This overhaul mod aims to add all the elements of the periodic table to Factorio. (Coming to 2.0... 29/11/2024-ish)
Large total conversion mods.
Version: 0.5.138 The caverns and cliff-edges part 1 Update: Additions: - Ported all MulitMetal and ore chunk retextures from 0.6 into 0.5, theres still more changes but like meh Additions: - Changed all MultiMetals to only take the metal they need, and not an extra item (ported from 0.6) Fixes: - (including this again because im stupid) - my fucking computer - idk who reads these, but presuming PM players do (not you penny), the next update will defintely be post-SA. - im currently using a PC with no GPU, and can only model stuff while at college, which mean much slower dev time. - idk when i can get a better, working PC, but expect stuff from the next update to be added to the current verison.
Version: 0.5.137 The what having no PC for a month does to a mf Update: Changes: - Buffed Productivity 4 modules from 12% to 14% productivity. Fixes: - my fucking computer - idk who reads these, but presuming PM players do (not you penny), the next update will defintely be post-SA. - im currently using a PC with no GPU, and can only model stuff while at college, which mean much slower dev time. - idk when i can get a better, working PC, but expect stuff from the next update to be added to the current verison.
Version: 0.5.136 The me? fix old stuff i did? that was placeholder? good one Update: Fixes: - Made cassiterite correctly take post-transition metal ore instead of just transition metal ore.
Version: 0.5.135 The let me cook fr, im like halfway done Update: Fixes: - Fixed processing integrated circuit molding needing gold wire instead of indium wire.
Version: 0.5.134 The im sure adding another input fluidbox wouldnt hurt.. Update: Fixes: - Fixed bromine being uncraftable due to a massive naming oversight. Im very smart, trust me.
Version: 0.5.133 The why couldnt assembling machines just have more fluid slots Update: Changes: - Changed lead and gallium ratios to be cheaper and smaller-scale in comparison to the amount needed for science. - Made the Reactive-Non Metal pack more expensive. Fixes: - Fixed plastic Reactive-Non Metal pack recipe using nitrogen instead of chlorine.
Version: 0.5.132 The that one spock quote, yknow the one Update: Fixes: - Reverted partial K2 compatibility to fix you insane people playing giant modpacks with PM
Version: 0.5.131 The im hasamentally insane Update: Changes: - Halved the amount of gallium needed for Post-transition metal packs.
Version: 0.5.130 The i wonder if i'll use the next 870 version numbers Update: Fixes: - Fixed ANOTHER error with K2 after deleting alternative recipe packs.
Version: 0.5.129 The dont code when your tired, heed my warning Update: Fixes: - Fixed an error with K2 after deleting alternative recipe packs.
Version: 0.5.128 The ARUGHGHHHHHHH Update: Fixes: - Made pumps actually craftable.
Version: 0.5.127 The you will join the discord server, you will join the discord server, you w- Update: Additions: - Added the discord server link to the in-game mod page.
Version: 0.5.126 The old me was so smrt- i mean smart Update: Fixes: - Fixed voltatic piles being net positive. - Deleted the alternative recipe pack, any technologies using it now only take the base science packs.
Version: 0.5.125 The just like the old days Update: Changes: - Made cars unlockable by orange science, and only need rubber processing as a prerequisite. - Made Molybdenum processing unlockable in orange science, and is now a prerequisite to yellow science. - Lowered automoblism technology cost to 125. - Changed the map colour of post-transition metals to be more visually distinct.
Version: 0.5.124 The thank you pennyjim i would have never fixed this Update: Fixes: - Fixed an issue with K2 and BZ Zirconium when loading the explosive round magazines.
Version: 0.5.123 The [sounds of various swears as guy runs to fix error] Update: Fixes: - Fixed vanadium oxide catalysts being uncraftable.
Version: 0.5.122 The i get these every month to remind myself i have no idea what im doing Update: Fixes: - Fixed picking up an evaporator 2 giving you a tier 1. - Fixed picking up a heat pipe 1 giving you a tier 2. - Fixed(?) vacuum former 2 being teeny tiny in HR mode. - Fixed FUCK having a unnaturally large shadow in HR mode. - Fixed processing unit integrated circuit molding recipes giving advanced integrated circuits.
