Want better efficiency modules? Want speed modules to use more energy? Want more modules? This mod is aimed to be your one stop shop with (hopefully) all module needs with the use of many settings for the player to use to control exactly how module effects work, and control how many tiers of modules there are. For those who want fine control, there are advanced settings as well. Many planned additions as well.
Mods introducing new content into the game.
Version: 2.0.3 Date: 12 / 14 / 2024 Bugfixes: - With quality enabled, quality modules cannot be inserted into beacons without the proper setting enabled - Fixed an issue with quality module speed effects causing crashes when set to linear
Version: 2.0.2 Date: 12 / 12 / 2024 Bugfixes: - [Space Age] Tier 3 Efficiency now requires 5 spoilage rather than 1 Changes: - Removed the basic settings for any modules that do not have a given effect. For example, speed modules no longer have basic options for productivity, as the basic settings scale from existing effects.
Version: 2.0.1 Date: 11 / 29 / 2024 Compatability: - Changed the quality dependence to optional
Version: 2.0.0 Date: 11 / 28 / 2024 Major Features: - Added support for 2.0 - Added support for Space Age - Added support for quality modules Compatability: - Removed Janky EMP compatability (not needed anymore!!) - Kinda removed most mod compatability. The current solution was very half baked, and most overhaul mods do not even work for 2.0. Use older versions for those scenarios.
Version: 1.2.0 Date: 8 / 19 / 2024 Changes: - Changed the max level to 999 for each module. No clue when this would be useful but... here you go
Version: 1.1.0 Date: 8 / 15 / 2024 Compatability: - Janky EMP compatability + if janky quality is enabled - Some janky mod compatability for mods with additional modules. I had lots of stuff going on so this took a while and may not be perfect :)
Version: 1.0.0 Date: 6 / 11 / 2024 Major Features: - Uploaded the mod Features: - Basic settings if a player does not want to do crazy customization - Allows players to choose what effects a module should have, and how they should scale - Allows players to generate up to 256 tiers of modules - Players can input a custom math expression to determine technology costs. - Players can control the amount of advanced circuits, processing units, and modules used as input for a recipe - Players can control the amount of modules crafted from a recpe. - By default there is a separate tab in the inventory for modules only - Icons of modules are generated automatically depending on the level and type of module - Crafting times can be controlled by the player - Science times can be controlled by the player