Periodic Madness


This overhaul mod aims to add all the elements of the periodic table to Factorio.

Overhaul
8 days ago
1.1 - 2.0
3.40K
Logistics Combat Armor Mining Fluids Logistic network Manufacturing Power Storage

Changelog

Version: 0.6.523
Date: 2025-28-08
  The im too locked in to actually fix stuff! i want 0.7 done! Update:

  Fixes:
    - Fixed the fractional distillator having its graphics incorrectly set. yes this is my fault, i thought it was a completely seperate issue. yes, these are getting remodelled anyway so it doesnt matter.
Version: 0.6.522
Date: 2025-15-08
  The how? HOW! I DONT KNOW! Update:

  Additions:
    - Added a recipe that turns sulfur dichloride into hydrogen sulfide.

  Fixes:
    - Fixed radium ratios.
    - Fixed amount of vanadium catalysts used for chloronated solution seperation.
    - Fixed arsenopyrite seperation not being unlocked.
Version: 0.6.521
Date: 2025-15-08
  The i cant even complain for this one, it was my fault (for once) Update:

  Changes:
    - Changed all recipes that have a range and chance of returning a cataylst, to only having a chance of returning a catalyst.

  Fixes:
    - Fixed buildings disabled by pollution not getting enabled when update increases the range of valid pollution values.
    - Fixed any buildings that got stuck disabled because Someone *cough* Black *cough*, didn't backport the fix that was made before the previous bug was even relevant.
    - Fixed some recipes productivity ignorance for catalyst items.
    - Fixed FUCK TM science recipe needing 2 francium ampules, instead of 3.
    - Fixed bio-labs science pack and modules alt-view overlapping.
Version: 0.6.520
Date: 2025-14-08
  The ITS FIXED ITS FINALLY FIXED Update:

  Fixes:
    - Improved amount of oil refineries needed for 60SPM of health bio-modules.
    - Removed the alert popup that'd appear when airfilterers are in a clean chunk.
    - Made air filterers actually clean out a chunk, instead of leaving it on one pollution.
Version: 0.6.519
Date: 2025-11-08
  The trying to lay low, today is the anniversay of me forgetting about something. i'll never do that again! Update:

  Fixes:
    - Fixed rocket launchers not being unlocked at the proper technology.
    - Fixed catalyst crackers not being connectable to the circuit network.
Version: 0.6.518
Date: 2025-11-08
  The i have spent 2 days redesigning a single building HELP ME!!! Update:

  Changes:
    - Changed advanced air filtering to use carbon dioxide air filter MK2's, instead of the air filter MK2.
Version: 0.6.517
Date: 2025-09-08
  The THANK YOU QUEZLER I COULD HUG YOU Update:

  Additions:
    - Re-enabled the belt stacking code, so that all you need is to enable the feature flag to have stack inserters! The difference between this and using the stack inserter mod is that this adds new stuff (like expres stack inserters), and is more built around PM then the stack inserter mod will be.

  Fixes:
    - Fixed a bunch of buildings not having circuit connections (all -inators, cyclotron, polonium reactor, etc)
    - Improved placement of certain circuit connections on cooling plant plant and mixing tanks.
    - Fixed elevated rail compatability.
Version: 0.6.516
Date: 2025-09-08
  The i might ACTUALLY get 0.7 out on time! like actually! Update:

  Changes:
    - Slightly rebalanced tungsten/caesium buildings needed for science.
    - Lowered amount of calcite output from potassium.

  Fixes:
    - Fixed tin glass melting not outputting tin.
    - Fixed some faulty catalyst outputs.
    - Fixed research productivity giving 60% AND 80% PRODUCTIVITY???? it is now correctly being scaled, as it would be in 0.7
    - Fixed positioning of science packs in science center.
Version: 0.6.515
Date: 2025-05-08
  The i might actually get 0.7 out on time! :clueless: Update:

  Fixes:
    - Fixed(?) incorrect module categories being on certain buildings.
Version: 0.6.514
Date: 2025-31-07
  The i'll be able to sit down one day and not have to update the public build Update:

  Changes:
    - Changed P-TM science to use thallium plates, not ore to match with tungsten/titanium.
    - Changed empty canister stack sizes to match the highest stacking fuel canister (50 > 150).
    - Changed spent/empty fuel rod stack sizes to match their fuel counterparts.
    - Doubled stack size of octane fuel canisters.
Version: 0.6.513
Date: 2025-30-07
  The one step forward, two steps inbetween to make sure the first step actually happened Update:

  Changes:
    - Changed reactors to not use the coolant code that was causing the crashes, it will return though <3

  Fixes:
    - Moved hot coolant cooling recipe to crystallisation technology, and hot light coolant cooling to temperature-inator 3's.
    - Fixed gem sorting outputing too much hot coolant.
    - Fixed radium not outputting hot coolant.
Version: 0.6.512
Date: 2025-29-07
  The "why dont you just do [fucking obvious alternative]?" Update:

  Additions:
    - Added Schalls Uranium compatability!

  Changes:
    - Changed all crystallizer recipes to use coolant in their recipes, and lets them output hot coolant.
    - Lowered the amount of P-TM ore needed for gallium chunks from 12 to 10.
    - Lowered the amount of gallium liqour needed for gallium from 20 to 18.

  Fixes:
    - Gave mixing tanks circuit connectivity.
Version: 0.6.511
Date: 2025-26-07
  The :clueless: Update:

  Changes:
    - Increased pollution of burner crusher from 2.5/m to 5/m.
    - Rebalanced voltatic piles to have a break chance of 33%, instead of 20%.

  Fixes:
    - Fixed vanadium bots not actually being the correct speed. Whoopsie Me! (9.7 km/h vs 11.9 km/h)
    - Gave all burner buildings an output slot.
    - fixed CHARGED >BATTERIES< not giving their >>UNCHARGED<< versions back when used. WHY WAS I ONLY TOLD THIS YESTERDAY!!!!
    - Fixed the stack sizes of batteries to better synchronise with eachother.
Version: 0.6.510
Date: 2025-25-07
  The burnout!!! yipee!! Update:

  Fixes:
    - Fixed boilers not having an output slot.
    - Fixed agar offgassing not having a building.
    - Fixed the fact you couldnt actually fix broken batteries.
Version: 0.6.509
Date: 2025-22-07
  The never play TFG and mod factorio at the same time, heed my warning Update:

  Additions:
    - Added a russian translation, thanks to AncientElis on the discord server!

  Changes:
    - Updated and expanded PM milestones compatibility.

  Fixes:
    - Fixed milestone compatibility.
    - Fixed steam > water recipe being the wrong ratio.
    - Fixed locale for shotgun slug bonuses.
Version: 0.6.508
Date: 2025-21-07
  The AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH x2 Update:

  Additions:
    - Added a recipe for turning steam back into water.

  Fixes:
    - Fixed stack inserter mod compatibility.
    - Fixed locale issues with vehicle fuel category.
Version: 0.6.507
Date: 2025-20-07
  The AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH Update:

  Fixes:
    - Fixed zinc/nickel ore patches not appearing on versions made before 0.6.500.
Version: 0.6.506
Date: 2025-16-07
  The i hope you guys enjoy a new science type in 0.7! Update:

  Changes:
    - Rebalanced thallium mixing. yes it was that bad to get its own update
    - Changed patina/ferrum leeching to be negative on acidic water, to make nickel/zinc ezekiel more appealing with a sulfur sink.

  Fixes:
    - FUCKING FINALLY REMOVED MILITARY SCIENCE WOOHOOO!!!!
Version: 0.6.505
Date: 2025-16-07
  The 46 Days Remain Update:

  Changes:
    - ACTUALLY made concrete/refined concrete use 4 HW framing instead of 5.

  Fixes:
    - Fixed zinc chromic/normal leeching recipes being swapped in ordering.
    - Fixed icons that still used the old chromic acid icon.
    - Fixed chromic iron/copper icons looking weird.
    - Updated icon for chromic acid neutralisation.
Version: 0.6.504
Date: 2025-14-07
  The 48 Days Remain Update:

  Additions:
    - Re-added the sodium metal sodium hydroxide metal recipe.

