Mods introducing new content into the game.
Version: 2.0.4 Bugfixes: - Fixed a bug when placing down the tank Changes: - The AAI style laser tank has now 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.xx.10 Changes: - Forgot to add a migration for the recently included electric engines
Version: 0.xx.9 Changes: - Fix for some mod that messed with the minability
Version: 0.xx.8 Changes: - Fix for some mod that messed with the guns
Version: 0.xx.7 Changes: - Fixed a bug with the custom laser colors
Version: 0.xx.6 Changes: - Forgot to include the laser charger in the technology
Version: 0.xx.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.xx.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.xx.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.xx.2 Changes: - Forgot to remove a dummy i used for testing