Add production chain to create terran units as player controllable units. Recently added cheap mode.
Mods introducing new content into the game.
Version: 2.1.9
Date: 2025-11-24
Changes:
- Removed radar from marine and firebat recipes.
- Fixed typo in tips and tricks
- Reduced science vessel irradiate cloud maximum_lifetime from 9s to 5s and initial from 3s to 2s.
- Increased Battlecruiser's yamato projectile range.
Version: 2.1.8
Date: 2025-09-24
Changes:
- Fixed typo in filename,
- Fixed animation scale for some projectiles.
- Decrease atomic bomb in recipe from 2 to 1 for atomic bomb ghost.
- Decrease atomic ghost cooldown from 75 ticks to 60 ticks after deployment.
- Moved "unit control" tip and trick to ERM core.
Version: 2.1.7
Date: 2025-05-10
Changes:
- Increased piercing ammo in Marine MK2 recipe from 25 to 40 to balance cost change in 2.0.46. Cheap mode changed from 15 to 20.
- Increased uranium piercing ammo in Marine MK3 recipe from 25 to 30. Cheap mode stays the same.
- Reason: Piercing ammo became a lot cheaper in 2.0.47.
Version: 2.1.6
Date: 2025-04-11
Changes:
- Moved "{type = "recipe-category", name = "erm_controllable_buildings" }" back to ERM core.
- generalize death explosions.
Bugfixes:
- Fixed a crash when the bunker destroyed and no enemy found nearby. Also increase search radius from 32 to 64.
Version: 2.1.5
Date: 2025-03-11
Changes:
- Moved unit control logic to "erm_unit_control" mod.
- Added erm_unit_control as dependency.
- Moved recipe categories from ERM core.
- Changed all autodeploy recipes build time to 5 seconds.
- Bunker spawn marine will now drop beside a nearest enemy. This should prevent them blocking bunker from being rebuild.
Bugfixes:
- Fixed a start up crash from tip and trick linking a erm_toss file.
Version: 2.1.4
Date: 2025-02-21
Changes:
- Added tip and tricks
- Change Valkyrie icon to match others.
- Added advanced_target_priorities mod support.
- MK1 and MK2 bunker recipe changes:
- bunker MK1 cost changed from 20 concrete to 50 bricks. Other ingredients unchanged.
- bunker MK2 cost changed from 10 refined-concrete to 50 concrete and 25 steel to 30 steel.
- Lowered the amount of items for vulture recipe.
- Barrack, Factory and Starport can now connect to circuit network.
Version: 2.1.3
Date: 2024-12-28
Bugfixes:
- Spidermines now no longer triggers force under attack alert.
Version: 2.1.2
Date: 2024-12-13
Bugfixes:
- Fixed startup crash which caused by cheap mode recipes were not using new format.
- Attempt to fix unit control window can't close in multiplayer.
Version: 2.1.1
Date: 2024-12-10
Bugfixes:
- Fixed startup crash when including asteroid on a not space-age game.
Version: 2.1.0
Date: 2024-12-10
Features:
- Updated to support Factorio 2.0. 2.1.x are experimental releases until 2.2.
- Sound adjustments with 2.0 specs. Firing from hundreds of units should no longer nuke your speakers.
Changes:
- Lowered overall damage to compensate lowered enemy resistances.
- Increased overall movement speed.
- Increased most AOE projectile's damage radius by 1-2 tiles.
- Adjusted item weight.
- Explosion of medium or bigger size asteroids have 20% chance to apply 50% of its health as impact damage to near by units (24 radius by default (max-attack-range + 10), affect up to 6 units, 3 seconds cooldown). Small operating cost of using them in space.
- Fixed autodeploy recipe orders
Version: 2.0.11
Date: 2024-06-07
Changes:
- Added Unit costs to recipe description
- Changed bunker range from 20 -> 22
- Changed alert_when_attacking to true for bunker/missile/siege-tank turrets
- Added missing technologies to milestones_preset_addons
- Marine MK1 unlocks with barrack research, cost changed from 100 to 150.
