Early Modules


Adds basic modules, and optionally basic beacon

Content
28 days ago
1.1 - 2.0
627

Changelog


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