  Changes:
    - Updated high/low sulfur residual icons.
Version: 0.6.503
Date: 2025-14-07
  The doing daily updates for the inflated download count, no other reason Update:

  Changes:
    - Changed concrete/refined concrete to take 4 heavyweight framing instead of 5.
    - Lowered all crafting times of heating coils from 10s to 7.5s.
    - Changed the tech icon for syngas processing to just the fluid icon for sygnas, as a slightly better placeholder.
    - Reworked how research speed bonuses work to match with 0.7. (+10%, +10%, +20%, +20%, +40%, +40%, +60%, +60%, +80%, +80%, +100%, etc)
    - Updated advanced transition metal refining's tech icon.
    - Updated mercury vapour icon.

  Fixes:
    - Fixed ordering of recipes in advanced transition metal refining technology.
    - Fixed gold/silver ore recipe icons.
Version: 0.6.502
Date: 2025-13-07
  The 2 updates in one day that arent purely bugfixes? it must be christmas Update:

  Changes:
    - Finally modelled a cadmium plate, and updated the icons that use them.
    - Updated cadmium tech icon.

  Fixes:
    - Fixed physical projectile 8 taking the wrong science packs.
Version: 0.6.501
Date: 2025-13-07
  The in 1 day i did not think of a name for this either Update:

  Changes:
    - Yes! more changes! you thought .500 had more then enough? nuh uh
    - Lowered power cost of fluid catalyst crackers from 250 to 175kw.
    - Lowered crafting time of all oil cracking/reforming recipes from 4s to 2s.
Version: 0.6.500
Date: 2025-12-07
  The in 6 months i did not think of a name for this Update:

  WARNING:
    - you cannot place nuclear reactors, due to a crash turned save corruption that is occuring on the most recent factorio versions. I will release a patch that lets you place reactors again, once the issue is fixed.

  Additions:
    - Added Magnesium.
    - Added Strontium.
    - Added Barium.
    - Added Radium.
    - Added tier 3 solar panels and solar panel equipment.
    - Added a way to create calcium sulfate. Im a merciful dictator, after all.
    - Added RTG's, a small but expensive building that can take radioactive materials and turn them into power. Has a small neighbour bonus.
    - Added mixing tanks, a new 5x5 building that handles making things like sludges and slurries. Enjoy revamping your factory, suckers!
    - (This is where .133's oil residual line would have been, but i had to move that into public due to the sheer shittery of oil)
    - Added ignored_by_stats to voiding/looping/loop voiding recipes.
    - Added express long/bulk/inserters, unlocked at P-TM science. Express inserters are all 1.5x faster then their predecessor. All express inserters (long/bulk/normal) take their original inserter.
    - Added another intermediate to vacuum tubes, a vacuum tube getter - which takes caesium, rubidium, tungsten and zirconina.
    - Added a way to make bismite with flux, because i got rid of the original recipe which took flux.
    - Added a new way to deal with ferrum and patina unlocked at A-ATM science, allowing you to make waste water which can be seperated into some ores or just looped away.
    - Continuing to rerender and model ores and other things.
    - Finally made the patina recipe unlockable at advanced byproduct handling.
    - Changed reactors to require some kind of coolant to actually function - and will explode if they arent getting any liquid, and have fuel inside of them. Have fun!
    - Finally solved the whole issue of "hey theres no *real* way to make sulfur", by splitting up the chains to make sulfuric acid and sulfur. acid takes SO2, sulfur takes H2S
    - Revamped aluminium, moving it to A-ATM packs (under mixing tanks), and lenthenging the processing chain for it.
    - Added tier 3 solar panel equipment, with 90kW charge.
    - Added a new technology unlocked after platinum processing, moving ammonium chloride seperation down to A-ATM science.
    - Added 2 new types of beacons unlocked at AEM science, hub and proximity beacons. Hub beacons are wide and large beacons that can handle a lot of modules, but have a low distribution range. Proximity beacons are the opposite.
    - Added the Haber-Bosch process for ammonia, unlocked at metalloid packs.
    - Added an advanced processing chain for iron, copper, nickel, zinc and manganese. The chunk ores have a 1:6 chunk to ore ratio compared to 1:2.
    - Added beryllium plates instead of making it ore only, just because plates have been neglected recently.
    - Added mod settings for PM! Ranging from things like how fast bots are (0.25x - 2x), the amount of module slots certain buildings can have, etc
    - Added 2 new alternative recipes for LDS, using the 2 other main 'light' metals.
    - Added a way to get certain chemicals from bacteria'ed and cyanobacteria'ed agars, by feeding them another chemical.
    - Added entity descriptions for all heat pipes, displaying their max temperature.
    - Began modelling plates, and giving different elements different shapes compared to the default square.
    - Added a way to void calcium ore/dust/calcite.
    - FINALLY added electric boilers, so you dont need fuel everywhere when needing steam. (or just.. make steam trains, you nerds)
    - Added primary production recipes of hydrogen, instead of having every recipe it appears in having it be a byproduct.
    - Added syngas, which can be produced from oil recipes or made from carbon.
    - Changed it so that certain buildings (greenhouses, bacteria incubators) cannot be used if there is too much pollution in the same chunk as them.
    - Also changed it so that certain buildings (air filterers) now require to be in polluted chunks.
    - Overhauled the production of the 4 starter metals (iron, copper, nickel, zinc). They now take two steps to produce instead of one, and cannot be made from TM ores anymore.
    - Added a building dedicated to making coolant, so that it can be prioritised in power, and not cause your base to explode. Once again, merciful god.
    - Added I.S.S.Y - a spiderling that is built around its movement capabilities. It has low offensive capabilites, a slightly smaller equipment grid compared to its predeccessor - but is a lot faster. It has a discharge defense and a submachine gun built into it.
    - Added bonus techs for beacon distribution.
    - Added more borosilicate versions of recipes. (module lights, TWATS, reactor cells, etc)
    - Added bio-module upgrades 4-6. This'll probably be the max amount of upgrades you'll be able to get.
    - Added a kova recipe for francium.
    - Added tintable centrifuges - credit to NullPointerExempt's mod for the code and graphics!
    - Finally added hydrogen sulfide after ignoring it for ages, it'll be used even more soon!
    - Let more fluids be burnable in the burn-inator like ammonia, sulfur dioxide/trioxide, etc
    - Added a washing plant 3. Holy telescopic compactness batman!
    - Added another tier of roboports and alternative types, that allow you to diversify your bot malls.
    - Added a batch-recipe of copper tin solder, unlocked at alkaline metals.
    - Added magnesium-incendiary rockets, which when hitting something leave a magnesium fire on the ground that lasts for a while.
    - Changed circuit megassembler (and any subsequent MEGA buildings) to use themselves as modules - every single building put into them makes the placed building work as multiple. (if you place 2 buildings into a MEGA building, it works as 3, for example).
    - Added solid mercury, as a better way to transport it without piping it around to new silver/gold set-ups.
    - Added compatability with the Stack Inserter mod! the final two tiers of belt stacking bonus technologies arent finished, but should be fully implemented by 0.9
    - Also added native support for belt stacking, which'll work largely the same as the Stack Inserter mod.
    - Implemented octane fuel canisters, which act as advanced versions of the existing fuel canisters. Two of them exist, Vehicle and Industrial; naptha/kerosene make industrial and diesel/petrol make vehicle.
    - Added longer-handed inserters, to deal with bigger and bigger recipes!
    - Added a new achievement for using a combat bot.
    - Added a new type of damage, Penetrative, which is used by shotgun shells/slugs or genevas neglection ammo. smaller biters and nests are weaker to it, while spitters and worms are resistant to it.
    - Made basic/piercing shotgun pellets one damage weaker.
    - Made basic slugs fire 3, and piercing  slugs fire 2.
    - Added a better chain for vanadium oxide unlocked in metalloids.
    - Added subgroups for coolants, lubricants and solid fuel recipes. yes we have that many.
    - Added elevated rail comptability.
    - Affected the trout population by 1%.
    - Added a subgroup for sulfuric acid, and split sulfur into its own subgroup.
    - Added an early sulfuric acid recipe in place of the removed acidic water > sulfuric acid chain. It is unlocked after mixing tanks, and unlocks certain previously sulfuric-locked things (like platinum).
    - introduced hot coolant! currently it is only produced by reactors (and some recipes), where it has to be cooled back down to be usable, losing a little in the process.
    - Added urhlumin in AEM packs, which is an advanced alloy and can be used to create coil heaters which act like beacons for furnaces.
    - Titanium oxide now has a fluxed recipe!

