Adds components, equipment and a tech overhaul as well as the tool you need to expand and grow your base. [Beta]
Mods introducing new content into the game.
Version: 0.4.21 Date: 21.02.2024 Changes: - Renamed triggers table from angelsmods.triggers to angelsmods.trigger to match other Angel's mods (969) Bugfixes: - Science mode: - Sodium Processing 1 tech now uses green analyzers rather than blue so Paper making 2 can be used (966)
Version: 0.4.20 Date: 04.01.2024 Changes: - Compatibility changes for YAFC when Components or Technology Overhauls are enabled (962) - Science mode: - Added AAI Loaders compatibility #963 Bugfixes: - Fixed soft lock when using Components Overhaul (955) - Fixed compatibility issue with AAI Industry and Bob's Assembling Machines (960)
Version: 0.4.19 Date: 22.12.2023 Changes: - Compatibility with Bob's changes (911) Bugfixes: - Component mode: - Fixed the regular recipe for fiber board was still available when playing with bobs mods
Version: 0.4.18 Date: 23.02.2023 Bugfixes: - Regular mode: - Fixed Item Subgroup of Heat Exchanger 4 from Bob's Power (887) - Component mode: - Fixed splitter circuit board tiers (636) - Fixed the silver-zinc battery did not require a battery casing (886) - Fixed ingredients and tech prerequisites of radar from Bob's Warfare (889)
Version: 0.4.17 Date: 01.01.2023 Changes: - Changed which building some recipes require (802) - Atomic bomb 1 & 2 moved from Assembling machine to Advanced chemical plant - Deuterium fuel cell moved from Chemical plant to Centrifuge - Science mode: - Changed technologies that are researched in tech Tech archive to ignore tech cost modifier (820) - Removed Alien plant-life sample from technologies Fermentation processes and Temperate arboretum 1 (820) - Added Miniloader support (820) - Made Nanobots available sooner (820) - When Bob's Assembling machines mod is enabled, Stone filtering furnace is unlocked by technology Basic automation (820) - Added support for Bob's steam power phase (864) - Changed Atomic artillery shells from Bob's Warfare to take Plutonium instead of Uranium (881) - Plutonium and Deuterium recipes require higher tiers of centrifuge when they are available from Bob's Assembling Machines mod (881) Bugfixes: - Fixed error with modded centrifuges (836) - Fixed machine output arrows (839) - Fixed science overhaul lab input descriptions (843)
Version: 0.4.16 Date: 06.06.2022 Changes: - Added support for separate techs for barrels, gas bottles, and fluid canisters added by Bob's Metals, Chemicals and Intermediates mod (769) - Added tiered centrifuge requirements for all nuclear fuel recipes Bugfixes: - Regular mode: - Fixed centrifuges did not have their customizable lights enabled as intended (772) - Fixed centrifuges did not have a fluid inbox to craft the advanced deuterium reprocessing recipe (759) - Component mode: - Fixed bobs personal roboport mk2 depended on battery 5 (761) - Science mode: - Fixed science tiers of inserter stack size bonusses (740) - Fixed exploration tech lab 2 did not accept bio tokens (745) - Added some basic compatibility for Nanobots (741)
Version: 0.4.15 Date: 19.12.2021 Bugfixes: - Regular mode: - Slight rebalance of some higher tier nuclear recipes to hopefully reduce the dependance on previous tiers - Fixed an issue with the recipe for the burner reactor not having the correct ingredients - Component mode: - Fixed some unused components were incorrectly hidden in pure angels configuration - Fixed battery and its components could not accept productivity modules (680) - Fixed bob battery tech 2 and 3 were still visible but obsolete (625) - Ensured that bobs laser riffle ammo uses each tier of batteries now (699) - Ensured that bobs laser turrets uses each tier of batteries now (699) - Ensured that bobs plasma turrets uses each tier of batteries now (699) - Bob's boiler 2 technology now depends on construction components (733) - Science mode: - Fixed crash when player dies (664) - Fixed that bobs lab mk2, module lab and alien lab required the hidden base game lab (670) - Tweaked bobs laser riffle ammo technologies to be inline with their requirements (699) - Fixed beacons were only accessible at yellow science when playing with bob modules (671)
