Mods introducing new content into the game.
Version: 1.2.0 Date: 22. 12. 2023 Changes: - Added Russian locale (thanks Eldrinn-Elantey!) #149
Version: 1.1.6 Date: 01. 01. 2023 Changes: - Added basic compatibility for Industrial Revolution 2 #33 - Added option to disable Modules Lab #97
Version: 1.1.5 Date: 06. 06. 2022 Bugfixes: - Fixed module technology sort order #9 Changes: - Prevent machines with no fluid input from showing electronics recipes with a fluid ingredient #5
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 technology, 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.