  Changes:
    - Changed CRT's recipe to take CRT framing and screens.
    - Moved around the items needed in CRT/Oscilliscopes/RCU's.
    - Made Oscilliscopes slightly cheaper. Slightly. (this line is now useless, spoilers, they are gone)
    - Changed polonium reactors to give off pollution.
    - Changed molten-inators to start from 10 pollution/m, and gets to 6p/m at tier 3.
    - Changed calcite filtering to take 4 seconds instead of 1.3.
    - Also changed calcite filtering to occsionally give off sea salt.
    - Changed modules to take 4 rubber instead of 2.
    - Nerfed stone walls resistances to 2% acid, 10% and 65% fire.
    - Changed electric mining drills 2 to be just upgraded tier 1's, without the increased mining area.
    - Deleted zirconium ore. It literally did nothing, and zirconium is already convulted as is with its uses.
    - Made crucibles need 3 zironica, compared to 2.
    - Made crucibles need 4 aluminium plates, compared to 2.
    - Changed the amount of acidic water you get from leeching ferrum/patina from 15 to 12.5, and made it a probability-based amount.
    - Changed the amount of polonium you can get from lead-solder, from 0-2, to 0-2 with a 25% chance. I still want to see people attempt to power their base with it.
    - Changed any plates that come after P-TM science, to take 6.4s instead of the usual 3.2s.
    - Changed palladium catalysts to use plates, not ore.
    - Lowered the cost of worker robots speed 5 technology from 500 to 450.
    - Changed the amount of electric engines needed for assembler 3's from 5 to 2.
    - lowered the amount of radiation framing need in assembler 3's from 10 to 5.
    - Changed yellow inserters to take gears, changed blue inserters to take yellow inserters.
    - Added productivity to lithium hydroxide and oversaturated lithium leeching.
    - Revamped battery charging by lowering the stack size of batteries, adding a chance for it to not give a charged battery out and a way to fix said batteries.
    - Moved empty bio-modules and actual bio-modules into their own subgroup.
    - Changed all slugs stack size to 100, and geneva neglection's to 150.
    - Changed slugs range deviation to be less on higher tiers, to make them more precise to use weapons and lowered the max amount of deviation on the 'worst' type of slug.
    - Changed TWAT's stack size to 50 instead of 20.
    - Made vacuum tubes slightly cheaper, by lowering the amount of resources compared to their original recipe.
    - Changed the first plastic science technology to also take R-NM packs.
    - Deleted oscilliscopes and merged them into RCU's, since there was no use for them being their own thing.
    - Changed RCU's to take 35 seconds, instead of 30 seconds.
    - Slightly lowered the amount of ferrum that is produced by most elements.
    - Changed assembler 3's to take 1 coolant instead of cooling plating.
    - Made evaporators much cheaper, and easier to make - now taking 4 ingredients instead of 6.
    - Changed white and black tin mixing to be in the chemical plant, and not an assembling machine.
    - Moved chlorine processing to behind red science, to make it more obvious for players.
    - Moved sodium hydroxide to waste water (A-ATM science), instead of being unlocked at crystallisation.
    - Deleted the sodium sodium hydroxide recipe.
    - Deleted the recipe to turn acidic water into sulfuric acid.
    - Deleted the alternative recipe for fiberoptic cable.
    - Changed CO2 nullifying to take 200 packs instead of 100.
    - Halved the amount of aluminium used in PTM packs from 10 to 5.
    - Changed solar panel 2's to make 45kW, not 60kW.
    - Changed fission equipment to be 3x3, not 4x4.
    - Changed lithium-sulfur MK1 equipment to store 30MJ.
    - Changed vanadium equipment MK1's to discharge 500kW, and MK2's to discharge 1MW.
    - Changed titanium chloride into the fluid, instead of an item.
    - Changed iron/copper/zinc/nickel TM leeching recipes to take 8 TM ore, instead of 12.
    - Reverted chromic ferrum/patina recipes to their old versions, but changed the constant 4 ore to 2-4.
    - Moved trace gas ammonia into its own technology.
    - Moved ammonium vanadate solution to atmospheric ammonia technology.
    - Changed ethylolamine to also require ammonia.
    - Lowered the amount of vanadium oxide catalysts needed in ethylolamine from 3 to 2.
    - Lowever amount of cobalt and arsenic you get from cobaltite.
    - Changed transition leeching of iron, copper, zinc and nickel to give 6 ore.
    - Changed basic ferrum and patina leeching to have a 75% chance to give the ore back.
    - Changed the look of molten cadnium slightly.
    - Chnaged emerald crushing to give beryl, not beryllium ore.
    - Changed evaporators to be unlocked within the crushing/glass technology.
    - Changed beacon 1's to take 8 red circuits, not 14.
    - Lowered the amount of PTFE used in LDS from 5 to 4.
    - Lowered the amount of titanium used in LDS from 15 to 10.
    - Added a vector_to_place_result (mining drill output) onto circuit megassemblers.
    - Changed all electric furnaces to require heating coils to be placed inside the machine to work at a normal speed.
    - Removd kasethal from the electric furnace 1 recipe.
    - Changed advanced material processing 2 to be behind multimetal multiproperty technology.
    - Changed electric furnace 2 and heat furnace to be balanced around the change to electric furnaces.
    - Deleted all TM washing and clearing recipes, for now at least.
    - Changed basic slugs to use gold instead of nickel.
    - Changed piercing slugs to give 2 per craft.
    - Changed slugs to have 50 stack size.
    - Lowered the amount of bismuth needed for Polonium Sassxolotl enrichment from 5 to 2, and increased the amount you can get to 1-4.
    - Rebalanced circuit molding to be more in-line with other ways to make circuit parts.
    - Changed electrolysis plant 1's to take ~175kW and have 2 module slots, instead of ~200kW and 3 module slots.
    - Slightly increased the amount of zinc needed for cadmium.
    - Changed the amount of mixed ore slag needed for the crushing recipe from 3 to 6.
    - Rebalanced the entire tech tree around a specific set of guidelines for amounts/times.
    - Changed robots to only get one cargo upgrade per pack tier.
    - Changed all bonuses that gain a new science pack, to prerequisite that science pack.
    - Made Genevas neglection shotgun shells last 12 seconds, and slugs 20s, compared to them all being 10s.
    - Made the posion effect slightly slow enemies.
    - Changed projectile damage to be a P-TM bonus, and not a RNM bonus.
    - Doubled the amount of glass needed for normal module lights.
    - Changed francium and caesium to be required to be transported in glass ampules, instead of being in pipes. It was funny, but the time hath passed.
    - Changed kova recipes to always spit out astatine.
    - Changed sodium sulfite to use hydrogen sulfide, as it should have.
    - Reworked sand/glass processing: early glass takes gravel (which is less efficient), but eventually you unlock better crushing techniques to actually make sand.
    - Revamped module costs, tier 1's start out by taking 4 circuits and take an extra circuit every tier (tier 1's take 4, tier 3's take 6, tier 6 take 10)
    - Reworked modules to be unlocked once per science tier, instead of 2 per tier. This did get rid of tier 4 modules however, but they will be added back eventually.
    - Changed advanced splitters to take 4 solid lube instead of 6.
    - Changed express splitters to take 10 heavy lube instead of 15.
    - Changed naptha fuel canisters to only be usable in machines, and the other 3 fuels to only be usable in vehicles.
    - Rerendered molten glass's to be visually distinct.
    - Forced by wube to change chain signals to use orange circuits instead of red.
    - Changed train stations to use green circuits instead of red, but increased their amount by one.
    - Made quality incompatable with PM, for now.
    - Moved fertiliser to alkali metal packs, and merged the two fertiliser recipes.
    - Halved amount of coke needed for titanium oxide.
    - Moved engines back to fuel canisters, instead of being behind kasethal, which also moves trains back.
    - Lowered a bunch of recipes amounts of sulfuric acid.
    - Increased the amount of sulfuric acid you get from SO2 cracking from 15 to 20.
    - Made vanadium oxide take 2 vanadium and 5 oxygen, instead of 4 vanadium.
    - Changed oleum to use 5 sulfuric acid instead of 10.
    - Changed solders stack size to 75.
    - Changed semiconductors stack size to 25.
    - Increase range + reach of medium electric poles, so they can reach around assemblers.
    - Changed Air filter MK2's to take 2 air filters instead of 4, and 6 lithium bromide instead of 8 - and crafts 2 at a time instead of 1.
    - Changed all elemental MK2 filters to have the recipe: Air filter MK2, 3 of the original filters 'coating', 2 iodine and 3 LW framing.
    - Removed the processing unit used in assembling machine 3's.
    - Moved mining productivity to be a off-rip unlock of A-ATM science.
    - Reworked the recipe for molybdenite powder to be 1:1, and increased its stone output.
    - Lowered the amount of molybdenum disulfide for oil residual recipes by 1, from 3 to 2.
    - Dou;bed the stack size of all catalysts, changed stack size of catalyst containers to 25 instead of 10.
    - PM 0.6.500 requires you to have 2.0.60 installed now, due to a crash that can occur with reactors.
    - Havled the amount of mercury you get per craft (50 > 25).
    - Lowered the amount of coke needed for a bunch of different recipe (titanium oxide, pig iron, zirconia, etc).
    - Changed the ratio of coal to coke to 1.5 : 1, and changed the coke to coal recipe to take 9 coal for 6 instead of 8 for 5.
    - Changed titanium chloride seperation to spit out 0-1 coke, instead of oxygen gas.
    - Lowered sand cost of flux from 6 to 4.
    - Changed crafting times of flux containers from 2 to 1.5, and flux from 4 to 3.
    - Finally changed A-ATM packs to use titanium/tungsten plates.
    - Lowered amount of red circuits needed for washing plant 2's from 6 to 4.
    - Lowered the energy usage of molten-inator 1's from 672kW to 330kW.
    - Lowered the energy usage of molten-inator 2's from 750kW to 650kW.
    - Halved nuclear reactors neighbonus bonus (100% > 50%).
    - Moved explosives and basic rockets into ATM science, and explosive rockets into A-ATM science.
    - Changed solder cases crafting time from 6s to 3s.
    - Lowered the solid lube needed for EEU's from 10 to 8, and the heavy lube recipe from 8 to 6.

