Mods introducing new content into the game.
0.18.15 - Copied all base game files to protect them from wube.. (factorio 0.18.7 update) 0.18.14 - Fixed cannon damaging the tank itself 0.18.13 - Fixed vehicles loosing their ability to drive electrically after loading a game 0.17.12 - Added support for Industrial Revolution 0.17.11 - 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" 0.xx.10 - Forgot to add a migration for the recently included electric engines 0.xx.9 - Fix for some mod that messed with the minability 0.xx.8 - Fix for some mod that messed with the guns 0.xx.7 - Fixed a bug with the custom laser colors 0.xx.6 - Forgot to include the laser charger in the technology 0.xx.5 - 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% 0.xx.4 - Fixed mining results of the car and tank - The tank's weapons will now charge even if it only has 1 charger 0.xx.3 - 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) 0.xx.2 - Forgot to remove a dummy i used for testing