A mod made for throwing half-finished builds, you can play it but i wouldn't recommend it.
Version: 0.4.70 The ihew;ufgufefuef Update: Additions: - Added Gallium. - Added Indium. - Added Silicon. - Added Thallium. - Added Lead. - Added Bismuth. - Added Zirconium. - Added Arsenic. - Added Platinum. - Added Electrolysis plant, not a repainted washing plant. nuh uh. (Thank you Arch for the lightning) - Gave Hydrogen its own row, for ease of access. - Overhauled processing units, to fit with the other circuits. - Changed how modules are made again, using P-TM materials. - Added crucibles, made of Zirconia. - Added BZirconium compatability. - Added tier 2's to solar panels, electric miners, and tempature-inators. - Spanish translation now exists for Periodic Madness! all credit goes to Korgack, in the server. Changes: - Changed Seawater desaltination to be 1 second, and take less input. - Changed Advanced-Advanced Transition Metal's recipe to take copper, instead of Molybdenum. - Changed pipes recipe, again. Zinc needs to finance its uselessness addiction. - Changed how Plastic science bottles are made, and changed the plastic they use. thats a whole extra science, per science. Again. - Changed Bio-labs to have a research speed of 2. - Lowered cost of later bio-upgrade tiers. - Re-did the designs for washing plants, adding some much needed grime and grit. - Gave plastic science pack recipes their own icon. - Changed Vacuum former's power draw to 175KW. - Changed cooling molten metal's recipe to include crucibles. - Changed polyethylene plastics icon to something unqiue. - Changed solder cases recipe output from 4 to 2. - Changed flourine's recipe to take Post-transition metal ore. - Changed Biotic lab research to cost 175 instead of 75. - Remade sodiums icon, and added variations. - FINALLY GOT RID OF THE PROCESSING CHAIN TAB WOOHOO - Changed argon melting to match new melting/cooling recipe times. - Changed module casing to use platinum instead of palladium. Fixes: - Fixed the skullduggery going on with seawater boilers. Also buffed them. - Added the ability to use upgrade planners on express belts. - Fixed animation buggery with Bio-labs. - Polishing of entities and shadows. - Fixed fuckery with tungsten ratios. - Gave Flourine processing a icon. - Locale name fixes. Lots. - Made PM and K2 runnable together, plus some minor polishing - compatability is a long way away. - Fixed bug with Brimstuff + K2 + BZfoundry + PM, because there is some wacky shit going on with it. - Fixed some random capatalisations within locales.
Version: 0.4.66 The im still working just let me cook Update: Additions: - Added compat for BZ foundry. i tried with zirconium but.. dont expect it any time soon
Version: 0.4.65 The thousand bug stare Update: Fixes: - Fixed issue with Atmospheric condenser's fluid boxes.
Version: 0.4.64 The guys please im a good modder guys please Update: Fixes: - Fixed issue with acid plant being uncraftable.
Version: 0.4.63 The I dont understand version numbers and theres nowhere to learn Update: Fixes: - Fixed issue with HR shadows. - There might be more, i have no idea.
Version: 0.4.62 There is No Update in Sa Sing Bae: Additions: - Added Integrated Circuit molding in Reactive Non-Metal pack. - Added Post-Transition Metal science pack. - Added Flourine. - Added -inator's tier 2. - Added Tempature framing, a new multiproperty multimetal. - Added Stainless steel chests. Changes: - Changed Reactive Non-Metal pack technology take 80 seconds, not 120. - Changed the early game, Chlorine now has its own technology and row. - Changed molten melting and cooling recipes to 9 seconds, instead of 6. - Reworked Phosphorous's processing chain. - Gave Washing plant 2's 2 module slots. - Renamed heating and cooling plating. Fixes: - Made calcium possible. I forgor - Fixed Cold-inators hitboxes not matching Molten-inators. - Fixed Cadmium processing technology not having a locale. - Fixed Salt electrolysis locale. - Fixed Sulfuric dioxide cracking locale. - Fixed Fuel oil Hydrosulferization locale. - Fixed Kerosene Hydrosulferization locale. - Fixed Rail chain signals and rail signals recipes being borked. - Fixed locale names.