  Fixes:
    - Fixed the science pack item names captilisation.
    - (Mostly) Fixed the Factoriopedia being a mess. Never not name your recipes after their outputs.
    - Fixed empty reactor cells taking 0.5s to craft, and not 20s. Sucks to suck, huh?
    - Finally got rid of the plastic bar item that appears in the factoriopedia and item menus.
    - Re-ordered science to actually be in the correct order (normal > plastic > francium)
    - Fixed the ordering of certain subgroups, for real this time.
    - Fixed random things like explosives not being in the presumably correct category.
    - Made slugs actually work with 2.0, im not sure how well they now work so any balance or suggestions are greatly appreciated.
    - Changed byproduct handling to be unlockable from ezekiel processing, and not transition metal leeching.
    - Added the heavy lubricant recipe of solar cells to lubricant technology.
    - Fixed ezekiel ore leeching to actually give the correct amount of ore. This hurts you more then it hurts me, i assure you.
    - Fixed the category tabs not using up the amount of space they have.
    - Fixed molten metal capatalisation.
    - Revamped all ammo recipes, to be cheaper and just better.
    - Made the health bio-upgrade's description be more relevant.
    - Reworked values for battery capacity bonuses, increasing the amount you get.
    - Fixed health bio-modules not doubling in amount at the right technology.
    - Fixed the times for solar panel 2 not matching with solar panel 1.
    - Made directly compatable mods be optionally dependent, not hidden optional.
    - Corrected the ordering of the fuel subgroup.
    - Fixed electric furnace 1's not being behind red circuits in the tech tree.
    - Unhid molybdenum TM leeching from the player.
    - Made electric engines prerequisite red circuits.
    - Fixed temperature=inators not being able to replaced or upgraded over eachother.
    - Fixed the prerequisites of advanced-advanced transition metal sciences not being correct or being missing.
Version: 0.6.168
Date: 2025-05-12
  The cover your butts, nothing was spared for the next update Update:

  Changes:
    - Changes beacons to have 3 module slots, but have 1 distribution efficiency. (was originally for 0.6.500)
    - gave modules their new icons, as seen in 0.6.500 or Moar Modules!
Version: 0.6.167
Date: 2025-04-27
  The i will make borosilicate glass worth it so help me gods Update:

  Fixes:
    - Fixed borosilicate taking more glass then it should. its now 5 glass > 7.5 borosilicate glass.
    - Also fixed borosilicate glass not taking silicon.
Version: 0.6.166
Date: 2025-04-17
  The hell hath no fury like a 4 month-long update that is superpositionly close to being done and not at all done Update:

  Additions:
    - Gave vanadium, chromium and their ferro- versions their 0.6.500 icons. Also inadvertantly fixed their sizes being wrong.

  Changes:
    - Changed strength bio-modules to give 15 extra inventory slots, instead of 12.
    - Nerfed flamethrowers again. burn. with a reasonable amount of damage.

  Fixes:
    - Locale fixes, i swear this is the last one. trust.
Version: 0.6.165
Date: 2025-03-31
  The ignoring my responsibilites by adding new ones Update:

  Additions:
    - Added a mod setting for circuits to have visually distinct icons. More of these will be added in the future (namely, science packs).

  Fixes:
    - Fixed splitters and stainless pipes having big icons.
Version: 0.6.164
Date: 2025-03-28
  The meld? i hardly know her! Update:

  Additions:
    - Thank you to AtelierAmber on Github for adding compatability for Helicopter Revival!
    - Also a big thank you to Atelier again, for adding some code that changes all mentions of normal plastic to polyethylene plastic, which should aid in compatability with other mods.
    - Because of how long this update is taking, i gave kasethal plates their 0.6.500 icon (and vanadium-chromium alloying). enjoy.

  Fixes:
    - Fixed the scaling on stainless steel pipes and some belts.
    - Fixed the fact that orange and red belts wouldnt have the circuit controller rails.
    - Fixed lithium bromide not being craftable.
    - Fixed phosgene not being craftable.
    - Fixed melatonin not being crafting.
    - Made it so the Factorian bacteria greenhouse actually has pipe connections.
    - Fixed the precentage chances of some catalysised recipes not adding up to 100%.
    - Various locale fixes. I wasnt been lazy, i swear.
Version: 0.6.163
Date: 2025-03-18
  The but i want things to be hard :( (get your mind out the gutter) Update:

  Changes:
    - Lowered the energy cost of atmospheric condenser from 500kW to 350kW.
    - Changed normal concrete to take 5 slurry instead of 10, and refined to take 10 slurry instead of 15.
    - Changed both hazard concretes to use 3 cadmium sulfate instead of 5.
    - Lowered the energy cost of fluid catalyst crackers from 275kW to 250kW.
Version: 0.6.162
Date: 2025-03-10
  The i will pay someone to play test every major update, please Update:

  Fixes:
    - Fixed the player being unable to craft any circuits.
Version: 0.6.161
Date: 2025-03-09
  The making the game fun? and enjoyable? nerd Update:

  Additions:
    - Added evaporator recipes for voiding chlorine and hydrogen.
Version: 0.6.160
Date: 2025-03-09
  The autoplace control? I hardly know her! Update:

  Changes:
    - Re-ordered the ores during the start menu to be more organised.
    - Changed how ores spawn slightly, to hopefully make starter patches more usable. I will be adding presets.. soon.
    - Lowered the amount of lead needed in better brass from 2 to 1.