- Vulture unlocks with factory research, cost changed from 200 to 275.
- Wraith rocket and laser unlock with starport research, cost changed from 500 to 600.
- Shrink collision_box on bio units
Version: 2.0.10
Date: 2024-02-08
Changes:
- Barrack now requires fast-inserter tech. It needs fast-inserter in recipe.
- Factory now requires advanced-electronics tech. It needs rec-circuit in recipe.
Bugfixes:
- Fixed a crash when K2 "more realistic weapon" is off.
Version: 2.0.9
Date: 2023-12-10
Changes:
- Repair speed changes:
- Marines Mk1: 1 -> 0.5, Mk2: 1 -> 0.58, Mk3: 0.66
- Firebats Mk1: 1 -> 0.5, MK2: 0.66
- Regular Ghost: 1 -> 0.66
- Ground vehicles: 1 -> 0.5
- Air vehicles: 1 -> 0.33
- Battlecruisers: 1 -> 0.25
- Bunker HP change:
- MK1: 1200 -> 800
- MK2: 2400 -> 1200
- MK3: 3000 -> 2000
- Bunker Damage Change (shot repeat count):
- MK1: 6 -> 4
- Mk2: 8 -> 6
- MK3: 10 -> 8
- Changed Bunker to return 2-4 marines when it killed. (from 1-3)
- Lower bunker research from 150 pots to 100 pots.
- Bunker research now requires military science pack
- remove chemical science from Vulture research
- remove chemical science from Factory research
- Marine MK2 is now based on military research 3.
- Changed spidermine base damage from 500 to 150.
- Changed spidermine spawn rate from 33% to 45%.
- Changed spidermine base health from 800 to 300.
- Removed resistance from spidermine. They take full damage.
Bugfixes:
- Fixed valkyrie recipe not showing up.
- Fixed missing locale for shock bomb.
Version: 2.0.8
Date: 2023-10-04
Changes:
- Add concrete as requirement to bunkers.
Bugfixes:
- Fixed Mk3 bunker to use MK3 marine, instead of MK1.
Version: 2.0.7
Date: 2023-09-30
Changes:
- Spidermines no longer alerts when damaged / killed.
Version: 2.0.6
Date: 2023-09-22
Changes:
- Lowered Marine MK1 resist from 30 -> 25.
- Lowered Bunker MK1 resist from 30 -> 25.
- Lowered Bunker MK1 Health from 2000 -> 1200.
- Lowered Bunker MK2 Health from 3200 -> 1800.
- Lowered Bunker MK3 Health from 5000 -> 3000.
Bugfixes:
- When K2 enabled, Marine and Goliath use rifle magazine.
Version: 2.0.5
Date: 2023-08-28
Changes:
- Lowered Marine MK1 resist from 40 -> 30
- Lowered Marine MK2 resist from 55 -> 50
Version: 2.0.4
Date: 2023-08-27
Changes:
- Changed Bunker MK1 shooting speed from 2.5/s to 1.5/s
- Changed Bunker MK2 shooting speed from 2.5/s to 2/s
Version: 2.0.3
Date: 2023-08-27
Changes:
- Removed military pack for barrack, marine MK1 and bunker
Version: 2.0.2
Date: 2023-08-26
Bugfixes:
- Fixed Siege tank locale in tech tree
- Fixed Firebat icons.
- Fixed some locales.
Version: 2.0.1
Date: 2023-08-26
Bugfixes:
- Fixed bunker MK2 and MK3 not unlocked when Bunker tech researched
- Fixed vulture locale.
- Fixed bunker MK1 locale.
Version: 2.0.0
Date: 2023-08-26
Features:
- This mod now requires HD Terran asset pack. (https://mods.factorio.com/mod/erm_terran_hd_assets)
- Player force tint is now support for all units and turrets. Assembler can not be tinted, unfortunately.
- Add Valkyrie, shoot cold missiles, slow targets.
- Cold Wraith migrates to Valkyrie
- Add Science Vessel, cast may irradiate and emp at location.