Version: 0.5.121 The i swear one more fix will make it good one more fix guys please Update: Changes: - Made electrolysis take seawater, this should make HCl easier to do for me and for you. - Buffed water voiding. - Buffed oxygen voiding. again.
Version: 0.5.120 The HOW DID I NOT NOTICE THIS I SPENT SO LONG PICKING THEM UP Update: Changes: - Gave the leeching field an extra module slot. It will have a more interesting way to speed them up in the future, but thats for 2.0 Fixes: - Fixed the leeching field giving you a washing plant 2 when picked up.
Version: 0.5.119 The me? plan ahead? what am i, a good modder? Update: Changes: - Reworked the reworked HCl building ratios. I still might change how it works completely, but this is so much better.
Version: 0.5.118 The ordered some bigger glasses from specsavers Update: Changes: - Redid the glass icon to make it better to see. Any icons contianing it, will be changed in the next content update. - Made evaporator 1's take no energy. - Doubled the output from the first electrolysis recipe. Fixes: - Lowered pickup time for the electrolysis plant from 0.6s to 0.45s. - Made the HCl loop cheaper in building sense? idk man, i tried to improve it but i think i need to rework it and i can feel my brain melting
Version: 0.5.117 The who knew playing your own mod would help balance it, not me Update: Changes: - Changed sea salt amount from 5 to 2.5 in the first desaltination recipe.
Version: 0.5.116 The i checked this 3 times i swear to goob Update: Fixes: - Fixed the FUCK being craftable withouth unlocking its technology.
Version: 0.5.115 The clockman reference Update: Fixes: - Fixed placement of the battery charging buildings. - Fixed chemical resin not being craftable without unlocking PTM science. - Fixed utility science not being unlockable without R-NM packs. God i cant wait till i can get rid of those packs.
Version: 0.5.114 The hawaii: part 1 1 Update: Changes: - Changed it so the CO2 nullifying recipe is visible in the technology tree, so players can see its information. Fixes: - Fixed changelog of previous update. - Fixed advanced battery chargings technology name being weird.
Version: 0.5.113 The hello, i like money Update: Fixes: - Fixed assembler 3's not hiding its fluid boxes when no fluid recipe is selected.
Version: 0.5.112 The pennyjim if you read this you have to play PM, i dont make the rules Update: Fixes: - Fixed the tinned glass melting technology locale.
Version: 0.5.111 The weird al coalovic Update: Fixes: - Moved coal coke recipe to the welder.
Version: 0.5.110 The you'd think i'd have actually added a way to deal with byproducts in a 2 month long update but Whoospies! Update: Additions: - Added a way to deal with carbon tetrachloride.
Version: 0.5.100 The i was gonna take a break but you cant take the modding out of a autist Update: Additions: - Actually added new solder recipes. i forgor Changes: - Changed ferrum recipe from 9 to 18 seconds.