Version: 0.4.6 The Freedom Overhaul Update: Additions: - learnt how to delete a weeks worth of code with one simple trick called GitHub! - Overhauled Oil processing, recipes and items. - Added 8 new fractional fluids from Crude Oil: Oil Residuals, Fuel Oils, Lubricating Oils, Diesel, Kerosene, Naptha, Petrol and Refinery Gases. - Added Chromium. - Added Vanadium. - Added Titanium. - Added Tungsten. - Added Palladium. - Added Aluminium. - Added Argon. - Added Nitrogen. - Added Tin. - Added Cadmium. - Added Helium. - Added Phosphorous. - Added new buildings. - Added two new science packs, Advanced-Advanced Transition Metals Pack and Reactive Non-Metals pack. - Added a new way to store and use power, Voltatic Pile Batteries. - Added Coke Zinc Smelting. - Added multiple new intermediates called Multi-Metal Intermediates, which can be made from (you guessed it), multiple types of metal. This will break a lot of recipes. - Added new ways to produce power, mostly for the early game. - realised that "adding a lot of new stuff" and "a update out in 2 weeks" arent compatiable. - *3 weeks. - *4 weeks. - *5 weeks? I lost count. - *too long. - 4 months. god. - Began adding variations to ores. Least im learning Blender. - Finally added icons to the ores, thank you to PTx86 for teaching me how to. - Reworked Seawater refining to give off sea salt, which then can be broken down to Sodium and Chlorine. - Made Stack Inserter Stacking an infinite technology. Have fun. - Changed building recipes to take MultiMetal items. It'll most likely change in the future, but baby steps. - Cave Jhonson here, we got the boys down at the lab to cover glass bottles with plastic, which give double the science per science. thats 65% more science, per science. - Added 900% more changelog, per changeglog. - Hydrogen Fuel Cells got a new icon, thanks to Arch in the discord server! - Completely changed how modules are made, using module casings and lights that are fitted with circuits to create modules instead of just shoving some circuits into a box. - Added greenhouses and wood growth. - Added Fertiliser. - Added Bio-modules, a way to boost the engineers stats with some dubious ethics. - Added Atmospheric condensation, allowing the player to get new elements from the sky. - Added a second tier of the lab. - Added Molten metals, a more effcient way to transport plates. - Added compatability for BZ Chlorine. The first of many. Changes: - Changed all vanilla ores stack size to 200. - Changed circuits to have their own row. - Changed Seawater Extractor, Offshore pumps and Washing plants to have their own row. - Changed Coke Iron smelting to give 4 plates and not 2. - Changed Advanced Electronic Breadboards to take Cooling Plating. - Changed Basic Splitters recipe to include Motors. - Chnaged Fast Splitters recipe to include Mini Motors. - Changed Express Splitters recipe to also include Mini Motors. - Changed Concretes Recipe to include Bitumen. - Changed Assembling Machine 3's recipe to include Cooling Plating. - Changed Oil Refineries Recipe to include Heating Plating. - Changed Sulfuric Acid's Icon. - Changed most, if not all recipes with pipes in them. - Changed Silver Leeching to take 25 Acidic Water, not 50. - Changed Stainless Steel to take 3 Steel Plate, 1 Maganese Plate and 1 Nickel plate, and gives off 3. - Changed Hydrochloric Acid's icon, again. - Changed Stainless Steel requiring Alt Science packs to be researched. - Liquid Mercury is now a 3 step process, and its most simplified ratio is 3:2:4. - Changed Advanced Electronics technology to only be in Advanced Electronics, and not its own seperate technology. - Changed any edited science pack (Automation > Transition Metals, Logisitic > Advanced Transition Metals, etc) to