- Poison Wraith migrates to Science Vessel
- Added Vulture, shoots grenade and 30% drop a spidermine
- Added Ghost, sniper and 20% lockdown, slow enemy units 75% for 5s.
- Added Mass Destruction Ghost, deploys a nuke. They are not expected to survive, but sometimes they do.
- Added Missile Turret, accepts rockets, default: 26, min-range: 6, HP: 1500, repair speed 33%.
- Added Siege Tank turret, accepts cannon-shells, default: 36 range, min-range: 10, HP 2000, repair speed 33%
- Added Shockbomb cannon-shell, 8 AOE explosion damage with small friendly fire damage. Builds on top of uranium explosive shell.
- Added Bunker Turret, no-ammo-required, required 4 marines to build, default:20 range, HP 2400 - 5000, repair speed 33%.
- When Bunker Turret destroyed, it returns 1 (100%), 2 (50%) or 3 (20%) marines of same tier. Nothing spawn if population is full.
- Mining a bunker will return 3 marines of same tier. Nothing spawn if population is full.
Changes:
- Siege Tank and Yamato Battlecruiser are 3 radar range.
- Rename "Tank" to "Siege Tank"
- Changed collision box for barrack/command center/factory/starport.
- Changed Yamato battlecruiser resistance from 90 to 85
- Factory removed low density structure as ingredient.
- Barrack / Factory / Starport now requires 50 fast-inserter.
- Icons have changed to unit icon, instead portraits.
- Overall technology cost have been lowered.
- Significantly lowered command center build cost.
- Increase command center HP to 10000.
- Significantly increased firebat damage and their death explosion damage.
- Removed light startup option. All lights are on.
Version: 1.17.2
Date: 2023-07-29
Changes:
- Increased battlecruiser flying speed. Laser flies faster than yamato version.
Version: 1.17.1
Date: 2023-07-26
Changes:
- Fixed naming in ru locale. Special thanks: sawarad
- added entity-description in ru locale
Version: 1.17.0
Date: 2023-07-26
Changes:
- ERM 1.18 compatibility changes.
- Removed priority property from animations.
- Updated unit for dynamic attack range and dynamic vision distance
- Reduced tech science pack count by 20-50%.
- Added Cheap Mode in startup setting.
- Unit recipe changes in cheap mode (about 1/3 - 2/3 cost reduction). All unit health reduces by 30%.
- Cheap Mode's Battlecruisers uses uranium-fuel-cell, instead of nuclear-fuel and nuclear reactor.
Version: 1.16.1
Date: 2023-07-16
Changes:
- Increased Marine MK2 damage by 25%.
- Increased Marine MK3 damage by 30%.
Version: 1.16.0
Date: 2023-03-12
Features:
- Added support for Milestones mod.
Changes:
- Change code to use new remote interface name
Version: 1.15.0
Date: 2022-12-12
Major Features:
- Added Firebat MK1 and MK2, deal fire damages. Deal explosion damage on death.
- Added Goliath, Gun deal physical and explosion damage. 25% change to shoot rocket.
- Introduce unit supply limit.
- This can be increase by researching "Follower robot count" tech.
- The formula is 150(Base) + maximum_following_robot_count
- Marine/Firebat: 1, Wraith/Goliath: 2, Tank: 3, Battlecruiser: 5
- Introduce Command Center.
- Command Center allows units to teleport to another command center. It can be command center in other surfaces.
- Introduce Barrack, Factory and Starport. They don't accept modules.
- ** Assembling-Machine and handcrafting can no long build combat units. **
- Unit build time are now matches SC1's unit build time.
- Barrack builds and auto spawns infantry
- Factory builds and auto spawns land vehicles
- Starport builds and auto spawns air vehicles
- Press CTRL + A (default) to bring up Army UI.
Changes:
- Changed attack range_mode to bounding_box
- another update to marine firing sound, lowered attack speed and buff damage.
- Updated explosion effects on vehicles.
- Lower tank research cost from 800 to 600 for MK1, 1800 to 1200 for MK2
Version: 1.14.0
Date: 2022-11-15
Graphics:
- Updated graphics. Sprites no longer have unintended holes and black borders!!!