Version: 0.4.14 Date: 10.08.2021 Changes: - Regular mode: - Thorium fuel cells value dropped considerably, some recipes faster to compensate - Added burner reactor that uses up fuel cells at a faster rate but less heat output - BIG THANKS to Kirazy and kingarthur91 for putting this together - Adjusted nuclear reactor glow tints and color - Component mode: - Ensured that bobmodules uses each tier of electronic now - Reduced lithia salt requirement on battery 5 (647) - Fixed bobs miners using incorrect electronic block - Science mode: - Fixed an issue with an incorrect tag being given to the regular lab, causing a crash - Fixed some techs could not be researched due to wrong combination of science packs (643)
Version: 0.4.13 Date: 31.05.2021 Bugfixes: - Component mode: - Fixed ingredient tier of puffer and biter refugium - Fixed tin plate could not be inserted into the filter inserter recipe - Fixed glass plate could not be inserted into any solar recipe - Fixed bobs recipe for the superiour circuit board was not hidden correctly
Version: 0.4.12 Date: 26.05.2021 Changes: - Regular mode: - Ordered vehicle belt immunity equipment (477) - Integrated bobs plutonium nucleosynthesis (486) - Unlock red and green wires with the (previously empty) electronics technology - Moved Bio-tile data to angelsbioprocessing - Changed and expanded locale strings and text descriptions (489) - Component mode: - Partially integrated bobs locomotives, cargo and fluid wagons (not artillery) a bit (478) - Added custom recipes for solar panel and accumulator recipes (base game and bobs mods) - Added custom recipes for assemblers (base game and bobs mods, incl. electronic assemblers) - Science mode: - Moved solar panels from orange to green science tier Bugfixes: - Regular mode: - Fixed the ordering of bobs vehicle roboport antenna (480) - Fixed the vehicle repair roboport would unlock after the vehicle construction port (500) - Component mode: - Fixed that some science technologies would unlock block components - Fixed boblogistics (inserter overhaul off) recipes to use angels components, not bobs (526) - Fixed boblogistics (w/out bobplates) calling the wrong tin plate (453) - Thanks to @lavafl0w on git for the partial fix which i built off - Fixed battery 6 use and tech when not active under some conditions (453) - Fixed lab not being craftable without science mode. - Fixed that boblogistics' tier 1 robots did not use their appropriate intermediates (532) - Fixed that not all bob train recipes did not require their previous tier s ingredient (537) - Science mode: - Fixed the technologies from the storage addon had the wrong data core - Fixed the base game lab was visible in the bonus UI (505) - Fixed science tiers on steam engines and boilers of bobs power (519) - Fixed science tiers on heat pipes and heat sources of bobs power (519) - Fixed science tiers on fluid burning generators of bobs power (502) - Fixed science tiers on bobs solar panel and accumulator researches - Fixed science tiers on power pole and substation researches - Fixed the selection and collision box of the main lab did not align (539) - Fixed that speed, productivity, effectivity, and agriculture module 3 couldnt be researched due to no lab taking all required science packs. removed Yellow science analyzer from required packs. - Fixed locale on the space science research
Version: 0.4.11 Date: 11.01.2021 Bugfixes: - Fixed crash related to ghosting tech unlocks not conforming to standards (516)
Version: 0.4.10 Date: 26.11.2020 Bugfixes: - Fixed crash caused by missing crash site lab sprites
Version: 0.4.9 Date: 26.11.2020 Changes: - Updated for factorio version 1.1 - Fixed technology icon sizes
Version: 0.4.8 Date: 16.11.2020 Bugfixes: - Regular mode: - Changed locales for settings and their description to make them more explicit - Tweaked localisation of welcome message info (427) - Component mode: - Fixed localisation error on the rocket reactor (425)