  Fixes:
    - Fixed locale of better brass.
    - Increased the amount of brass you get from better brass from 2 to 5.
    - Made better brass plate unlockable in Crystallisation. Its not the best place, but it works For Now
    - Fixed crafting menu tabs not taking up the entire space they are given.
Version: 0.6.159
Date: 2025-03-07
  The maliciously complying with the voices to be productive Update:

  Additions:
    - Added stupid messages for the other doschord members who gave me their name. Finishers of PM will get something more special though, dont worry ;]

  Changes:
    - Changes splitters to increase by 1s, every tier.
    - Changed underground crafting times to 1s, 1s, 2s, 3s, 3s.

  Fixes:
    - Fixed the crafting times on undergrounds and splitters being off.
    - Fixed advanced splitters taking 2 fast splitters.
Version: 0.6.158
Date: 2025-03-05
  The hello everynyan, how are you Update:

  Additions:
    - Added some funny messages if your name is something like Sassxolotl, or you gave me your name on the doshcord.

  Changes:
    - Changed high quality quartzite to still give filled flux containers, but less. :]
    - Changed diesel fuel to take normal diesel, and not legendary diesel.

  Fixes:
    - Fixed crude antimony sulfide giving back 2 catalysts constantly.
Version: 0.6.157
Date: 2025-02-17
  The WHO CALLS THEM LOCOMOTIVES Update:

  Fixes:
    - Fixed the PM milestone compatability.
Version: 0.6.156
Date: 2025-02-08
  The math? you mean the blue crystal stuff? Update:

  Changes:
    - Made germanium take 3 impure lead, instead of 4.
    - Changed palladium to match platinums nickel chunk production per craft.

  Fixes:
    - Fixed platinum being nickel chunk positive.
Version: 0.6.155
Date: 2025-02-07
  The usual programming Update:

  Changes:
    - Changed butene and butane icons to be more easily differeniated. This was an 0.6.500 change, but im merciful.

  Fixes:
    - Fixed electronic breadboards and circuitboards not being disabled.
    - Fixed lab technology not requiring electronics technology.
Version: 0.6.154
Date: 2025-02-06
  The awaken from hibernation to bring you MORE fixes Update:

  Additions:
    - PM now has a polish translation! Thank you to S3BA-pl on github for the translation, and sorry for whatever happens on 0.6.500!

  Changes:
    - Changed all container recipes to be half of the crafting time of the actual thing. (catalyst containers take 1.5s instead of 3s, flux containers take 2s instead of 4s)
    - Changed blue undergrounds to 2 blue circuits, and splitters to 3.
    - Changed empty fuel canisters stack size to 150.

  Fixes:
    - More locale fixes.
    - Fixed blue belts taking 3 blue circuits.
    - Fixed the air filterer not actually taking away pollution. still finding 2.0 breakages.
    - Fixed the science center having overlapping icons.
Version: 0.6.153
Date: 2025-02-03
  The :( Update:

  Changes:
    - Changed flux to take 6 sand and not 8.
    - Changed flux to take 2 fluorine and not 4.
    - Changed platinum seperation to take 6.4s, and not 12.
    - Improved the fluxed version of recipes to make them a lot better then their normal versions.

  Fixes:
    - Fixed the recipe for tellurium plate not being unlockable.
    - Fixed the uranium fuel cell recipe not being unlockable.
    - Fixed plastic metalloid packs not needing silicon.
    - Fixed palladium hydride crushing being in a crusher, despite making a fluid.
Version: 0.6.152
Date: 2025-01-28
  The i check ratios, please believe me, my brain hath not claimed its glory over me Update:

  Changes:
    - Changed the amount of time for molding IC molds from 6s to 4s.

  Fixes:
    - Fixed alkaline metal packs ratios for rubidium, caesium and potassium.
    - Slightly improved lithium ratios.
    - Improved the ratios for better sodium processing.
Version: 0.6.151
Date: 2025-01-25
  The they just never had to change this changelog, what ever do you mean? Update:

  Additions:
    - Added compatability with mini-trains - they are a cheaper and earlier locomotive that can be unlocked at orange science, with worse stats.
Version: 0.6.150
Date: 2025-01-25
  The they just HADDD to change scales Update:

  Fixes:
    - Fixed some icons being too small on belts.
Version: 0.6.149
Date: 2025-01-22
  The the road to good intentions is paved with bad ratios Update:

  Changes:
    - Changed all basic ores (iron, copper, nickel, zinc) to give 2-4 of their respective byproduct, and their chromic versions to give 0-4.
    - Changed manganese to give ferrum instead of iron ore - same idea, different item.

  Fixes:
    - Fixed the Francium Ultracool Centrifugal Kabbalism not being usable. This was done in a reasonable timeframe, trust.
Version: 0.6.148
Date: 2025-01-21
  The meant to be last patch, suck an egg Update:

  Fixes:
    - Fixed the cyclotron not being usable.
    - Fixed the fact that heat exchangers werent usable with tier 2 heat pipes.
Version: 0.6.147
Date: 2025-01-21
  The *expect your factories to break now, it was pissing me off that they didnt catalyst Update:

  Changes:
    - Changed all catalyst recipes to actually catalyse.
    - Changed ethylene glycol to take 1 palladium catalyst.
Version: 0.6.146
Date: 2025-01-18
  The expect your factories to break at 0.6.5, catalysts actually catalyse Update:

  Changes:
    - Changed all catalyst recipes to take 3 seconds, not 4.

  Fixes:
    - Fixed the greenhouse not being able to craft its recipes.
Version: 0.6.145
Date: 2025-01-15
  The do you think i'll eventually find all 2.0 breakages Update:

  Changes:
    - Changed thallium mixing to take 8 seconds instead of 12 seconds.
    - Changed sulfur residuals to have 0-4 chances of vanadium/chromium instead of 1-4.
    - Lowered the amount of ferrum you get from seperating ferrochromium.

  Fixes:
    - Fixed acid plants not being the correct colour.
    - Fixed chemical plant 2's being invisible.
    - ACTUALLY fixed concrete and refined concretes times.
Version: 0.6.144
Date: 2025-01-13
  The another dollar for the swear jar Update:

  Changes:
    - Changed landfill's stone cost from 2.0's 50 to 20.

  Fixes:
    - Fixed the crafting times on concrete and refined concrete to match their output.
Version: 0.6.143
Date: 2025-01-13
  The THEY'RE SUPPOSED TO BE SEPERATED Update:

  Fixes:
    - Fixed bismuth ALSO requiring flux to be made.
Version: 0.6.142
Date: 2025-01-11
  The modding-induced carpal tunnel Update:

  Changes:
    - Rebalanced leads ratios slightly, lowered the amount of lead needed in P-TM packs from 10 to 8.
    - Changed palladium frothing to give chunks on both recipes.
    - Changed palladium frothing to give patina instead of ferrum.
    - Changed the amount of gallium needed in P-TM packs from 20 to 10.
    - Changed better steel to take 2 vanadium oxide, not 3.
    - Made both platinum and palladium fluxed recipe not give any byproducts.

  Fixes:
    - Fixed lead being uncraftable(?) without first unlocking flux.
    - ACTUALLY fixed petrol canisters being bad :(.
    - Fixed the heat exchanger 2 giving heat exchanger 1's when picked up.
    - Fixed the vanilla sulfuric acid recipe being visible.
    - Fixed palladium only having nickel tailings looping, and not platinum aswell.
    - Fixed heat exchanger 2's giving 1500C steam.
    - Fixed heat excahnger 2, and the two battery dischargers having no graphics.
    - Fixed the battery discharger not having a spent fuel slot.
    - Fixed the plastic transition metal not taking the right amount of materials.
Version: 0.6.141
Date: 2025-01-11
  The boulder made of byproducts Update:

  Changes:
    - Changed chromic versions of ferrum and patina leeching to give off no ore and a slight amount of ore slag.
    - Changed boron and cadmium recipes to give off patina instead of ferrum.
    - Redoubled red science to take 2 iron and nickel plates.