Version: 0.5.000 The rushed Update: Additions: - Added Lithium. - Added Francium. - Added Potassium. - Added Caesium. - Added Antimony. - Added Iodine. - Added Rubidium. - Added tier 4 modules, hope you didnt crush all of your old modules! - Added lights to all tiers of modules. - Added evaporator 2's. - Added an alternative way to make science packs, using Francium with group ores for a chance to create a bunch of packs! - Added better ways to make solder, using Lead/Bismuth. - Expanded on voltatic chargers/battery charging, adding two new tiers using more types of batteries. - Added Lithium-ion and Lithium-sulfur batteries. - Added a new tier of bots and finally changed the old bots to be how they should have been this entire time. - Did the same to vanilla batteries. Any bot-basers out there might be shitting their pants. - Further complexified military equipment, adding new chemicals for poison and slowdown capsules. - Added a new type of ammo unlocked at R-NM science, which is weaker than a High Density magazine, but posions the target. - Added melatonin so you insomniacs can feel right at home! - Added extra tiers to robot storage capacities to match with speed technologies. - Added lead-based solders. - Added advanced air filters, making the air filterers twice more efficient and last longer than their predecessors. - Added back kasethal plates, which are now used in engines and electric furnaces. - Added more uses to vanadium and Chromium. - Reworked vanadium's processing chain (FINALLY). - Finally added molten tin glass smelting! i forgor - Added a way to create ferrum, enjoy your byproducts. Changes: - Changed transition metals patch map colour to correctly reflect the science pack colours. Rest in Purple, never blurple. - Added some noise and grit to solder. - Made Assembler 3's have 4 fluid boxes for future recipes. - Nerfed robot speed technologys to start from 15 and not 35 percent. There will be more tiers to balance this out though. - Remade the copper-tin solder technology icon. - Made the air filtering recipes appear in the respective technologies, so players can see their details. - Updated ethylene gas's icon. - Changed filled PMMA recipe's building to the vacuum formers. - Upped advanced byproduct handling's research time from 25 to 30. - Changed molten alloys to use their better recipe ingredients. - Redesigned the chunk ore plate recipes. - Nerfed fraction hydrosulfurisation to take 4 seconds instead of 2. - Merged fluid handling and stainless steel piping, and limited the barreling recipes. They take up too much space man. - Finally ripped the bandage off and got rid of the item oxygen and hydrogen. Will break tons of saves, but better to get it done now. - Lowered evaporator's energy cost to 125kW. - Lowered electrolysis 1's energy cost to 200kW. Fixes: - Made crushers usable with productivity modules. - Changed solder casing's icon and the technology icon. - Fixed recipe icons that used the old chunk designs. - Fixed thallium and lead recipes not being correctly ordered. - Fixed shadowy weirdness with crusher 1's.
Version: 0.4.800 The i was eepy Update: Changes: - Reworked and rebalanced the numbers with thallium processing, and lowering the building count by.. alot.
Version: 0.4.799 The main content update like today or tommorow Update: Changes: - Lowered the hydrogen chloride recipe from 0.5s to 0.25s.
Version: 0.4.797 The finally interacted with other players Update: Additions: - Added a way to make coke from coal. Changes: - Wood strips now have a fuel value of 2MJ.
Version: 0.4.796 The im cooking im cooking wait till like mid july Update: Changes: - Lowered burner mining drills energy usage to 115kW. Fixes: - Fixed molybdenite crystal growing not being disabled.
Version: 0.4.795 The meant to do it ages ago but mehhh Update: Fixes: - Fixed items like calcite, crucibles, biomass, etc not being in their correct subgroups.
Version: 0.4.794 The i think i got bromine poisoning from pouring it in public Update: Changes: - Lowered electrolysis's plant's power drain from 240kW to 220kW. - Lowered washing plant's 2 power drain from 450kW to 420kW. - Lowered washing plant's 1 power drain from 200kW to 180kW. Fixes: - Fixed Bromine's ratios. they were not coolios to say the least
Version: 0.4.793 The please put a sock in it PatosTobi Update: Fixes: - Fixed locales again. again. - Fixed vanadium oxide catalyst's not being unlockable. - Moved the element groups to be ahead of the base groups. (Credit to unfunnyjoke in the discussions tab)
Version: 0.4.792 The put a sock in it PatosTobi Update: Fixes: - Fixed locales again. - Fixed PMMA being a prerequisite of bromine.
Version: 0.4.791 The you see what i mean by rushed right Update: Fixes: - Fixed locales. i missed a - and forgot about others.
Version: 0.4.790 The pouring bromine into the public Update: Additions: - forgot bromine was part of reactive non-metals - On an unrelated note, added Bromine! used in plastics. i will add more uses but its like 1am and i rushed this because i thought i softlocked the mod with plastic. More uses will come with future updates or the main content update. - (im gonna be honest this is rushed as fuck, i'll release a better patch if its needed later today or something - i truly apologise) Changes: - Changed PMMA technology to take 125 science.
Version: 0.4.787 The idk anymore man Update: Changes: - Buffed Bismuth CO2 electrolysis to take double the input and output. Its a lot better now.
Version: 0.4.786 The i'll add tier 2's to buildings i swear Update: Fixes: - Made gallium not take several hundred buildings.