take 6 seconds. - Changed the science pack icons to use the vanilla images, instead of the item icon. - Changed all changed circuits to take 2 wire/cable, instead of 3 to match green circuits. - Changed Carbon to take 2 seconds, instead of 4. - Changed Effciency modules to give +5%/+10%/+15% speed respectively. - Changed Steel to take 3 iron and 3 Manganese plates. - Overhauled the crafting menu, now each periodic group has its own tab, with recipes related kept inside. - Doubled solar panels and accumulators stats, due to higher recipe cost. - Changed sands icon and added variations to it. - Changed pipe/underground pipes to use Tubing. Fixes: - Readded Steel Processing Technology. - Fixed Fiberoptic Cable appearing in both Electric Energy Distruibution 1 and Fiberoptics. - Fixed Cinnabar Processing and Cinnabar Roasting being round the wrong way. - Remade Molybdenum and Silver Ore's icon. - Gave modules a retexture. Its in the overhaul mod rulebook, "change one vanilla thing to your own". - Fixed some icons being the wrong size or looking off. - Fixed Fluid Handling not having Stainless Steel being its prerequisite. - Began giving some recipes the ability to be used by Productivity modules. - Fixed the Assembling Machine 0 being able to use the advanced crafting category. - Gave a couple plates slightly different rotations, to differenate them more. - gave Glass panes a new icon, actually 3D modelled this time. - Refactoring file structures and making the code less of a, quote, "finger painted everywhichway". - Gave Steel, Stainless Steel and Alloyed Steel new icons. - Fixed normal storage tanks not being upgradable with Stainless Steel storage tanks. - Deleted Nickel wire, mostly replaced with Panelling or Copper Cable. - Lowered Acid Plants power intake. - Equalized Transition Metal washing/clearings ore amounts. - Assembling Machine 0's energy consumption changed to 100kW to 75kW. - Fixed Manganese being spelt Maganese everywhere.
Version: 0.4.52 The Final Preprations Update: Additions: - Added two new alternative recipes, CaO Glass smelting and resmelting: new ways to create Glass Panes using Calcium and Oxygen. - Added a very dirty, cheap and Bad(tm) way of voiding Oxygen. Im not proud of it, its a temporary fix until the ways to actually deal with Oxygen are added. I apolgise. Fixes: - Changed Alternative Recipe pack to take 8 Calcium ore instead of 4. - Changed Seawater Refining to have a 50% chance of giving 2 calcium.
Version: 0.4.51 The Brass Beast Update: Bugfixes: - Fixed the version number issues with the help of a forum poster, thank you. Additons: - Gave Chunk Plate recipes their own icon. Fixes: - lowered Brass Cog cost on Fast Undergorund belts and splitter. - Fixed Brass ratios, it is now a 2 Copper Furnace : 2 Zinc Furance for 6 Brass Welders. - Changed Brass cost from 1 Copper and 2 Zinc plate to 1 Copper and 1 Zinc plate. - Changed Recipes in player crafting to show more and show where some items are made. - Fixed Technology Prerequisties for Fiberoptics and Advanced Transition Metals.
Version: 0.4.5 The Pulling Bootstraps Update: Additions: - Put Ezekiel ore processing into a tech, to make it more obvious to new players. Fixes: - I finally played my own mod. A lot of balance changes were added. - Changed Calcium into a probabilistic output from Seawater Refining. - Changed Ezekiel ore processes to take 5 Hydrochloric acid, not 10. - Changed Transition Metal Leeching to take 15 Hydrochloric acid, not 20. - Changed multipe recipes (e.g Sodium Electroylsis) to a shorter time to craft. - Changed Alternative Science Packs to take 4 Calcium, not 3. - Changed Assembling Machine 0's to take 7 plates, not 10. - Changed Welder crafting reicpe. - Changed Air Filter recipe.