  Fixes:
    - Fixed tellurium plates being unlocked at the start of the game.
    - Gave all forms of transportation a return inventory for spent fuel.
    - Fixed residual locales.
Version: 0.6.139
Date: 2025-01-09
  The watch, someone will complain this is OP now Update:

  Changes:
    - Changed worker robot speed technology to start at 20% instead of 15%, and scale faster.
    - Changed inators taking stainless steel pipes, to make them take normal pipes.
    - Changed kasethal to give out 3 plates instead of 2.

  Fixes:
    - Fixed random technologies still requiring production or utility science. I will beat them till they stop moving.
    - Fixed palladium frothing giving nickel ore instead of chunks.
Version: 0.6.137
Date: 2025-01-07
  The fuck your semantic versioning, i will never learn to count Update:

  Changes:
    - Changed coke to have 6MJ of fuel value, not 8MJ.
    - Changed bulk inserters recipe to become PM-inised.
    - Changed stainless steel processing to require molybdenum processing as a prerequisite.
    - Changed vanadium bots flying speeds to 2.5 tiles/s, compared from their original 1.5-ish tiles/s.
    - Changed express belts to take 2 prcoessing units, instead of 3.
    - Also changed express undergrounds to take 1 processing unit, dont think you were getting off that easily.
    - Buffed petrol fuel canisters to have 50 stack size, 3MJ fuel value and 1.75x acceleration multiplier.
    - Nerfed kerosene fuel canisters to have 150 stack size and no acceleration multiplier.
    - Nerfed naptha fuel canisters to have 150 stack size, 0.75x acceleration multiplier and 0.95x top speed multiplier.
    - Also changed naptha fuel to have 30MJ fuel value, instead of 32MJ.
    - Changed biomass to take less wood strips, and has a chance to give 2-3 instead of only giving 2.

  Fixes:
    - Fixed the inability to not be able to walk between welders.
Version: 0.6.136
Date: 2025-01-05
  The this would be in the next content update, but im so inconcievably annoyed at this fucking lube Update:

  Fixes:
    - Made electric engines ACTUALLY take 10 solid lube.
Version: 0.6.135
Date: 2025-01-04
  The the names late. Late additions. Update:

  Changes:
    - Changed Long-handed inserters to have 1.5x their normal swing speed.
    - ACTUALLY made chem and acid plants have 75 as their stack size.
    - Made heat exchangers start working at 400C, not 500C.
    - Fixed plastic bars appearing in certain menus, by just evaporating their very existence.
    - Made heat furnaces only stack to 50.
Version: 0.6.134
Date: 2025-01-04
  The IM FREE OF MOSTLY BALANCE CHANGES Update:

  Changes:
    - Changed underground pipes to have the same stack size, 100.
    - Changed night goggles to be 1x1 size, instead of 2x2.
    - Changed platinum processing to need 4 platinum powder, not 6.
    - Changed acid and chem plant 1/2's to a stack size of 75, not 10 and 20 respectively.
Version: 0.6.133
Date: 2025-01-04
  The Oil Overhaul? I hardly know her! Update:

  Additions:
    - Reworked oil residuals to not be as shit as it currently was, it now gives off two fluids that can be seperated into what you'd get from residual chunks.
    - I still despise oil.

  Changes:
    - Deleted residual chunks. Most recipes replace it with bitumen.
Version: 0.6.132
Date: 2025-01-04
  The one day this mod will run out of unique and stupid problems to throw at me, one day Update:

  Fixes:
    - Fixed acidic water's locale.
    - Fixed Chromium processing's locale.
    - Fixed sodium sulfite being uncraftable.
Version: 0.6.131
Date: 2025-01-03
  The seriously, WHO LET ME PICK UP MODDING?? Update:

  Changes:
    - Made bitumen a product of residual chunks. This was how it was supposed to be since 0.4.6. Look at the version now.
    - Lowered the amount of residual chunks you get from oil residuals.
    - Actually made PM buildings circuitable! i didnt realise i had to do that manually
Version: 0.6.130
Date: 2025-01-03
  The you know whats better then having one update boost downloads? two of em! Update:

  Fixes:
    - Fixed the game not booting.
Version: 0.6.129
Date: 2025-01-03
  The you know whats even better then you playtesting the mod? someone else playing the mod! Update:

  Changes:
    - Changed the amount of ammonium chloride you get from platinum from 2-4, to 1-3 with a 65% chance.
    - Changed the amount of ferrum you get from titanium, from 4 to 1-4.
    - Completely rebalanced solid lubricant.
    - Added an acidic water unlock in byproduct handling.
    - Changed solid lubricants recipe from using molybdenum and sulfur to carbon, and made heavy lube actually take solid lube!
    - Changed the amount of residual chunks gotten from diesel cracking from 4, to 2 with a 0.75% chance.
    - Made cliff explosives take 8 explosives isntead of 10.
Version: 0.6.128
Date: 2025-01-03
  The barrelling it, barrel style Update:

  Changes:
    - Making the final change irrelevant, changed the recipe of cliff explosives to be more PM-inised!

  Fixes:
    - Fixed barrels not being unlockable.
    - Fixed cliff explosives not being craftable, see above.
Version: 0.6.127
Date: 2025-01-01
  The New Year, New Me(stakes) Update:

  Fixes:
    - Fixed CO3 nullifying not being unlockable.
Version: 0.6.125
Date: 2024-12-22
  The i sometimes wonder how im allowed to mod, or how i made it this far Update:

  Fixes:
    - Fixed many recipes being unlocked at the start, when they shouldnt be. Like gem crushing and tellurium plates.
Version: 0.6.124
Date: 2024-12-20
  The the pineapple of consequences rarely arrives lubed Update:

  Fixes:
    - Made Ammonia actually producable in an atmosphere condenser.
    - Made Factorian bacteria greenhouses actually able to produce gene base.
Version: 0.6.123
Date: 2024-12-09
  The it'd be my last update IF I COULD CODE properly Update:

  Fixes:
    - Fixed cadnium not being craftable.
    - Fixed sapphire laser heads not being craftable.
    - Fixed TWAT's requiring borosilicate glass, gatekeeping beacons till metalloids.
    - Fixed Crystallizers fluidboxes.
    - Fixed the cyclotron not having any graphics.
    - Fixed the Factorian bacteria greenhouse's fluidboxes.
    - the FUCK will be fixed when .26 rolls around for Factorio. it crashes the game.
Version: 0.6.122
Date: 2024-12-09
  The im back pushing thy boulder, see you all in 6 months or so! (hope you didnt miss constant updates) Update:

  Changes:
    - Changed Transition metal refining requiring 24 TM ore mined, not 20.

  Fixes:
    - Fixed some items being extremely small on belts.
    - Fixed Transition metal refining still being required to progress to orange science.
Version: 0.6.121
Date: 2024-12-06
  The finished update? what am i, a good modder? Update:

  Fixes:
    - Fixed gem leeching not having icons.
    - Fixed garnet dust and garnet dust not being unlockable.
Version: 0.6.120
Date: 2024-12-06
  The breeze flows through the marrow used to type this infinite dance Update:

  Additions:
    - Added the concrete revamp! concrete now takes two steps, first making its slurry and then casting it into the concrete bricks.

  Changes:
    - Changed refined concrete to give a 165% walking speed increase, instead of 150%.

  Fixes:
    - Moved silicone into the correct subgroup.
Version: 0.6.110
Date: 2024-12-05
  The meant to add these at 0.4.6! enjoy! not at all late! Update:

  Additions:
    - Added two new types of wall! Concrete and Bio-walls, both with their own perks and upsides/downsides.
    - Meant to add a concrete revamp, but time! i need to fix errors! Kamaro!, Kamaro! My steps twirl in persistance!