Version: 0.4.7 Date: 29.10.2020 Changes: - Regular mode: - Some minor localisation changes to unify angels localisation across mods (372) - Component mode: - Added a new battery component with intermediate parts (397) - Added new rocket recipe with new intermediate components - Integrated deuterium fuel cell 2 to have a stable infinite nuclear fuel cell (386) - Components will now show their total raw (352) - Streamlined smelting building ingredients with the tiers they represent - Updated the module recipes to utilize the different tiers of circuits better - Science mode: - Increased research times to cope with the slower progression rate - Changed ordening of datacores and analysers because of how the tech tree ordening works Bugfixes: - Regular mode: - Fixed silver wire recipe would unlock while it has no use in this mode (not even with bobs) - Component mode: - Possible fix for multiplayer mod mismatch detected, even when they are identical (402) - Fixed that there would be two grey board recipes from paper when playing with bob electronics mod (403) - Fixed some inconsistencies with tier 2 components and their prerequisites - Fixed that some components could not be made in assembling machine 1 - Fixed that the unused advanced blocks were still visible in the item select menu - Fixed the regular lab would require electronics block 1 instead of 0 (416) - Science mode: - Fixed that science pack were not replaced in recipe ingredients (400) - Fixed that the unused science datacores were visible in the item select menu - Fixed automation 1 was locked too far when playing with bobs assemblers - Fixed Geode processing 2 having a green and orange analyzer (414) - Fixed Bobs logistics 3 research depended on blue analyzers instead of orange (417) - Fixed inconsistency of Bobs toolbelt 3 research not using the enhancement datacores (417)
Version: 0.4.6 Date: 20.08.2020 Changes: - Updated to base game 1.0 - Component mode: - Mold creation now requires a resin casing instead of the iron casing (356) Bugfixes: - Science mode: - Fixed that new games in base game v1.0.0 did not receive a tech archive at the start
Version: 0.4.5 Date: 17.07.2020 Changes: - Made localisation conform with base game (342) - Increased stack size of the angel lamp from 10 to 50 (353) Bugfixes: - Overhaul mode: - Disable platinum as it is not usefull without component or science mode - Tweaked crafting times on nuclear fuel creation and reprocessing recipes (339) - Component mode: - Clarifier now requires Electronic Block 0's instead of Electronic Block 1's
Version: 0.4.4 Date: 10.07.2020 Changes: - Science mode: - Added an early tech to use in the tech archive to unlock datacores (314) - Changed graphics for ghosting technology (274) Bugfixes: - Regular mode: - Changed energy source on the expanders to void when they don't use power (317) - Fixed selection box on te cargo roboport - Make sure only one of the ghosting techs is available for research (274) - Overhaul mode: - Added translation for hidden ghosting tech (288) - Check for item existence with bobinserters (299) - Component mode: - Changed Thermal Water bore did require too high tech blocks (281) - Fixed bobs ingredient limit was blocking progression into tier 2 blocks (336) - Science mode: - Added token-bio to exploration lab (277) - Moved rocket booster 1 technology (from orange) to green science (309) Modding: - Make use of full IngredientPrototype instead of shorthand
Version: 0.4.3 Date: 05.06.2020 Bugfixes: - Fixed petri dishes requiring glass - Added fuel glow color to nuclear fuel (273)
Version: 0.4.2 Date: 01.06.2020 Changes: - Reduced the construction range (5 -> 3) of angels vehicle repair equipment - Added ghost unlocks for angels construction robots - Angels robots unlocks the shortcuts as well - Removed crawler train from dependencies (since we moved it to a seperate mod a while ago) Bugfixes: - Special vanilla mode: - Fixed nuclear overhaul recipes and items were visible (267) - Overhaul mode: - Fixed error in migration not migrating all cases, rerunning same migration script to get the other cases (271) - Fixed Uranium-235 Fuel cell required 10 iron plates/lead plates instead of 15 iron plates (267) - Science mode: - Fixed that you could not get liquid resin before green science (268) - Fixed that the special tree generation was locked behind orange science