Version: 0.4.4 The last time i swear before oil gets changed Update: Bugfixes: - Fixed Welder migrations. I'd prefer it when bugs dont wait a version before appearing. Additons: - All ore patches (except Group Ores) now give off Ore chunks, which have to be purified to be used in plates. - Added Ore Chunk Purifying. - Moved Transition Metal Refining into a technology. Fixes: - Fixed Acid Plant having recipes it shouldnt have or that havent been unlocked. - Changed around a couple technologies to better fit. - Fixed an issue where technologies would only show one prerequisite technology.
Version: 0.4.3 The "I swear im still working" Update: Additions: - Added a earlier game way to make power, using seawater. - Added a 4th tier of belts, High Density. They are created with Low Density Structures and Processing Circuits, replacing Blue belts in the tech tree. - Added Glass Fiber and Fiberoptics. - Added a handful of new techs. - Overhauled Resin production, now needing to turn Resin into either Rubber Resin or Phoenlic Resin to create new products. - Added a new glass byproduct, Glass Shards. They can be melted down and reformed back into Glass Panes. - Added a sulfur Runtime Fee, anytime you look at the mod you get charged 2 sulfur. Fixes: - Hid the Periodic Table tab. - Organised/Organising the recipes in the player inventory, to look more clean. - Moved Ore Slag Decomp. into Production Chain tab. - Moved Glass Smelting into Production Chain tab.
Version: 0.4.2 The Second of Many - Reboot Update: Bugfixes: - Fixed Welder tech not working with migrations and blocking saves from being opened.
Version: 0.4.1 The First of Many - Reboot Update: Bugfixes: - Fixed the game not running due to small lamps. I hate lamps.
Version: 0.4 The Conccusion VS Production Update: Bugfixes: - Fixed Migrations. - Migrated Hydrogen Fuel Cells and Stainless Steel Fluid Tanks. - Fixed Water Electrylsis steam not able to be used in boilers. Fixes: - Changed Hydrogen Fuel Cell icon. - Changed Cabron Icon to fit with other elements. - Changed Blue Belts to appear much lower in tech tree. - Changed Blue belts and other related items recipes to fit PM. - Changed all inserter recipes. - Changed Lamp recipes to take glass. - (in the process of) Organised code to be bettererer. - Changed it so that Production Chains appear in player inventory. Additions: - Added a new Science Pack, Alternative Recipe Pack. - Added alternative recipes for Iron. - Added (wayy too many) alternative recipes for Steel/Stainless Steel. - Added Wood processing, including Charcoal and Coke. - Added a pre-plastic alternative, Rubber. - Added Rubber Resin. - Added Vulcanised Rubber. - Added an alternative way to make Breadboards. - Added a more advanced Fluid tank made of Stainless Steel that holds 50k. - Added Motors and Mini-Motors (In the Mini-Mall, working a carnival.)
Version: 0.3.8 The Actual Content 3: The Contenting Update: Bugfixes: - Added Steel Chests back into the game. - Fixed Sulfur not being able to be made by Petroluem. Fixes: - Changed Welders fuel type to take Hydrogen fuel. - Changed Advanced Leeching of Gold, Silver, mercury and Molybdenum to take 50 Acidic Water. - Changed Water Electroylsis values. Additions: - Added Hydrogen Fuel, consisting of Hydrogen and Oxygen. - Added Mercury Vapour condensation. - Added Water condensation. - Changed Water Electrolysis to give steam, plus Hydrogen and Oxygen. - Added Mercury Powder > Red Mercury recipe.
Version: 0.3.71 The Testament to not coding at night Update: Bugfixes: - Allows Seawater to be used in boilers, a temporary fix until seawater boilers are added. - Fixed the Offshore Pump still being visible in game before unlocking it.
Version: 0.3.7 The Fourth of Many Update: Bugfixes: - Fixed Water Extractor shadow sprite sizes. - Fixeed HR versions of Water Extractor sprrite sheets.
