Mods introducing new content into the game.
Version: 1.2.1 Date: 21. 02. 2024 Bugfixes: - Fixed Artillery Turret order #165 - Removed optional dependency on AAI Industry to fix circular reference issue #171
Version: 1.2.0 Date: 22. 12. 2023 Bugfixes: - Fixed Artillery Wagon Item Subgroup #110 - Fixed graphical gap between gates and reinforced walls #130 - Fixed crash related to setting Vehicle flamethrower starts fires #141 Changes: - Increased the health, prepare range, and rotation speed of some higher tier turrets #84 - Added missing prerequisites #120 - Adjusted tank recipe #129 - Don't add tech radars-1 when AAI Industry mod is enabled #133 - Added Russian locale (thanks Eldrinn-Elantey!) #149
Version: 1.1.6 Date: 01. 01. 2023 Bugfixes: - Fixing accidental global variables #50 Changes: - Added edited sounds for multiple entities #31 - Added missing prerequisites #38 - Added technology Radars 1 #72 - Plasma turrets now have eight possible directions, up from four #77 - Changed Artillery Wagon recipes to use higher tier ingredients #99
Version: 1.1.5 Date: 06. 06. 2022 Changes: - Tidied up technology prerequisites #12 - Added tungsten gear wheel to rocket engine #12 - Adjusted tech costs #18 - Added mushroom cloud to atomic artillery shells #29 Bugfixes: - Fixed mech brain ingredient fallback: Module case > Aluminium plate > Steel plate #4
Version: 1.1.3 Date: 09. 04. 2021 Changes: - Added combat robot brains and tools to productivity modules list - laser-shooting-speed now effects laser-rifle instead of weapon-shooting-speed. Bugfixes: - Fixed Napalm capsule and Laser robot capsule. Unknown key: "tooltip-category.shot"
Version: 1.1.2 Date: 06. 12. 2020 Changes: - Renamed combat robotics 4 to Laser robot. Bugfixes: - Fixed old technology name references. - Fixed Atomic artillery icon Features: - Spidertron recipe overhaul - Added Mech walker, a small spidertron with dual turrets - Added tankotron, a small deadly spidertron that shoots tank cannon shells. - Added Logitron, a Logistic spidertron. - Added Heavy spidertron, larger with more rocket launchers
Version: 1.1.1 Date: 26. 11. 2020 Changes: - Removed the old unused fire patch
Version: 1.1.0 Date: 25. 11. 2020 Info: - Updated to work with Factorio 1.1 Changes: - Buffed Invar Cobalt-steel armor, it now has a resistance to all 10 damage types, and an immunity to impact (so, you shouldn't be able to get run over) - Buffed Titanium-Ceramic armor, it now has an immunity to impact and plasma (protection against being run over, and plasma turret friendly fire) Balancing: - Nerfed Plasma turrets and Plasma drone (60% damage and energy usage of previous)
Version: 1.0.0 Date: 16. 08. 2020 Changes: - Add Poison, Plasma and Pierce resistances to Spidertron.
Version: 0.18.6 Date: 23. 05. 2020 Balancing: - Added updated resistances to Artillery wagon.
Version: 0.18.5 Date: 30. 04. 2020 Changes: - Plastic as an ingredient to Artillery shells. Bugfixes: - Fixed icon mipmap log error messages Balancing: - adjusted explosives cost of Explosive artillery shell with explosive fluid to match explosives on other artillery shell types. - Added expensive mode recipe to Scatter cannon shells, and all my Artillery shells. - Removed Radar from Artillery shell, and set Explosive cannon shells to 3 down from 4. Features: - Added Atomic artillery shell. It's basically an Artillery launched Atomic Bomb.
