Changelog
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 ore.
- Added Vanadium ore.
- Added Titanium ore.
- Added Tungsten ore.
- Added Palladium ore.
- Added Argon.
- Added Nitrogen.
- Added Tin ore.
- Added new buildings, including the Vacuumn Former and the Flare Stack.
- 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.
- Began adding variations to ores. Least im learning Blender.
- Finally added icons to the ores, thnak 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. No, im not reversing it. Have fun.
- Changed building recipes to take MultiMetal items. It'll most likely change in the future, but baby steps.
- Added plastic science bottles, which give double the science per science.
- Added 900% more changelog, per changeglog.
- Hydrogen Fuel Cells got a new icon, thanks to Arch in the discord server!
Fixes:
- 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.
- Readded Steel Processing Technology.
- Fixed Fiberoptic Cable appearing in both Electric Energy Distruibution 1 and Fiberoptics.
- Changed Advanced Electronic Breadboards to take Cooling Plating.
- Changed Transistors to take Nickel Wire instead of Nickel Plate.
- Moved Calcium Recipes to the Production Chain tab.
- 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.
- Fixed Cinnabar Processing and Cinnabar Roasting being round the wrong way.
- Changed Silver Leeching to take 25 Acidic Water, not 50.
- Remade Molybdenum and Silver Ore's icon.
- Changed Stainless Steel to take 3 Steel Plate, 1 Maganese Plate and 1 Nickel plate, and gives off 3.
- Gave modules a retexture. Its in the overhaul mod rulebook, "change one vanilla thing to your own".
- Changed Hhydrochloric Acid's icon, again.
- 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 Prod Mods.
- 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.
- 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".
- 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.
- 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 50kW.
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.