- Added colors variant for wraith and battlecruiser to indicate their role.
- Added enemy_map_color = red to all units
Changes:
- Marine MK3 HP 800 -> 1000
Version: 1.13.5
Date: 2022-07-10
Changes:
- Improve unit performance by changing enemies distraction_cooldown from 20 to 30.
Version: 1.13.4
Date: 2022-06-22
Changes:
- Added light to battlecruiser
- Added light to marines
- Light can be turned off in startup settings.
Bugfixes:
- Fix that the animation is a shared variables for battlecruiser and wraith variants.
Version: 1.13.3
Date: 2022-06-11
Changes:
- reduced smoke from rocket frequency to 1 / 5 to increase performance in large group.
Version: 1.13.2
Date: 2022-06-06
Changes:
- Lower battlecruiser sound radius.
- Changed yamato gun AOE from 3 to 4
- turned off turning_speed_increases_exponentially_with_projectile_speed for rocket
- Add max_range to projectiles
- MK1 marine research prerequisite changed from heavy-armor to military-science-pack
- MK2 marine research prerequisite changed from modular-armor to heavy-armor.
Version: 1.13.1
Date: 2022-04-04
Changes:
- Increase battlecruise and wraith radar range to 2.
Version: 1.13.0
Date: 2022-03-04
Changes:
- Change repair speed back to 1 for all units.
- Reduced research cost for all units
- Wraith and tank MK2 have lower prerequisites.
- increase battlecruiser resistance, laser 80, yamato 90.
- increase tank mk2 resistance to 80
- all marine uses attack speed of MK3 rine
- increase range of battlecruise from 16 -> 24
Version: 1.12.0
Date: 2012-02-20
Changes:
- Reduce ammo needed for MK2 and MK3 rines from 40 to 25 magazines.
- Buff MK1 resist from 33 resist, 350 HP to 40 resist, 400 HP
- Buff MK2 resist from 50 resist, 500 HP to 55 resist, 600 HP
- Buff MK3 resist from 750 HP to 800 HP
- Buff Battlecruiser resist from 75 to 80
- Reduce Yamato battlecruiser nuclear reactor from 4 to 2.
- Increase Yamato battlecruiser laser turret from 20 to 40.
- RU Translation update. (Thank You! SeptiSe7ven)
Version: 1.11.3
Date: 2012-01-28
Changes:
- Reduce bullet magazine from 50 to 20 for Marine MK1
- Reduce bullet magazine from 50 to 40 for Marine MK2 and MK3
- sound adjustment to avoid very loud sound when a group initiate an attack.
- MK3 marine resistance change from 70 to 75
Version: 1.11.2
Date: 2012-01-25
Changes:
- Marine MK1 buff, 250 to 350 health, 25 to 33 resistance, 5 to 10 damage
- Marine Mk2 buff, 12 to 16 damage
Version: 1.11.1
Date: 2012-01-22
Changes:
- Scout Wraith speed increases.
Version: 1.11.0
Date: 2012-12-26
Changes:
- Code file license changed from MIT to GNU LGPLv3
Graphics:
- Lower render_layer of air unit from air_object to wires-above. Projectiles and explosions should render above them.
Sounds:
- Adjusted some parameters to lower the volume of initial attack.
Version: 1.10.0
Date: 2021-11-14
Changes:
- Health now tied to ERM's Unit Max Hit Points Multiplier setting.
- Running speed now tied to ERM's Unit Running/Flying speed multiplier setting
- Damage now tied to ERM's Unit Damage multiplier setting.
- The multipliers only take 50% of the settings' values.
- Up unit_scale on various units
- Removed yellow-science from Tank MK1.
- ***Tank MK1 recipe changed***, changed from 10 rocket fuel to 50 solid fuel
- ***Tank MK1 technology changed***, removed rocket-fuel and rocket-control-unit as requirement
- ***Wraith recipe now use regular rocket***, instead of explosive rocket
- Cold and Acid Wraith damage are now same as Rocket Wraith.
- Acid Wraith up from 3 to 4 area damage.