Version: 0.18.4 Date: 08. 04. 2020 Changes: - Added new armors to the character animations, and charactor corpse animations lists. (This means you'll look upgraded when wearing armours added by this mod)
Version: 0.18.3 Date: 25. 03. 2020 Changes: - Increased heavy armor 3 resistances a little. Bugfixes: - Fixed tank graphics error in Factorio 0.18.16
Version: 0.18.2 Date: 12. 03. 2020 Changes: - Added science pack prerequisites to turret researches - Added science pack prerequisites to sniper turret technologies - Added military-science-pack prerequisite to nitroglycerin-processing - Added Tungsten Processing prerequisite to Rockets. - Added Artillery prerequisite to Tanks 2. - Removed utility science pack military 4 prerequisite from Artillery research. - Added military 4 prerequisite to artillery (Turret and wagon) 2 research. - Added zinc processing and gem processing 2 prerequisites to combat robot researches 2 and 3. - Update poison/plasma sticker damage tick. - Changed small poison cloud (used by poison rocket) to new format. - Updated Artillery poison cloud to new format. - Added utility science pack prerequisite to laser turrets 5 and Tanks 3. - Added prerequisite nitinol processing to combat robotics 4 if applicable. - Added new technologies to unlock scatter cannon shells, and my artillery ammos. Bugfixes: - Minor laser turret fix. - Fix cobalt processing prerequisite on Sniper turrets 2 should now be applied correctly. - Fix moved Emerald to combat robot weapon 3 instead of 2. - fixed Vehicle flamethrower and tank cannon wrong icons. - Fixed plasma turrets 5 prerequisites battery 3 and nitinol processing.
Version: 0.18.1 Date: 28. 01. 2020 Bugfixes: - Fixed Artillery wagon technology icon. - Fixed Gun and Robot sounds.
Version: 0.18.0 Date: 23. 01. 2020 Info: - Updated to work with Factorio 0.18 Bugfixes: - Fixed Combat robot brain 4 name - Updated Plasma Explosion to use particle_name tag. - Fixed icons (Mines, Artillery shells, scatter cannon shell, radars, turrets, gate, Artillery wagon) Changes: - Changed Distractor Artillery shell to use distractor drone shadow. Features: - Added fast_replaceable_group to Artillery turrets
Version: 0.17.11 Date: 08. 08. 2019 Changes: - Change all recipe enabled = "false" lines to enabled = false - Added immune_to_rock_impacts = true to tanks. - Reverse some 0.17.60 changes
Version: 0.17.10 Date: 17. 06. 2019 Changes: - Plasma turrets are now directional with a 120 degree firing arc (like flamethrower turrets) - increase plasma resistance on some armours. - increased plasma and acid resistances on tanks. - Increased plasma explosion scale to 400% to reflect damage area. - Added solder to robot brain recipes. Bugfixes: - Fixed ammo alien fire fluid quantities. Features: - Added plasma weapons
Version: 0.17.9 Date: 03. 06. 2019 Bugfixes: - Increased the max length of laser drone's weapon to stop the at max range beam flicker error. - Fixed power armor MK3's prerequisite of power armor MK2 - Added lead_target_for_projectile_speed to plasma turrets. Balancing: - increased small poison cloud damage rate - reduced plasma blast radius from 11 to 8 - Sniper turret 2 now costs cobalt-steel gear wheels and bearings. Features: - Changed plasma projectile's laser damage type to new damage type plasma, made it the highest damage type, and creates a plasma sticker. - some fire weapons now deal fire sticker and base game's fire patch. - added poison sticker triggered by some poison damage weapons, including poison capsule/artillery shell. - Added Napalm capsule and Artillery shell. - Added plasma resistances to vehicles
Version: 0.17.8 Date: 27. 05. 2019 Changes: - Replaced Glycerol icon. - Increased size of Nitroglycerin icon. - Tank dies into tank remnants, gun and sniper turrets die into gun turret remnants, laser and plasma turrets die into laser turret remnants. - Updated tank colours, purple for MK2, green for MK3. - Replaced robot pew pew lasers with beams. - Updated Tank fuel effectivity. Bugfixes: - Fixed the missing graphics on my Artillery Ammo. Features: - Added Robotic gun drone. - Added Robotic flamethrower drone. - Added Robotic plasma drone.
Version: 0.17.7 Date: 12. 05. 2019 Bugfixes: - Re-added missing laser beams definitions.
Version: 0.17.6 Date: 11. 05. 2019 Changes: - Increased my Artillery turret health by 1000. - Removed personal equipment to move them to their own new mod. - Changed icons of Artillery ammo to make them more obvious, and added them to artillery technologies. Features: - Added plasma turrets, similar to the equipment in Vehicle Equipment mod.
Version: 0.17.5 Date: 01. 05. 2019 Changes: - updated bob-power-armor-3 prerequisites for 0.17.35 changes
Version: 0.17.4 Date: 22. 04. 2019 Bugfixes: - Fixed battery-equipment and energy-shield-equipment technologies locale entries - Removed upgrade from non-effect technologies
Version: 0.17.3 Date: 29. 03. 2019 Bugfixes: - Renamed battery-equipment technologies to bob-battery-equipment to fix the Factorio 0.17.23 non-contiguous technology name issue. - Renamed energy-shield-equipment technologies to bob-energy-shield-equipment to fix the Factorio 0.17.23 non-contiguous technology name issue.