Version: 0.4.1 Date: 29.05.2020 Changes: - Properly use name, amount in result and ingredient prototypes - Added large logistic zone entities (241) - Added large logistic zone expander - Consumes no power - Expands logistic zone by 30x30 - Added large Construction zone expander - Expands construction zone by 125x125 - Connects up to 60 tiles distance (30 tile radius) - Has 1 recharge port with a recharge rate of 200kW - Added large Remote Relay station - Equivalent logistic zone of 30x30 and connecion up to 60 tiles distance - Has 4 recharge port with a recharge rate of 200kW each - Has 1 inventory space to store robots - Has 1 inventory space to store repair packs - Slightly altered the existing crawler logistics recipes - Increased recharge rate on the charging basestation - Fixed charging issues on the relay stations - Added a crawler themed lamp - Overhaul mode: - Added angels nuclear fuel processes - Component mode: - Blocks have a configurable stack size (default 1000) (222) - Block tiers 0 and 1 have lower crafting times for faster progression (222) - Blocks tier 3, 4 and 5 have increased crafting times due to lower amounts of use (222) - All machines that use blocks as a recipe now have an instant crafting time (222) - Added better recipes for inserters to use components better Bugfixes: - MP safer method of requiring files (check inside the file instead of around) - Component mode: - Fixed that the manual craftable blocks would be decomposed for total raw calculation (222) - Science mode: - Fixed rocket silo would only give 200 Gravitational Analyzers instead of 1000 (stack size)
Version: 0.4.0 Date: 20.04.2020 Changes: - Renamed transistor to capacitor
Version: 0.3.9 Date: 12.04.2020 Bugfixes: - With bobs burner phase allow steam science in the basic lab.. not main lab #169
Version: 0.3.8 Date: 12.04.2020 Bugfixes: - With bobs burner phase allow steam science in the main lab #169
Version: 0.3.7 Date: 12.04.2020 Changes: - General: - Reduced the collision box so you can walk past them (#163) - Reduced collision box of the Construction and Zone expanders to the size of a medium power pole - Reduced collsion box of the Recharge Stations to the size of a big power pole - Increased connection distance for Construction Zone Expanders and Remote Charging Station MK2 to fit with big power poles - Increased construction area on Construction Zone Expanders to fit with big power poles - Removed the logistics zone on the Construction Zone Expanders as these are obsolete in 0.18 - Removed the logistics zone on the Charging Basestation as these are obsolete in 0.18 - Reduced animation speed on the Logistic Zone Expander - Component mode: - Electronics can now be made in electronic assembler when playing with bobassembly - Updated sintering oven to be craftable with components turned on to make motor casings - All tech labs now require previous tier as an ingredient - Integrated components into crawler robots and base game robotics - Added basic military as a prereq for exploration-1 #169 - Science mode: - Made crawler construction bots available in red science - Proper datacores for tech in bobs burner phase #169 - Removed red science pack when bobs burner phase is enabled #169 Bugfixes: - General: - Fixed circuit network connector sprites on the big chests - Fixed the drawing box was too small on the Zone Expanders and Recharge Stations
Version: 0.3.6 Date: 02.04.2020 Changes: - Removed Crawler Train - moved to separate mod #124 - Component mode: - Stone wall now require only 1 Construction Block 2 instead of 5 - Fixed recipes would use the unobtainable advanced processing blocks - Changed Grey Circuit Board hand crafting to use the Circuit Board from wood instead of paper - Added new recipes to create molds for Motor Casting Bugfixes: - General: - Fixed iron stick/rod in wrong mode to be shown (including cleanup) #154 - Component mode: - Fixed Submachine Gun was unlocking with Turrets instead of Basic Military technology - Fixed Automation 2 did not depend on Construction Components 2 - Science mode: - Fixed Assembling Machine 1 was locked when playing with bobs Burner Assemblers disabled - Fixed some labs would require the base game Lab as ingredient instead of angels variant
