EARLY ACCESS: an early version, expect bugs and balance changes. Military base contracts paid in Galactic credits and a galactic market on the shuttle landing pad. Also includes hyper belts (3x turbo, 90-tile undergrounds, Space Age), a 4x4 hyper beacon with 10 slots and a 100x100 area, and +500% hyper speed/productivity modules. Also military pipes (180-tile pipe to ground) and military 1x1 crates that merge up to 10x5, and a military power grid: a substation with a 100x100 area and wires up to 105 tiles, and a big pole with wires up to 150 tiles. Also a military mech armor with a 25x25 equipment grid (Space Age) and a walking combat robot that guards an area. Each part can be switched off in the startup settings.
Mods introducing new content into the game.
Version: 1.18.0
Date: 2026-11-08
Changes:
- Works with the new merged mods Military MLRS (Smerch + Kupidon) and Military Heavy Tanks (SU-100 + T-90).
- Military bases also order the Kupidon MLRS, its long-range radar and heavy missiles; the market's Kuznitsa Arsenal sells Kupidon missiles too.
- The Military crafting tab lists the shared MLRS fire-control remote.
Version: 1.17.0
Date: 2026-11-08
Changes:
- All items of our military mods in one crafting-menu tab "Military" (rows: logistics, then production, then military); it appears with any one of the mods. The tab is there from the start of the game: one simple recipe of each mod is open without research (military crate, military road, vehicle battery, .50 magazine).
- Military loader (Mk1) opens together with the electric inserter (technology "Electronics"), cheap early recipe: 1 transport belt, 2 inserters, 5 gears, 3 electronic circuits. Mk2 now after Logistics 3, Mk3 after Mk2.
Features:
- Military storage tanks 4x4 (150 000) and 5x5 (300 000) (technology "Military storage tanks", part of "Enable military pipes"). Same height as the vanilla storage tank; pipes connect at two corners like the vanilla tank; circuit network. Recipe: 6 / 12 storage tanks (as many as the volume) + 50 / 100 steel + 20 / 40 pipes.
- Military loaders: two small green signal lamps on the roof, blinking in turn, glowing at night.
Bugfixes:
- Military loaders are solid now: the character can no longer walk through them (like a chest).
Locale:
- New texts translated into German, French, Spanish, Brazilian Portuguese, Italian, Polish, Ukrainian, Chinese, Japanese and Korean.
Version: 1.16.0
Date: 2026-11-08
Features:
- Military loaders 1x1 in three speeds: 180, 240 and 360 items per second (technologies "Military loader", Mk2, Mk3 after Logistics 3; startup setting "Enable the military loader"). The direction decides: towards a building it loads it from the belt, away from it it unloads onto the belt. A new loader turns itself to fit the belt or building next to it. Chest-sized body, a stencilled chevron on the lid shows where the items go (yellow / orange / red by speed). Two loaders in a row pass items straight on; filter up to 5 items; circuit network.
Changes:
- Drill sounds: one picked variant each, volume 45 %.
- Military crates are now the size of the vanilla chests (lower front wall; the 1x1 crate as wide as a vanilla chest).
Version: 1.15.0
Date: 2026-11-08
Features:
- Military drills 3x3 (technology "Military drills", startup setting "Enable military drills"): auger drill (7x7, 1 ore/s, the ore collects in its hopper: take it with inserters or loaders on any side, or by hand - click the middle of the drill), cutter drill (7x7, 1.5 ore/s) and ring drill (9x9, 2 ore/s) that put the ore on both lanes of the belt.
- Working machinery: the auger turns, the cutter disc and the bladed ring disc spin; the lamps blink yellow, sparks and a puff of smoke now and then, dust of the mined ore, the mined ore rides the chute.
- They mine every solid resource of every mod.
Version: 1.14.0
Date: 2026-11-07
Changes:
- The walking combat robot (with its .50 BMG rounds and supply crate) and the military mech armor are now a separate mod: Military Mech. Install it to keep them: robots, crates and armor in your saves stay (same names).
- The startup settings "Enable military mech armor" and "Enable the walking combat robot" are gone (moved with the parts).
Version: 1.13.1
Date: 2026-11-06
Features:
- T-90 mod support: the Kuznitsa Arsenal sells its BPS and OFS / OFZ shells (7 lots now), military bases order the T-90 and its shells.
Changes:
- Market lot tooltips show the item name.
Bugfixes:
- No more red crossed circle on the map when the shuttle flies or lands (chat messages give the pad position as plain text instead of a map tag).
Info:
- README: T-90 in Recommended mods.
Version: 1.13.0
Date: 2026-11-06
Changes:
- Walking combat robot: it no longer runs after enemies far from its post. It fights from within 14 tiles of the post (its gun still covers the whole guarded circle), walks back when it gets further, and checks for enemies on the way to its supply crate too.
- A badly damaged robot (below 35%) falls back to its post and crate, shoots only what comes into range there and goes forward again above 70%.
Version: 1.12.1
Date: 2026-11-05
Info:
- Early access: the first public release. Expect bugs and balance changes; please report them on the mod page.
Features:
- Military base contracts paid in Galactic credits, galactic market on the shuttle landing pad (sellers, elite legendary orders, buyers).
- Hyper belts, hyper beacon, hyper modules, military pipes, military crates (merge up to 10x5), military power grid.
- Military mech armor (25x25 grid, Space Age) and a walking combat robot that guards an area.
- Market and contracts for the SU-100, Smerch and its radar when those mods are installed.
- Translations: English, Russian, German, French, Spanish, Brazilian Portuguese, Italian, Polish, Ukrainian, Chinese (simplified), Japanese, Korean.