Version: 0.4.785 The DEAR GOD I NEED TO CHECK MORE STUFF Update: Changes: - Greatly lowered the amount of buildings needed for plastic science bottles. - Increased amount of PMMA made per recipe from 1 to 2. - Lowered AlZnCu catalyst's recipe time from 4 to 2. - Lowered amount of Palladium cataylsts used in PMMA from 2 to 1. Fixes: - Made plastic Advanced Transition Metal science packs match their normal counterparts. - Changed Stainless steel underground pipes match their normal counterparts.
Version: 0.4.784 The Update: Changes: - Changed Zirconia's recipe, it's now made in the welder. (Credit to Hasamentalist on the discord server)
Version: 0.4.783 The im stealing content from the main content update im working on IM COOKING Update: Fixes: - Fixed BZirconium compat not having explosive ammo. - Changed explosive ammo's recipe to be more PM-like. - Fixed gene base harvesting not having a icon. - Fixed Military 3 still needing military science.
Version: 0.4.782 The gyulp Update: Additions: - Added a new tier of ammo magazine; High density, which is unlocked at P-TM science and has a higher mag size then other ammos, with a higher damage output than piercing rounds. Changes: - Changed capsule bots to be a hell of a lot better and more viable then "hehehehe look i made flame" - Changed ammo (excluding uranium) recipes. Fixes: - Fixed BZirconium compat with other mods? question mark?
Version: 0.4.781 The nose candy Update: Changes: - Changed any recipe that has a flux varient to take sand and coke. - Changed flux to take less sand and coke. Fixes: - Fixed coke being able to be made by hand, and be in a crafting machine. (Credit to Hasamentalist on the discord server)
Version: 0.4.78 The Monkeys Paw Update: Changes: - Nerfed prod mods, by increasing speed loss, pollution and power draw. Fixes: - Fixed a lot of recipes missing productivity. - Fixed this changelog please dont tell me this broke the mod for the LOVE OF GOD
Version: 0.4.77 The AND THIS Update: Fixes: - Fixed Efficiency module crushing not giving the correct lights.
Version: 0.4.76 The how did i miss THIS Update: Fixes: - Fixed Efficiency module technologies not having the correct science pack requirements.
Version: 0.4.75 The deary me! that will need a tetanus shot! Update: Fixes: - Forgot kanthal existed. uncraftable. it now doesnt exist (for now)
Version: 0.4.74 The update fr Update: Changes: - Rebalanced some technology costs, like phosphorous/indium processing. - Buffed sodium looping. - Varied chunk icons a little more. - Changed high density belts to take heavy lube instead of solid. - Increased amount of solid lubricant used in express belts. Fixes: - Fixed gene base using ammonia icon. - Fixed a couple recipes being visible despite not being researched. - Fixed icons using old chunk icons.
Version: 0.4.73 The i only did this to feel better about updating Update: Changes: - Created new chunk icons and added variations. Fixes: - Fixed whatever the fuck is going on in the huge modpacks people are making with PM. i see you.
Version: 0.4.72 The K248K Update: Fixes: - Changed K2 compat code. - Fixed 248 (and probably other overhauls) solar panel-related errors.
Version: 0.4.71 The I CAN LOAD HR WOOHOO Update: Fixes: - Fixed error(s) with HR. - Fixed SOME HR visual glitches, some will take more time to figure out. - Fixed some wacky wavy stuff going on when you load up 300+ mods.
Version: 0.4.70 The ihew;ufgufefuef Update: Additions: - Added Gallium. - Added Indium. - Added Thallium. - Added Lead. - Added Bismuth. - Added Zirconium. - Added Arsenic. - Added Platinum. - Added Cobalt. - Added Polonium. - 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 and French translations now exist for Periodic Madness! all thanks goes to the translators in the discord server. - Added chromic variations of ferrum/patina decomposition. - Added RGB pigments for certain recipes, like modules and circuitboards. 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. - Changed assembler 3's recipe and tech placement again, hopefully should be the last. Its now behind processing units and electric engines (PTM science). - Changed resin processings tech to take 50 instead of 100. - Crude oil fractional distillation is now proddable. - Made solder melting take ammonium chloride. - Made construction and logistic robots take polyethylene plastic. 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.