  Fixes:
    - Fixed the atmospheric condenser and the burn-inator having weird/unusable fluidboxes.
Version: 0.6.101
Date: 2024-12-04
  The read the FAQ if you dont like my version numbering Update:

  Fixes:
    - Fixed the fractional distillator and fluid catalyst cracker having weird/unusable fluidboxes.
Version: 0.6.100
Date: 2024-12-03
  The i finally figured out a use for astatine! Update:

  Additions:
    - Added Astatine.
    - Added a Kovarex-like recipe for polonium.
    - Added milestones compatability!
    - Revamped cadnium to now be 3 steps, with an extra intermediatery step.

  Changes:
    - Changed shield equipment to take 30 argon gas instead of 15.
    - Made all froths and tailings (barring lead's) slightly more expensive.
    - Changed nickel froth in platinum processing to spit out chunks, not ore.
    - Gave cadnium a modelled ore icon, and variations.
    - PM-inised the centrifuge recipe.
    - Centrifuges are now unlocked at metalloid, in astatine processing.
    - Changed logistics 3 to take 30s, not 15.
    - Changed centrifuges to take 6s to craft, not 4.

  Fixes:
    - Fixed cadnium not having any proddable steps.
    - Fixed motors and mini motors not being in the correct subgroup.
    - Fixed oil not being unlockable, by reverting it being a trigger technology.
Version: 0.6.006
Date: 2024-12-01
  The im gonna squeak through to the loonybin Update:

  Fixes:
    - Fixed Squeakthrough 2 having an issue with PM.
    - Fixed Intermodal Containers having an issue with PM.
    - Fixed the item version of gunpowder not being in the right subgroup.
    - Fixed the locale of hydrogen peroxide.
    - Fixed TWAT's not having a subgroup.
Version: 0.6.005
Date: 2024-12-01
  The it could be better, it could be worse Update:

  Additions:
    - New Ezekiel and TM leeching icons.

  Changes:
    - Reverted to the 1.0 system of TM and Ezekiel leeching technologies.
    - Moved explosives into their own subgroup.
    - Changed express splitters to take 4 processing units instead of 6.

  Fixes:
    - Fixed gunpowder recipe not being in a subgroup.
    - Fixed hydrogen peroxide not being in a subgroup.
Version: 0.6.004
Date: 2024-11-30
  The new content guys! jangle jangle! Update:

  Additions:
    - Added an early game way to grow wood. Not using pills.
    - Actually added the yttrium plastic pellet recipe. whoops! it'll be moved into its own technology.. soon...

  Changes:
    - Moved the saw into the intermediates tab.
  Fixes:
    - ACTUTALLY fixed dirty boilers fluid boxes being fucked.
    - Added locales for chunk plate recipes.
    - Fixed depleted uranium fuel cells not being in the correct subgroup.
    - Made byproduct handling take the correct science packs.
    - Added essenitally every locale missing.
    - Migrated a lot of recipes to make said locales easier.
    - Moved garnet saws, hydrogen peroxide and atmosphere recipes into subgroups.
    - Fixed the best recipe of water electrolysis not being disabled by default.
Version: 0.6.003
Date: 2024-11-30
  The I WANT ONE Update:

  Fixes:
    - ACTUTALLY fixed dirty boilers fluid boxes being fucked.
    - Added locales for chunk plate recipes.
Version: 0.6.002
Date: 2024-11-30
  The i had 20 minutes to fix this Update:

  Fixes:
    - Fixed electronic circuits not being craftable at the start of the game.
    - Fixed inserters not being craftable when they should be.
    - Presumably fixed dirty boilers not working properly.
Version: 0.6.001
Date: 2024-11-29
  The i want ONE, ONE!!! update to go smoothly Update:

  Fixes:
    - Fixed ores not spawning??? i just want to sleep man
Version: 0.6.000
Date: 2024-11-29
  The metalloid? i hardly know her! (oh and some graphical updates ig) Update:

  Additions:
    - Added Boron.
    - Added Silicon.
    - Added Tellurium.
    - Added Germanium.
    - Added Yttrium.
    - Added Beryllium. Does nothing.
    - Added two new ways to make glass and glass products: borosilicate glass and molten potassium. One allows for betterer recipes of stuff like glass bottles and fibers, and the other allows for more efficient glass recipes.
    - Added robochargers and robostashers, like the thing from that one mod.
    - Added an even better tier of water electrolysis, using a Nitrogen-doped nickel-molybdenum-phosphide catalyst. Why? because i wouldnt be a good devman if i wasnt sitting here talking to you, now would i?
    - Added a more efficient way to make plastic pellets using yttrium catalysts.
    - Added a better recipe for brass plates to fit in with the other alloys, which takes lead and arsenic.
    - Added some more technology descriptions.
    - Gave Health Bio-Module technologies a crafting speed bost, with 4 tiers giving you 1.5 crafting speed.
    - Added new shotgun shell ammos, so it now matches with normal ammo. (normal, piercing, high density, geneva neglection).
    - Added a sidegrade to shotgun shells, shotgun slugs. Single (up to 4, depending on the type), fast firing and high damaging bullets that have a wide cone of firing and are more expensive than their normal counterparts.
    - A bunch of mini things i did over the course of this update instead of.. actually working on the main content?
    - Added a heavy lube recipe for solar cells.
    - Added chemical plants 2, unlocked at P-TM science.
    - Gave burn-inators an animation.
    - Added lithium-sulfur modular batteries, which are smaller then vanadium-oxide modular batteries but hold less charge.
    - Gave a bunch more recipes producitvity.
    - Finalised LDS's recipe (for now..)
    - Added Icon Badge functionality! still in early stages, so feel free to contact me if anything is off.
    - (everyone say "Thank you PennyJim" in unison) added a way to personalise belt tiers in the mod settings! you can change them to the colours on the rainbow, plus a couple others.
    - Added Fuel Rods, as the power source for personal reactors. Currently, only Polonium fuel cells exist.
    - Added new recipes to acid dilution, and PModernised it slightly (post-0.4.6 modernisation)
    - Revamped oil processing in its entirety, keeping its basic structure but reworking the recipes and chains to be PModernised.
    - Added naptha fuel as a 4th fuel type, having a slightly below-average vehicle usage but being useful for machinery fueling.
    - Reworked a bunch of stuff i've been putting off for ages.
    - Added gems to fully embrace the Bobs & Angels assimilation! Rubies, Citrines, Emeralds, Sapphires, Lapis Lazuli's and Garnets are now usable, some used as alternative ways to make resources or for lasers!
    - Added intermediate casting, using molten metals + some other ingredients, you can straight cast those fluids into wires and gears!
    - Added another air filter recipe, unlockable at ATM science, which takes rubber, fiberglass and steel.

