Mods introducing new content into the game.
Version: 2.0.12
Changes:
- Nicer electricity icon
Version: 2.0.11
Bugfixes:
- Fixed other laser vehicles getting registered for (AAI-style lasertank) drifting on configuration change
Version: 2.0.10
Bugfixes:
- Fixed an error when the tank is built by a robot
Version: 2.0.9
Bugfixes:
- Fixed AAI style tank not accelerating when not using the external library
Version: 2.0.8
Bugfixes:
- Fixed an error when placing the AAI Style tank
Version: 2.0.7
Bugfixes:
- Fixed the drifting AAI Lasertank not accelerating sometimes
Changes:
- The AAI style laser tank's manuverability benefits from exoskeletons now
Version: 2.0.6
Bugfixes:
- Fixed newly built AAI style lasertanks not drifting
Version: 2.0.5
Bugfixes:
- Fixed electric train not being electric
Version: 2.0.4
Bugfixes:
- Fixed a bug when placing down the tank
Changes:
- The AAI style laser tank now has a better fitting cannon projectile
Version: 2.0.3
Bugfixes:
- Fixed a bug with AAI vehicles laser tank ("Animation and light animation must have the same frame count")
Features:
- If using the AAI vehicles laser tank graphic, the tank will drift like hovercrafts now. (can be toggled off)
Version: 2.0.2
Changes:
- small buff to normal lvl 3 laser projectile
- explosions emit colored light now
- Fixed a crash when a vehicle gets destroyed while driving
Version: 2.0.1
Changes:
- Updated for 2.0 Space Age
- The library is now easy to include in your own mod (note: there's no version checking. the first mod registering the interface will handle everything. the mod that handles everything can change, for example when a mod is uninstalled)
- Uses the new burner effectivity from 2.0
- Rebalanced regenerative brakes (formula should now return almost the correct amount of energy)
- Regenerative brakes now get better with higher quality
- Now ignores vehicles (on build) that don't have entity.prototype.burner_prototype.fuel_categories.electrical
- "spider-vehicle" is now a valid vehicle type
- Changed storage.brakes -> storage.ev_brakes and global.vehicles -> storage.e_vehicles to not interfer with the mod this is included in:
- Rewrote the handling of caches when a different mod gets responsible for the electric vehicles lib
- Moved local variables to storage table (in fear of desyncs)
- IMPORTANT: events have slightly changed:
- Now reacts to script_raised_built
- on_load was removed
- on_init and on_configuration_changed now call ev_on_init_on_configuration_changed
- all functions now have the prefix ev_
Version: 2.0.1
Changes:
- new charger graphics
- projectiles have a white light layer now
- rebalanced regenerative brakes but made them scale with quality
- now prioritizes recharging the selected gun
- reworked projectile visuals
- The cannon consumes 3 MJ now (requires 2 chargers to charge)
Version: 0.18.16
Changes:
- Requires Military 3 instead of 4 now
Version: 0.18.15
Changes:
- Copied all base game files to protect them from wube.. (factorio 0.18.7 update)
Version: 0.18.14
Changes:
- Fixed cannon damaging the tank itself
Version: 0.18.13
Changes:
- Fixed vehicles loosing their ability to drive electrically after loading a game
Version: 0.17.12
Changes:
- Added support for Industrial Revolution
Version: 0.17.11
Changes:
- Updated code to match 0.17.35's change: "Renamed defines.inventory.player_main, player_guns, player_ammo, player_armor, player_vehicle and player_trash to defines.inventory.character_main, character_guns, character_ammo, character_armor, character_vehicle and character_trash"
Version: 0.17.10
Changes:
- Forgot to add a migration for the recently included electric engines
Version: 0.17.9
Changes:
- Fix for some mod that messed with the minability
Version: 0.17.8
Changes:
- Fix for some mod that messed with the guns
Version: 0.17.7
Changes:
- Fixed a bug with the custom laser colors
Version: 0.17.6
Changes:
- Forgot to include the laser charger in the technology
Version: 0.17.5
Changes:
- Electric vehicles lib reborn is not required anymore to get electric vehicles (but is still be compatible)
- Without Electric vehicles lib reborn, the train now consumes 2.5x as much power (2.5 MW) (since it's an end-game vehicle), increased acceleration by 10% in return
- Electric train is now enabled by default
- Fixed Exoskeleton not working in trains
- Increased max speed of the train by 25%
Version: 0.17.4
Changes:
- Fixed mining results of the car and tank
- The tank's weapons will now charge even if it only has 1 charger
Version: 0.17.3
Changes:
- Projectiles with very dark tint now use a different blend mode to remain visible
- Added electric train (optional) so you only need electric vehicles lib reborn and don't end up with multiple versions of the electric vehicles (unlocked at laser guns 2)
- Reduced technology costs of laser guns 3 to 600 (from 1000)
- Increased Energy per charge to 750 kJ (1500 kJ for the cannon) (from 500/1000)
Version: 0.17.2
Changes:
- Forgot to remove a dummy i used for testing