Version: 0.3.6 The Limes and The Lemons Update: Bugfixes: - Fixed HR Assembling Machine 0's texture. Fixes: - Changed Oxygen fuel value. - Changed Welders energy usage. - Changed Assembler 1's to take Assembler 0's. Additions: - Added Chalk. - Added Lime. - Added Limestone. - 'Overhauled' the water pumping system. Offshore pumps are now in the tech tree, and you must use sewater instead. More to come later, though. - Added Seawater. - Added Water extractor, which only pumps seawater. - Added Seawater washing, which allows early game Sodium and Calcium production.
Version: 0.3.5 The Actual Content 2: Factory Boogaloo Update: Fixes: - Increased Sulfur count from Transition Metal Leeching from 2 to 5. - Changed Brass Plates to not take 8 plates for one. - lowered Oxygen fuel value. Additions: - Added ways to deal with byproducts (Patina, Ferrum) - Added Ore Slag, a basic byproduct that has to be dealt with. - Added Alternative recipes to Steel. - Added Stainless Steel. - Added plans. Ideas, even. Mischievous ones. Ores: - Added Calcium Ore.
Version: 0.3.3 The Third of Many Update: Bugfixes: - Fixed Brass Cogs not being craftable, blocking progression. - Fixed Mercury Powdering being visible before unlocking required technology. Additons: - Assembling Machine 0's now have their own texture. Acid Plants will also get their own soon. - Maganese Leeching now gives off Maganese Powder, not Silica. - Transition Metals now spawn in the starter patch. - Nickel has increased spawning rates. - 20% Mounting worry over amount of patch's needed.
Version: 0.3.2 The Second of Many Update: Bugfixes: - Fixed Silica not having a name. - Fixed Water distillation to not lock Water Desalination. - Fixed Sulfur Processing. - Fixed Assembling Machine 1's not taking fluids. Fixes: - Deleted Silicon from Stone Crushing. again. - Changed Stone Crushing amounts, increased Sand. - Fixed Mercury Powdering from being visible in hand crafting.
Version: 0.3.1 The First of Many Update: Bugfixes: - Fixed HR-welder entity. Fixes: - Fixed ratios, again. - Changed Solar Panels cost. (lowered) - Changed Lab cost. (lowered) - Fixed Oxygen being craftable. Not sure what I was thinking there. - Changed Science Bottle crafting time. - Deleted Silicon from Stone Crushing. Will be added back, eventually. - 10% more worry of how many of these i'll have to do added.
Version: 0.3 The Fixing-Fleshing Out Update: Inital Public Release: - Added to Mod Portal. Watch it burn. - (in a serious note; any feedback for the mod will be heavily appreciated so I can polish and refine further. thank you.) Additions: - Added Advanced Transition Metal processes. (Orange science, or second science pack.) - Added Welder. Ores: - Added Mercury. - Added Gold. - Added Silver. - Deleted Silicon. Fluids: - Added Liquid Mercury. - Added Mercury Vapour. Fixes: - Fleshed out production chains, spefically Advanced Transition Metal ores. - Fixed icons (again). - Fixed ratios (again.) - 10% Elbow grease added to mod. - Cleaned up Item groups, subgroups and categories. - Changed vanilla recipes to use PM items.
Version: 0.2 The Actual Content Update: Additons: - Added Acid plant. (Learnt how to use data.raw) Fluids: - Added Chlorine. - Added Hydrochloric Acid. (HCl) Fixes: - Attempted fix at ratios. failed. miserably. - Basic icon polishing and basic polishing. - Refactored recipe code to make the mod run betterer.
Version: 0.1 Additions: - Basic Transition Metal processes added. Ores: - Added Maganese. - Added Zinc. - Added Nickel.
Version: 0.0.0 Inital Release: - Mod idea made. All hell breaks loose.