No mineable resources, only plant-based resource generation. Designed as an alternate start planet.
Mods introducing new content into the game.
Version: 0.2.7
Changes:
- Energy fluid (from promethium chain) now has fuel value of 3MJ.
- Foliax plants now have three surface conditions that allow them to be planted on the inner vanilla planets.
zNotes:
- Some mods were adding surface conditions to foliax plants (factorissmo3), the surface conditions change will insure they can be built on foliax and other planets.
Version: 0.2.6
Additions:
- Foliax tech for radar.
Version: 0.2.5
Changes:
- Smelting machine added to "electronics-or-assembling" crafting category, so foliax solar panels and accumulators can be built early game.
Version: 0.2.4
Changes:
- Foliax solar panel, solar panel equipment and accumulator recipes are now "electronics-or-assembling" crafting category.
Fluff:
- Added descriptions to some technologies, to clarify their purpose.
Version: 0.2.3
Changes:
- Burner biolab quality science drain levels adjusted to (.9 > .75 > .6 > .5 > .4).
- Adjusted weight of (burner) biolab, (b) assembling machine, (b) recycler, (b) agricultural tower and foliax solar panel to 33.33kg (30 per rocket).
- Adjusted weight of all foliax seeds to 1kg (1000 per rocket).
- Foundry added to smelter recipe category, as an upgraded building for many of foliax's basic recipes.
- Adjusted all foliax "express" (belts/splitter/underground/aai loader) recipes to category "crafting-with-fluid-or-metallurgy".
- Adjusted all foliax "fast"/base/basic (belts/splitter/underground/aai loader) recipes to category "pressing".
zNotes:
- Moved when burner biolab and aai loaders are created, so stack size adjust mod can modify them.
- Renamed lua name for charged promethium chunk (migration added), so stack size adjust mod reads it as an asteroid.
Version: 0.2.2
Removed:
- Stack size settings.
zNotes:
- Removed built in stack size settings and added optional dependency for external mod "stack size adjust".
Version: 0.2.1
Additions:
- Foliax techs for aai-containers mod.
Version: 0.2.0
Changes:
- Changed mod thumbnail to planet icon.
- Foliax orbit moved between nauvis and gleba, instead of sharing nauvis orbit.
- Promethium biomass now spoils to coal in 4 hours.
- Basic belts will no longer "spoil" when picked up, instead speed is reduced to 10 items per second.
- Updated tooltips.
Additions:
- Star map image for foliax.
- Foliax cliff factoriopedia render.
Version: 0.1.9
Additions:
- Six step production chain, involving all foliax resources, a new promethium tree and space resources, to produce promethium asteroid chunk.
Version: 0.1.8
Additions:
- Foliax lumberjack infinite tech that increases character mining speed.
Removed:
- Foliax steel axe tech.
Changes:
- Moved foliax jetpack tech behind armor and oil processing.
- Separated selector combinator from foliax circuit network tech.
- Moved foliax jetpack recipe to equipment row in foliax tab.
- Foliax bars, circuits and scrap productivity infinite techs moved behind foliax space platform tech.
zNotes:
- Circuit network can now unlock significantly earlier.
- Foliax bars, circuits and scrap productivity infinite techs don't require promethium and were moved up a tech.
- Cleaned up technology file for mod.
Version: 0.1.7
Changes:
- Increased speed of foliax burner biolab to 1.5.
- Reduced science pack drain of foliax burner biolab to 90%.
Removed:
- Surface conditions for foliax burner biolab.
- Surface conditions for foliax burner agricultural tower.
- Basic armor from foliax starts with armor setting disabled.
Additions:
- Setting for concrete like tiles removing decoratives when placed (enabled by default).
- Setting for nauvis evolution reset and enemy removal on first nauvis visit (for non nauvis starts, enabled by default).
- Setting for foliax burner biolabs quality to effect science pack drain (enabled by default).
zNotes:
- Legendary quality burner biolabs will have less science pack drain than base biolabs and be placeable on all surfaces.
Version: 0.1.6
Migration:
- Moved all graphics to foliax-two mod.
- Removed dependency for foliax-three mod.
Fixes:
- Removed electromagnetic science pack technology from science experiment 1 technology prerequisites as the omega item is used to unlock triggers from base game tech tree.
Version: 0.1.5
Fixes:
- Bug with new "no-item" item and stack size setting corrected.
Changes:
- Set foliax's kovarex to allow productivity.
Additions:
- Non combat equipment added with foliax specific tech and recipes.
- New foliax solar panel equipment, increased size and output.
Version: 0.1.4
Additions:
- Loader support added (AAI-Loaders) with foliax specific tech, recipe and specs.
Fixes:
- Fixed lab bug with Krastorio 2 Spaced Out.
- Starting area will now be guaranteed buildable for at least 200 tiles.
Version: 0.1.2
Changes:
- Map generation and visual vibe overhaul.
Version: 0.1.1
Fixes:
- Runtime error when foliax isn't discovered corrected.
- Foliax discovery logic corrected for base start or any planet start.
- Foliax tab hidden until foliax is discovered.
- Armor setting granted no matter the starting planet. Simple armor granted only on foliax starts when armor setting is disabled.
Additions:
- Steel axe tech added to foliax tree.
Version: 0.1.0
Additions:
- Created a technology chain to allow production of off world science packs on foliax.
Removed:
- Foliax asteroid productivity infinite tech.
Changes:
- Reduced cost of ammonia recipe.
- Reduced time of fluorine recipe.
- Reduced time of fluorine barrel recipe.
Version: 0.0.9
Changes:
- Evolution reset and enemies cleared on first visit to nauvis.
- Restrict electronic circuit (non foliax recipe) crafted by machines on foliax.
Version: 0.0.8
Compatibility:
- Resurrected trees/rocks/decor that alien biomes murders, now foliax can generate with alien biomes active.
Additions:
- Omega item added, that will spawn off world entities for vanilla techs.
Version: 0.0.7
Fixes:
- Put a check in place for new sandbox games.
Version: 0.0.6
Compatibility:
- Alien biomes should no longer cause an error on load.
Additions:
- Disposable transport belt for early game.
Fluff:
- Foliax plant's factoriopedia entries updated and moved to foliax group under seeds row.
Version: 0.0.5
Compatibility:
- Foliax now works with Any Planet Start
Version: 0.0.4
Changes:
- Bioresin recipe, spoilage reduced to 20.
- Black brick recipe, increased result to 2.
Additions:
- Concrete and all similar items will now remove all decoratives nearby when placed.
- Foliax now has music.
Version: 0.0.3
Changes:
- Foliax solar panel weight increased.
- Removed box of machine arms from foliax scrap processing.
Additions:
- "Concrete" that mimics black volcanic tile and green marsh tile.
Fixes:
- Space science unlock moved to platform tech, from thruster tech.
Version: 0.0.2
Changes:
- R/R Space unlocks, now has a Foliax specific group of techs to unlock.
Additions:
- Infinite productivity techs; asteroid, bar (foliax material), circuits, scrap and research.
- Support on Foliax for Jetpack mod.
- If armor setting is disabled; power armor, fusion power and 4 exoskeleton legs will be equipped for new games.
Fixes:
- Poison laser turret's infinite upgrade tooltip corrected.
- Perpetual motor typo fixed.
- Electric and perpetual motors are now crafted with any assembler instead of mk2/mk3.
Version: 0.0.1
Release:
- Initial