Mods introducing new content into the game.
Version: 0.1.4 Date: 2024-11-20 [Quality] compatibility: - Fixed crash with 'Quality' enabled (without 'Space age')
Version: 0.1.3 Date: 2024-11-20 Features: - Added 'Modules productivity' researches (disabled by default, enableable in mod settings) - 'Basic modules productivity': max level is 60, first level costs 150 science packs each - Requires 'Automation science pack' (and 'Logistic science pack' when 'Space age' is enabled) - Provides 1% productivity for 'Basic modules' (60% on max) - 'Modules 1 productivity': max level is 60, first level costs 300 science packs each - Requires 'Automation science pack', 'Logistic science pack' (and 'Chemical science pack' when 'Space age' is enabled) - Provides 1% productivity for 'Basic modules' (60% on max) (stacks with 'Basic modules productivity') - Provides 2% productivity for 'Modules 1' (120% on max) - 'Modules 2 productivity': max level is 60, first level costs 750 science packs each - Requires 'Automation science pack', 'Logistic science pack', 'Chemical science pack' (and 'Space science pack' when 'Space age' is enabled) - Provides 3% productivity for 'Basic modules' (180% on max) (stacks with 'Basic modules productivity' and 'Modules 1 productivity') - Provides 3% productivity for 'Modules 1' (180% on max) (stacks with 'Modules 1 productivity') - Provides 5% productivity for 'Modules 2' (300% on max) - 'Modules 3 productivity': infinite level, first level costs 750 science packs each - Requires 'Automation science pack', 'Logistic science pack', 'Chemical science pack' - Requires additional 'Production science pack' when 'Space age' is disabled - Requires additional 'Metallurgic-','Electromagnetic-','Agricultural-' and 'Space science pack' when 'Space age' is enabled - Provides 5% productivity for 'Modules 3' - Note that all 4 technology uses the same 'Icon'
Version: 0.1.2 Date: 2024-11-11 [Space Age] compatibility: - 'Basic modules' and 'Basic beacon' are now craftable in the 'Electromagnetic plant'
Version: 0.1.1 Date: 2024-11-08 Fixes: - Fixed item sounds causing crash
Version: 0.1.0 Date: 2024-10-26 Features: - Updated to Factorio 2.0 Changes: - Changed 'Beacon' recipe when 'Basic beacon' is enabled - Requires 1x'Basic beacon', 10x'Steel plate', 20x'Advanced circuit' as ingredients - All MK1 modules now uses 4x'MK0 module' as ingredient instead of 5 in some cases - 'Basic beacon' now has a distribution efficiency of 75% (vanilla is 150%) - 'Modules' technology is now a trigger unlocked technology (triggered when crafted 100x'Electronic circuit') - Added 1 module slot to 'Assembling machine 1' and allowed it to use the same modules and effects as 'Assembling machine 2' [Quality] compatibility: - Added 'Basic quality module' (MK0) when 'Quality' is enabled - Added 'Uncommon' quality unlocks with the 'Basic quality module' to 'Modules' technology
Version: 0.0.4 Date: 2024-05-31 [Angels's mods] compatibility: - Added minor compatibility to 'Angel's bioprocessing' - Added 'Basic agriculture module' (MK0) - Uses 5x'Copper cable', 5x'Electronic circuit', 1x'Alien plant-life sample' as ingredients - Provides 10% productivity and 10% pollution increase - 'Agriculture module (MK1)' changes - Uses 5x'Basic agriculture module' as ingredient - Provides 20% productivity and 20% pollution increase [Bob's mods] compatibility: - When 'Basic circuit board' is available, then it replaces the 'Copper cable' ingredient in 'Basic agriculture module' (MK0) - When 'Electronic processing board' is available, then it replaces the 'Electronic circuit board' ingredient in 'Agriculture module 3'
Version: 0.0.3 Date: 2024-05-19 [Space Exploration] compatibility: - Added minor compatibility to 'Space Exploration' - Renamed 'Basic beacon' to 'Early beacon' since 'Space Exploration' uses the name already - 'Early beacon' now uses 10x'Stone bricks' as ingredient - Transfer effectivity is 0.5 (same as 'Basic beacon') - Has 4 module slots (half as 'Basic beacon') - Uses 75Kw of energy ('Basic beacon' is 100Kw) - 'Basic modules' are properly ordered and grouped up with the rest of the modules - 'Basic speed module' has 2% pollution increase - 'Basic effectivity module' has 5% pollution decrease
Version: 0.0.2 Date: 2024-04-08 Fixes: - Fixed that basic modules were marked as tier 1, not 0 Features: - Added graphics for basic modules on beacons
Version: 0.0.1 Date: 2024-04-08 Info: - Initial release Locale: - English Features: - Added 'Basic modules' (MK0) - All 'Basic modules' unlocked by 'Modules' technology - All 'Basic modules' uses 5x'Copper cable' and 5x'Electronic circuit' as ingredients - MK1 modules now uses 'Basic modules' as ingredient - 'Basic speed module' provides '+10% speed' with '+30% energy consumption' - 'Basic effectivity module' provides '-20% energy consumption' - 'Basic productivity module' provides '+2% productivity' with '+30% energy consumption', '-4% speed', '+4%pollution' - Moved 'Modules' technology from 'Advanced electronics' to 'Electronics' - No longer uses 'Logistic science pack' - MK1 modules now has a prerequisite to 'Advanced electronics' - Added 'Basic beacon', disableable in settings (currently it uses the vanilla Beacon graphics) - Uses 10x 'Iron plate', 10x'Copper cable' and 20x'Electronic circuit' as ingredients - Has a supply area of 2 (vanilla Beacon is 3) and distribution efficiency of 30% (vanilla Beacon is 50%), uses '240kW' energy [Bob's mods] compatibility: - Incompatible with "Bob's Modules" - When 'Basic circuit board' is available, then it replaces the 'Copper cable' ingredient in 'Basic modules' (MK0) - When 'Electronic processing board' is available, then it replaces the 'Electronic circuit board' ingredient in the highest vanilla tier modules (MK3) [Krastorio2] compatibility: - 'Basic modules' unlocked by 'Modules 0' technology instead of vanilla 'Modules' technology - 'Modules' now has a prerequisite to 'Basic modules' and the changes in the 'Features' are not applied to it