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