MOAR Modules


Another small mod that adds 3 new tiers of modules, for later game progression.

Content
14 days ago
1.1 - 2.0
1.57K
Manufacturing

Changelog

Version: 0.1.38
Date: 2024-11-03
  Immutatio Ni Termina:

  Fixes:
    - Fixed all the modules being teensy.
Version: 0.1.37
Date: 2024-11-03
  ARUSSVBBBBGARAYGHHH:

  Fixes:
    - Fixed the fact that quality technologies were not in the correct file, causing a game crash.
Version: 0.1.36
Date: 2024-10-20
  Y1.1K:

  Fixes:
    - Fixed the mod not loading(?)
Version: 0.1.35
Date: 2024-10-20
  Y1.0K:

  Fixes:
    - Possible fix of non-DLC players not being able to load the mod? idk
Version: 0.1.34
Date: 2024-10-24
  I mod good:

  Fixes:
    - Fixed Efficiency modules 1-3 giving a quality bonus.
Version: 0.1.33
Date: 2024-10-23
  Y2.0.9K (how many times will i do this joke? find out!):

  Additions:
    - Added tier 4-6 for Quality modules.

  Changes:
    - Got rid of the quality bonus for Efficiency modules, for now at least.
    - Changed the tech icons for quality.
Version: 0.1.32
Date: 2024-10-22
  Y2.0.8K:

  Fixes:
    - Made the mod.. actually work.
    - Moved quality tiers into their own category in prepration for tiers 4-6.
Version: 0.1.31
Date: 2024-10-22
  Y2.0.7K:

  Additions:
    - Remodelled the first 3 tiers of quality modules.
    - Had some issues with modelling the next 3 tiers, and i forgot to send over the tech icons which is why they havent been changed.
Version: 0.1.3
Date: 2024-10-21
  Y2.0.7K:

  Additions:
    - 2.0/SA/Quality workable!
    - Quality might be a bit unbalanced with higher tiers of modules, but such is life - if it is out of hand, i will change it.
    - Quality modules will still be their normal look for atleast today, im going to try and update them ASAP.
    - On that, im leaving quality modules tier 4-6 for tommorow/when i have their sprites. I dont want to use the same graphic for 3 tiers, so yeah

  Changes:
    - Got rid of RCU's in the recipes for SA.
    - Changed the recipes to match the heteromogenous recipes of SA.
    - Lowered the time to research all modules.
Version: 0.1.26
Date: 2024-10-14
  Y2.0K:

  Fixes:
    - Made the code atleast somewhat 2.0 ready.
Version: 0.1.25
Date: 2024-08-12
  im such a good modder guys please believe me:

  Fixes:
    - Fixed the mod not loading due to a version error.
Version: 0.1.24
Date: 2024-08-12
  i tested K2 for once:

  Fixes:
    - Fixed tier 6 speed modules not using the correct recipe when enabled with K2.
Version: 0.1.23
Date: 2024-02-11
  minor spelling mistake but not really check the games code:

  Fixes:
    - Changed Effectivity to Efficiency for tiers 4-6.
Version: 0.1.22
Date: 2024-01-21
  minor spelling mistake:

  Fixes:
    - minor spelling mistake
    - Fixed Speed Module 5 appearing in the wrong subgroup.
Version: 0.1.21
Date: 2024-01-20
  No Sound, No Moddery:

  Info:
    - Made Perioidc Madness incompatabile with MOAR Modules. This will probbaly change, but for now, this is how it is.
Version: 0.1.2
Date: 2024-01-20
  LET THERE BE LIGHT!:

  Additions:
    - All modules have lights now and glow in the dark. I might make this its own mod one day. One day.

  Fixes:
    - Added 10% more humour to the technology descriptions.
Version: 0.1.1
Date: 2024-01-19
  MODDING AROUND AT THE SPEED OF SOUND:

  Additions:
    - K2 compat added.
    - GM compat, technically?
Version: 0.1.0
Date: 2024-01-19
  Anotha One:

  Additions:
    - Started existin'.