Version: 0.17.2 Date: 21. 03. 2019 Balancing: - Changed ammo stack sizes to 200 to match base game. (Gun, Shotgun, Rocket and Tank ammos) Changes: - Removed armor durability
Version: 0.17.1 Date: 11. 03. 2019 Changes: - Adjust exoskeleton equipment tiers Bugfixes: - All laser rifle batteries damage amount fixed.
Version: 0.17.0 Date: 26. 02. 2019 Info: - Updated to work with Factorio 0.17 Changes: - Personal laser defence now shoot beams - Laser turrets now shoot beams - Laser rifle now shoots beams - My artillery projectiles are now true artillery projectiles.
Version: 0.16.7 Date: 10. 06. 2018 Changes: - Added immune_to_tree_impacts to Tank MK2 and 3. - Added water_connection_patch to reinforced concrete wall Bugfixes: - Fixed wall and gate orders.
Version: 0.16.6 Date: 30. 03. 2018 Balancing: - Fixed an issue where infinite research for gun turrets has the bonus set too low.
Version: 0.16.5 Date: 12. 03. 2018 Bugfixes: - removed pushable flags from tanks
Version: 0.16.4 Date: 20. 02. 2018 Balancing: - Added darkness_to_turn_on to nightvision. MK3 should come on as it starts to get dark for a never ending daytime feeling. Features: - Added fuel value of 1.46MJ to glycerol. (for future use) - Added Uranium shotgun shells.
Version: 0.16.3 Date: 09. 02. 2018 Changes: - Added clamp_position = true to all artillery ammo. This should fix the min_range issue. - Also removed artillery projectile smoke from my artillery ammo, and added map reveal mechanics.
Version: 0.16.2 Date: 28. 01. 2018 Changes: - Decreased collision box of radar so it is possible to walk between it and other entities. - Increased range of radar long range scan by 1 per tier. Features: - Added Artillery wagon 2 and 3 (locale entry auto-translates to the base game artillery wagon of your own locale) - Added Artillery turret 2 and 3 (Same as above)
Version: 0.16.1 Date: 21. 01. 2018 Changes: - Removed production science pack from follower robot count 7+ - Removed minimum range from artillery ammo - added direction_deviation = 0 and range_deviation = 0 to artillery ammo - Reduced artillery ammo stacksizes to 20 - increase base game artillery shell stack size to 20 - Increase artillery ammo damage from 400 to 1000 (and robots from 6 to 15) - Increased artillery ammo recipe costs. - Increased artillery turret ammo stack size from 15 to 50 - Increase range of tank artillery weapon from 0 to 35 to 8 to 96 - Reduced tank artillery firing speed - removed artillery speed upgrades, there's a basegame version now.
Version: 0.16.0 Date: 19. 12. 2017 Info: - Updated to work with Factorio 0.16 Changes: - perimeter -> radius name change for AOE damage - Added icon_size tags - updated tank graphics - updated radar graphics - Changed uranium bullet to be crafted the same as my enhanced bullets.
Version: 0.15.3 Date: 31. 05. 2017 Changes: - Added a vehicle flamethrower to tanks MK2+3 (note, order changed, you might need to shuffle ammo)
Version: 0.15.2 Date: 21. 05. 2017 Bugfixes: - fixed Tank Artillery Shooting Speed 5 - Fixed mines, they no longer crash the game
Version: 0.15.1 Date: 10. 05. 2017 Changes: - Added radius_minimap_visualisation_color tag to radars. - Added high tech science pack to combat robotics 4. Bugfixes: - removed conditional require: multiplayer checksum fix - Power armor mk4 now uses the correct grid
Version: 0.15.0 Date: 06. 05. 2017 Info: - Updated to work with Factorio 0.15 Changes: - All technology files updated, science packs adjusted, some sciences removed as they're now in base game, added infinite damage research to my list of damage research technologies. - Updated all the recipes to remove alien artifacts from the mandatory lists and make them optional with a new fallback of processing units. Balancing: - Updated night vision to be 2x2 and conform to new specification. with MK3 you can barely even tell it's night! - Updated laser defence, 2x2, uses twice the energy and deals 15 times the damage! - Adjusted pretty much all damage values