Bob's Modules


Expansion to the Modules system.

4 months ago
0.13 - 1.1
917942

Changelog

Version: 1.1.2
Date: 06. 12. 2020
  Changes:
    - Renamed Effectivity to Efficiency in Locale
Version: 1.1.0
Date: 25. 11. 2020
  Info:
    - Updated to work with Factorio 1.1
  Changes:
    - Fixed several descriptions in mod settings.
Version: 1.0.0
Date: 16. 08. 2020
  Bugfixes:
    - Perform +0.001 on every stat calculation to prevent rounding down issues.
  Changes:
    - Renamed (In locale only) Raw speed and Raw productivity modules to Pure speed and Pure productivity.
    - Swaped colours around for productivity with raw productivity, and green with efficiency.
    - Productivity is now Red.
    - Pure Productivity is now Purple.
    - Green is now Green.
    - Efficiency is now Yellow.
Version: 0.18.5
Date: 16. 06. 2020
  Bugfixes:
    - Fixed for older versions of the game.
Version: 0.18.4
Date: 16. 06. 2020
  Changes:
    - Updated for Factorio 0.18.32
  Bugfixes:
    - Fixed beacon fast_replaceable_group and next_upgrade (To fix the upgrade planner)
Version: 0.18.3
Date: 23. 05. 2020
  Changes:
    - Removed MK from beacon name numbers.
Version: 0.18.2
Date: 17. 03. 2020
  Changes:
    - Added DiscoScience compatabillity
Version: 0.18.1
Date: 12. 03. 2020
  Changes:
    - Added Gold and Aluminium Processing prerequisites to Modules research.
    - Added science pack prerequisites to Effect Transmission research.
    - Added gem processing 2 prerequisite to level 5 module technologies
Version: 0.18.0
Date: 23. 01. 2020
  Info:
    - Updated to work with Factorio 0.18
  Changes:
    - Change all recipe enabled = "false" lines to enabled = false
  Bugfixes:
    - Added icon-size tags for all base game module change lists.
    - Fixed beacon icons
  Features:
    - Added fast_replaceable_group and next_upgrade to Beacons
Version: 0.17.4
Date: 17. 05. 2019
  Changes:
    - Removed polluting circuits from module merging technologiy, as no merged modules actually use them.
  Bugfixes:
    - Added allow_as_intermediate = false to all module combining recipes. This should cause hand crafting a no side effects high end module avoid trying to make the previous tier using the combine recipe.
Version: 0.17.3
Date: 22. 04. 2019
  Changes:
    - Removed upgrade from non-effect technologies
Version: 0.17.2
Date: 11. 03. 2019
  Balancing:
    - balanced technology prerequisites of effect transmission 1 and 3
  Bugfixes:
    - fixed that Productivity/Speed/Efficiency 2 requires advanced electronics 2 and P/S/E 3 requires production science pack research
Version: 0.17.1
Date: 26. 02. 2019
  Bugfixes:
    - fixed game breaking crash with productivity filters
Version: 0.17.0
Date: 26. 02. 2019
  Info:
    - Updated to work with Factorio 0.17 with no changes
Version: 0.16.0
Date: 19. 12. 2017
  Info:
    - Updated to work with Factorio 0.16
  Bugfixes:
    - Icon size tags all round!
    - Fixed lab graphics (and added HR version)
Version: 0.15.4
Date: 26. 09. 2017
  Changes:
    - Changed minimum per level from 1% to 0%
Version: 0.15.3
Date: 08. 05. 2017
  Balancing:
    - Multiply fluid values by 10.
  Bugfixes:
    - Option productivity costs speed should now actually work
    - removed conditional require: multiplayer checksum fix
Version: 0.15.2
Date: 01. 05. 2017
  Bugfixes:
    - Alien artifacts are checked before being used, if they don't exist, there's a hole in the recipe.(Gems are prefered anyway).
    - Added icon_size tag to all researchs and modules category.
Version: 0.15.1
Date: 01. 05. 2017
  Balancing:
    - Fixed beacon science
Version: 0.15.0
Date: 01. 05. 2017
  Info:
    - Updated to work with Factorio 0.15
  Features:
    - Added config options, more customisable than before too.
    - Added a lot of expensive recipes.