Version: 0.3.5 Date: 24.03.2020 Changes: - Added dedicated graphic to the weapon trigger (it was the same as Gear before) Bugfixes: - Overhaul mode: - Fixed production science packs require bobs chemical plants instead of angels version - Component mode: - Fixed that some recipes would use iron sticks and iron gear wheels instead of Angels alternative - Added alternative Grey Board recipe unlock to Paper Making 1 - Added missing prerequisite of Paper Making 1 to Red Circuits - Science mode: - Fixed when playing with bobs that assembling machines 1 and logistics 1 were locked behind basic labs - Fixed that gun turrets technology was locked behind red science (military) instead of grey (basic-military) - Fixed that the vanilla lab was not hidden when playing pure angels
Version: 0.3.4 Date: 21.03.2020 Changes: - Components: - assembling-machine-1 in vanilla requires Electronic block 0 instead of 1 #109 - Added a setting to return the building return to vanilla style - Science: - Allow productivity on (all) analyzers and datacores Bugfixes: - Offshore pump returned Electronic block 1 while using block 0 for making - With bobs assembly, assembling machine 2 returned Electronic block 1 while using block 2 for making - Fixed crash related to recipe ingredient list having empty fields due to other filthy mods - Fixed crash related to technologies using count_formula instead of count for none-infinite tech - Fixed typo in the description of the main lab - Fixed angels space lab research had a ridiculous research time, compensated with packs - Disable unused bobs advanced logistic science research when playing angel science mode
Version: 0.3.3 Date: 21.03.2020 Changes: - Fixed an error relating to composite entities which don't have a minable property
Version: 0.3.2 Date: 20.03.2020 Changes: - Added dedicated icon to the Electronics Block 0 - Added dedicated researched to unlock the components - Added dedicated researched for the specialised labs - Changed Electronics Board ingredients to use Cupric instead of Ferrous Chloride Solution - Changed Solder amount on Electronics Boards to the amount of components that are needed - Changed the Lab Archive icon and added different tiers to speed up research process - Allow productivity modules on components - Changed ratios between component ingredients to bring diversity between tiers - Updated the replace_con_mats function to also update minable results to the ingredients - Some small changes to what is unlocked at certain points - Added a new tier of labs for infinite research - Added white research for infinite research - Fully integrated bobs into angels tech tree - Fully replaced bobs electronics with angels variants Bugfixes: - Extra check if recipe ingredients exists #52 - Allow robot deployment when in automatic mode #48 - Fixed Microchip requiring liquid plastic as ingredient - Fixed that the Lab Archive was unobtainable when enabling angels science mid-game - Science pack for datacores for angels rocket fuel fixed to default rocket fuel #66 - Enforces single main-lab to exist - Fixed that yellow board was not craftable (now made in a chemical plant) - Various bobs group and tech clean-ups
Version: 0.3.1 Date: 22.02.2020 Changes: - Dependent on bioprocessing 0.7.3 for new lab triggers - Updated emission data, so it now shows in the ingame tooltips (and activates) - Automated component replacement script if components is activated - Works with Vanilla, Angels and Bobs (default, normal and expensive) - All buildings require blocks - Other recipes changed to take angels components - Hides bobs electronic(finals) to use angels electronics - Still uses bobs electronic paths for modules (for now) - Warning: Does not need overhaul=true to work
Version: 0.3.0 Date: 09.02.2020 Changes: - Update to 0.18 - Updated recipe interaction - Added settings and activation clauses (currently forcing off pending further testing) - Tested early functionality - Allowed basic blocks to be handcrafted so technology can progress - Integrated bio-tokens into the production lab - Small tweaks - Added a new generic lab to allow flexibility - Changed the weight of the crawler train wagon and robot wagon Bugfixes: - Fixed icons - Fixed localisations (technologies still need updating) - Fixed that the logistics storage silo did not have a filter slot
Version: 0.2.0 Date: 29.03.2019 Changes: - update to 0.17 - reduced size of zone expander hitboxes
Version: 0.1.0 Date: 01.04.2018 Changes: - merged mods and first release