- Cold Wraith now slows enemy for 5s
- ***Marine MK1 recipe changed***, now use yellow bullet and light-armor instead of red bullet, heavy armor.
- Marine MK1 and MK2 have slower attack speed, MK3 unchanged.
- Marine Mk1 and 2, Tank MK1 movement speed raised.
- Marine MK1 damage down from 8 to 5, resistance down from 30 to 25, health down from 300 to 250.
- Reduced Marin build time, Mk1: 30s, MK2: 45s, MK3: 60s
- Reduced Laser Battlecruiser build time from 300s -> 240s
Bugfixes:
- Fix Poison Wraith has a wrong name.
Version: 1.9.0
Date: 2021-10-23
Changes:
- Scout Wraith now shoot laser, instead of rockets
- Scout Wraith recipe changed
- Raised battlecruise laser damage
- Increased shoot speed of laser battlecruise
Bugfixes:
- Fix a bug where you can't repair unit by hand.
Version: 1.8.0
Date: 2021-09-03
Feature:
- Scout Wraith. Fly @ 108km/h, instead of 64km/h.
- More expansive on flying robot frame and rocket fuel.
Changes:
- Changed battlecruise, tank and wraith repair rate from 25% to 33%
- Wraith damage adjusted based on material cost. Cold: 155, Acid: 165, Explosive: 175
- Wraith resistance to 75
Bugfixes:
- Wraith's Unit colors in map view.
- changed Marine MK3 recipe, instead of 2 armor, now it takes 1 armor and 50 uranium bullets.
Version: 1.7.0
Date: 2021-08-05
Features:
- Added Laser variant of battlecruiser
Changes:
- Change marine vision to 30
- Tank, Battlecruiser and Wraith are no longer flammable.
- Up wraith resistance from 60 to 70
- Unit colors are now green on the map.
- Yamato Battlecruiser shoots a little bit faster and have higher damage to justify its cost.
- Battlecruise research cost changed from 4000 to 6000
Bugfixes:
- Fix tank tech migration
- Fix missing translation for tank 2 technology
Version: 1.6.0
Date: 2021-07-28
Changes:
- Movement Speed change
- change AOE's force = "not-same"
- Tank MK1 now depends on marine-2
- Tank MK2 has its own research.
- Raise nuclear reactor and fuel 4x for battlecruiser's 4 engines.
- Lower battlecruiser AOE damage, increase single target damage.
- Lower tank ground AOE damage, increase single target damage
Version: 1.5.0
Date: 2021-07-11
Graphics:
- Reduced the black border width on all unit and buildings.
Version: 1.4.0
Date: 2021-07-10
Graphics:
- Fix some unit shadows
Version: 1.3.0
Date: 07. 03. 2021
Changes:
- Air unit now use "flying-layer", instead of hardcoded layer-33. This enhances collision layer compatibility with Space Exploration
- ** ERM base mods also need to update
Version: 1.2.0
Date: 07. 01. 2021
Changes:
- Battlecruise and Wraith now use layer-33 for air unit collision
Version: 1.1.0
Date: 04. 02. 2021
Features:
- Poison Wraith - deal acid AOE damage, other properties are same.
- Cold Wraith - deal cold AOE damage, other properties are same.
- Tank MK2 - 500 damage and have more HP, require uranium cannon shells.
Changes:
- MK3 marine has 70 resist, up from 60.
- MK3 marine consumes 25 uranium round, down from 50.
- MK3 marine deal 48 physical, up from 24
- MM3 marine health 700, down from 1000
- Marines now repair at 1/2 efficiency
- Wraith consume 10 low density structures, down from 25
- Tank MK1 - Downgrade from 500 to 250 damage, lower resource requirement.
- Battlecruiser health buff from 3500 to 5000.
- Battlecruiser now deals 500 laser to target, 150 explosion and 150 electric in AOE.
- Tanks and Marines can open gates.
Version: 1.0.0
Date: 02. 13. 2021
Features:
- Added Battlecruiser, Wraith, Marine and tank as player controllable units.
- They can be repaired by construction robot
- The repair rate is at 1/4 efficiency