Adds several new teirs of functional satellites and other payloads to expand gameplay into the space age.
0.17.2 -Fixed Data Processor so its not be visible from start a game. -Removed fluid output from advanced assembler (conflict with game update) -Will prevent the assembler from unbarrelling things
0.17.1 -Made a couple code changes to make mod compatable with 0.17 -By request created new lab type building for the mod's science. Called the Data Processor. -researchable by its own tech -Added thumbnail for mod portal -removed code that killed 'launched without satellite warning' since its no longer needed. -Changed mod's first tech to be prerequisite on the space science pack tech instead of rocket silo.
0.16.8 -Reorganized the mod's recipe tab to be a bit cleaner and make more sense. -Added code to prevent a crash -caused by different certain scenarios not having silo code the mod was requesting -Fixed some spelling errors
0.16.7 Balance: -Changed cost forumla for infinite techs. -Getting basic bonuses from the first few techs will be largely the same as before, some more expensive. -For infinite techs instead of 1 extra data being needed for each new tech it will now be 2. -Reduced output of Orbital Fabricator by half to a more sane value, base production should be 15k/min. -Steel production made to be half that of Iron and Copper, base 7.5k/min -production will still be subject to speed modules -Reduced cost of Space Shuttle and Telescope Shuttle refurbishment from 1000 rocket fuel to 500 -Reduced cost of Mining shuttle refurbishment from 2000 rocket fuel to 1000 -Because lab productivity is really powerful: -Lowered Lab productivity bonus per tech from 2% to 1% -Lowered Lab productivity bonus gained from Advance Space Station tech (100% -> 25%) -Lowered Lab productivity bonus gained from Orbital AI data core tech (200% -> 50%) -Lowered cost of Advanced Space Station tech from 500 to 400 data. Other: -Cleaned up some code in the shuttle refurbishment and repurposing recipies -Rearranged recipe ingredients and products into alphabetical order in the mod's code -this doesn't appear to have had an effect on their order for the in-game GUI
0.16.6 -added mod's payloads to rocket silo stats gui -initiated by researching new tech Satellite Tracking -minor graphics tweak to space telescope uplink
0.16.5 -renamed Telescope Data to Satellite Data -fixed collision box bug on Space Telescope Uplink entity -added 2 fluid inputs for advanced assembler (north/south sides) -enabled advanced assembler to craft items requiring fluids -changed shuttle refrurbishment to require 20,000 water instead of 400 water barrels. -Mining shuttle changes -Increased Iron production from 200k to 500k per launch -Increased Copper Production from 100k to 375k -minus launch costs it would take 50+ launches to get return on investment, this brings that down to ~17. -Mining shuttle refurbishment time increased from 480 seconds to 2400 -holy crap musical_tanks that is 40 minutes! -no, its automatically cut in half by Advanced assembler 2x crafting speed -its still 25k iron per/min even before you beacon it -I expect you to speed beacon the crap out of it -I don't want whole bases run on 1 mining shuttle
0.16.4 -completely rewrote the control.lua file to terminate the 'rocket launched without satellite' warning under several different circumstances: -when mod's first tech is researched -when a rocket is launched without satellite (for the next launch the message shouldn't show up) -when configuration changes (game updates, mods change, etc) -changed around the readme file to clean it up and added this changelog at the request of several people -pre-release patchnotes removed
0.16.3 -fixed many spelling errors in the locale file. -changed around some descriptions to make more sense.
0.16.2 -changed file name of advanced probe graphic to ensure all letters were lowercase
0.16.1 -Initial release