

INFO: Please report all issues on the github project page.

Biters now drop alien ore that can be smelted into alien plates from which you can craft alien items that have bonuses over their vanilla counterparts. If you feel this mod is unbalanced or OP in some way, please contact me :)

0.4.13 : Biter and Spitter Spawner now drop alien ore as well (20 - 50 ore)
0.4.12 : Nerfed Natural Evolution and Rampant Enemy Loot drop rate, boosted vanilla enemy drop rate
0.4.11 : Buffed Alien Fuel
0.4.10 : Compatible with Rampant Mod - Rampant custom enemies now also drop Alien ore
0.4.9 : Fixed bug where aliens would stop dropping loot
0.4.8 : Compatible with Natural Evolution Enemies (NE Enemies will also drop alien ore now)
0.4.7 : Fixed Progressbar issue and Module level 29 bonus issue
0.4.6 : Added Progressbar to UI
0.4.5 : Added Alien Fuel (2 x Alien Plate + 10 x Coal = 1 Alien Fuel)
0.4.4 : Update to adress the issue of some inventory slots not updating modules
0.4.3 : Big thanks to jessefjxm for providing performance fixes and a chinese translation!
0.4.2 : Players can now create iron, copper and coal from alien ore (base minerals from alien ore)
0.4.1 : Fix issue with new API
0.4.0 : Now compatible with the extremely nice 0.16 patch
0.3.7 : When using Bobs enemies with alien artifact drop enabled you can now convert them to alien ore
0.3.6 : Fixed modules not updating in rocket silo; fixed hyper module level 1 recipe being enabled when it shouldnt
0.3.5 : Fixed logistic network chest contents not upgrading hyper modules
0.3.4 : Round the module level to 3 decimals
0.3.3 : Nerfed alien modules (much less productivity and speed, no additional pollution, increased power consumption)
0.3.2 : New graphics
0.3.1 : Bugfixes from pull request by MagmaMcFry (now works with factorissimo mod)
0.3.0 : Compatible with 0.15 - Removed alien science pack related recipes, will add 0.15 relevant recipes soon
0.2.7 : Raised cost of alien products (~33%), to make the mod less imbalanced
0.2.6 : New Recipe: Alien Plate + 3 Iron Plates = Alien Science Pack
0.2.5 : Changed Hypermodules to be less polluting and less powerful, some minor tweaks to recipes and properties
0.2.4 : Slightliy increased drop rate of alien ore; sharply increased cost of many alien recipes; added alien mining drill
0.2.3 : Fixed missing transformer for adding recipes when adding this mod to a savegame, recipes should now be all available when loading a game with present tech
0.2.2 : Alien accumulators added
0.2.1 : Hotfix for issue with hypermodule updating
0.2.0 : Added hypermodules : Those modules get better with global kills (get upgraded in place via script): Attention: Only modules in inventories and module slots will get upgraded on level up, as long as the modules are not lying around in the open you should be fine. Global hypermodule level and killcount is displayed in the upper left corner. Hypermodule stats and level progression are open to change, please give feedback on game balance.

0.1.5 : compatible with LootChest (automatically picks up all loot with artifact in item name)
0.1.4 : Added alien solar panel
0.1.3 : All recipes now require research (first module becomes available at automation)
0.1.2 : Added alien magazine
0.1.1 : Alien plates can be smelted from vanilla alien artifacts
0.1.0 : Biters now drop alien ore that can be smelted into alien plates, which can be crafted into alien modules, more alien items to come soon; small biter drop rate increased by 20%
0.0.2 : Added two more tiers; Modules now increase power usage and sharply increase pollution generation
0.0.1 : First version with 3 module tiers