  Changes:
    - Gave glass its own row of recipes, and moved science bottles there.
    - Changed vacuum tubes crafting time from 5 to 7 seconds, and CRT's from 20 to 28.
    - Changed the science pack requirements for Francium Ultracool Centrifugal Kabbalism, now requiring all prerequisite science packs as to lower confusion for new players.
    - Upped Magneto orbital traps glass input from 8 to 24.
    - Changed all recipes that use white phosphorous to red phosphorous, which was like 3 but still
    - Gave big and behemoth biters fire resistance, and gave big and behemoth spitters acid/poison resistances.
    - Nerfed flamethrowers. Plus changed their usable fluids.
    - Remade molybdenite powder's icon.
    - Rerendered almost every item in the game to use HDRI's. WHERE HAVE THESE BEEN MY ENTIRE LIFE SWEET GOOGLILY
    - Changed stainless steel to also take molybdenum.
    - Redesigned Multi-metal item's icons.
    - Changed the crafting menu length to 12.
    - Made molten brass recipes line up with the better brass plate recipe.
    - Rebalanced TM washing/seawater washing to take 50 of each fluid, instead of 100.
    - Finally remade the fertiliser icon, and while it is what i actually wanted it to look like... mehhh? i might change it back, idk - its iconic.
    - Halved the amount of fluid needed to reform oil fractions.
    - Changed processing unit board molding to take ferric chloride and indium.
    - Added another 3 tiers of mining productivity, but nerfed tiers 1-4 to only give +5% productivity.
    - Moved power armour MK2 into Metalloids science pack.
    - Nerfed solid fuel to make it less useful for vehicles.
    - Changed Geneva's neglection magazine to take 2 seconds to craft instead of 4.
    - increased the health of the Circuit Megassembler MK1 from 350 to 1150.
    - Changed battery chargers/discharger MK1's to take advanced and fluid-resistant circuits.
    - Moved the combat shotgun to military 4.
    - Increased military 3's cost from 100 to 300.
    - Increased Indium processing's cost from 75(??) to 200.
    - Increased Bimsuth CO2 electrolysis's cost from 50(????) to 250.
    - Figured out how to mimicry the copper wire model, and rerendered everything that used a recolour of that icon.
    - Remade bismite to also have the same colour-changing effect as the bismuth itself.
    - Changed Oscilliscopes to be slightly cheaper, but take lubricant.
    - Changed solar cells to also take solid lubricant.
    - Changed transport belts map colour to match their tier colour.
    - Slightly changed solar panels map colour, to match the tiered thing im doing.
    - Changed the Circuit Megassemblers MK1 fluid power demand from 475kW to 625kW.
    - Changed the map color of molten and cold-inators.
    - Changed the map color of heat pipe tiers to match their respective colours.
    - Changed chemical plants to only have 2 module slots.
    - Changed Oil refineries crafting speed.
    - Changed Vanadium-redox robots to have a high fire resistance.
    - Didnt want to do it this update but if i didnt, i would never get around to it: rerendered (and remodelled) a lot of buildings. Not all however, some need some more time to be finalised.
    - Changed storage values on Vanaidum-oxide modular batteries.
    - Changed Vanadium-oxide modular batteries to be 2x2.
    - Buffed Modular armor's grid size to 7x7, Power armors to 10x10 and Power armor MK2's to 15x15.
    - Buffed Spidertron's equipmen grid to 14x8.
    - Changed Polonium reactors neighbour bonus to 25%.
    - Buffed max length of the max tier undergrounds to 12.
    - Deleted chalk.
    - Changed oleum-based sulfur to take 3 vanadium-oxide catalysts instead of 4.
    - Deleted the filter long-handed inserter.
    - Began trimming old, mostly ex-alt technologies. They might get added back later, but for now im slimming it down.
    - Changed (fusion) fission reactor equipment technologies to a trigger technology.
    - Merged Welder 1 and Basic Alloying into one tech, and re-named it to Brass processing.
    - Changed Crude oil fractional distillation to a trigger technology.
    - Changed Chlorine processing to a trigger technology.
    - Changed butene/butane cracking to washing plants, to lower the need of chemical plants.
    - Changed Assembler 3's to take laser heads.
    - Lowered the cost of Assembler 3's.
    - Rebalanced module tiers 1-2 technology cost to be closer in line with tier 3's.
    - Revamped shotguns slightly to make them more useful and predictable?
    - Buffed Chromium based stainless steel to give 6 plates instead of 5.
    - Changed stainless steel processings technology icon to follow the same theme as steel processing.
    - Increased the amount of advanced circuits needed for beacons from 8 to 14.
    - Revamped the RNM ordering to give elements like nitrogen, oxygen, carbon, etc their own rows.
    - Changed crystal seeding to take crystal slurry, which can be made from any of the 6 gems.
    - Buffed the flow limits of accumulators to 750kW from 600kW.
    - Changed Assembler 2's to have 2 input pipes and 1 output.
    - Changed RNM packs to take nitrogen and chlorine.
    - Nerfed the chances of getting the science mold back from 75% to 66%.
    - Revamped the intermediates tab structure, to make it not a botched mess.
    - Changed Vinyl bromide PMMA plastic to take 20 methyl methacrylate instead of 25.
    - Changed all module lights glass input from 6 to 16.
    - Changed the first air filter recipe to take 4 nickel plates instead of 2 iron plates.
    - Changed the first air filter recipe to take 1.5s, instead of 0.5s.
    - Scaled down the first resin forming recipe by half. (50 > 25)
    - Changed heat pipe 2's max temperature from 500 to 750.
    - Halved the cost of heat pipe 1's and 2's, as i forsee a lot of telescoping in the near future.
    - Changed the max heat of polonium reactors from 1000 to 2500.
    - Moved steam turbines and heat exchangers down to A-ATM science, moved heat exchanger 2's to polonium processing.
    - Remodelled module lights. I remodelled most things, but i just like them.
    - Changed explosives recipe, and the basic rockets recipe.  I will be adding better versions of these recipes, but at a small time in the future.
    - Moved explosive rockets into R-NM.
    - Changed tiered buildings to lower pollution output instead of increase it.
    - Moved transition metal refining into TM science.
    - Changed TM science to require steel processing as an unlock.

  Fixes:
    - Fixed some wood-related recipes not being in the same place.
    - Fixed sulfur not being in the correct place.
    - Made some attempts to curb the file size, but idk chief im gonna have to split these into graphic mods soon
    - Changed solar panel equipment 2 into solar panel equipment MK2.
    - Fixed some leeching icons having wrong stuff in it in my crusade to make this mod smaller.
    - Fixed some locale issues.
    - (#3) Fixed processing integrated circuit molding giving advanced integrated circuits.
    - Fixed a lot of minor locale issues, like capatalisation and random bs like that.
    - Fixed the burn-inator being unlocked twice.
    - Fixed the stainless steel tank not actually taking.. stainless steel.
    - Fixed mining productivity and research speed not being unlocked by their respective tech trees.
    - Fixed rubidium's ratios being fucked in comparison to the amount needed in science.
    - FINALLY MADE ACID PLANTS LOOK DIFFERENT OH MY GOD
    - Fixed the vanadium modular battery technologies not having the correct color.
    - Fixed the vanadium modular batteries MK2's recipe.
    - Moved calcium chloride into the calcium subgroup.
    - Fixed mining productivity 2 having R-NM packs as a prerequisite.
    - Fixing mining productivty 1 not taking A-ATM packs.
    - "Fixed" the Circuit Megassembler needing a seperate recipe for circuits.
    - Fixed Laser damage and speed's science pack requirements.
    - Fixed braking force 1 having R-NM packs as a prerequisite.
    - Made R-NM locked researches match closer to the costs of P-TM researches.
    - Fixed Bulk inserters not needing A-ATM packs to be research.
    - Fixed mining productivity researches having broken prerequisites.
    - Fixed Plastic science bottles being pluralised.
    - Changed Military 2 to 50 science packs instead of 20.
    - Fixed heat pipe 2's not being in the right subgroup.
    - Fixed tungsten leeching using silver chunk icons??
    - Finally moved silicon into the correct area!
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
Date: 2024-08-16
  The dont code when your tired, heed my warning Update:

  Fixes:
    - Fixed an error with K2 after deleting alternative recipe packs.
Version: 0.5.127
Date: 2024-08-15
  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
Date: 2024-08-15
  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
Date: 2024-08-14
  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
Date: 2024-08-13
  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
Date: 2024-08-13
  The [sounds of various swears as guy runs to fix error] Update:

  Fixes:
    - Fixed vanadium oxide catalysts being uncraftable.
Version: 0.5.122
Date: 2024-08-11
  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
Date: 2024-08-10
  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
Date: 2024-08-08
  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
Date: 2024-08-07
  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
Date: 2024-08-06
  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
Date: 2024-08-04
  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
Date: 2024-08-04
  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
Date: 2024-08-02
  The clockman reference Update:

  Fixes:
    - Fixed placement of the battery charging buildings.
    - Fixed chemical resin not being craftable without unlocking PTM science.
Version: 0.5.114
Date: 2024-07-26
  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
Date: 2024-07-25
  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
Date: 2024-07-21
  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
Date: 2024-07-21
  The weird al coalovic Update:

  Fixes:
    - Moved coal coke recipe to the welder.
Version: 0.5.110
Date: 2024-07-20
  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
Date: 2024-07-19
  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
Date: 2024-07-18
  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
Date: 2024-07-18
  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
Date: 2024-07-17
  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
Date: 2024-07-09
  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
Date: 2024-07-07
  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
Date: 2024-07-05
  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
Date: 2024-07-03
  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
Date: 2024-07-01
  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
Date: 2024-06-30
  The put a sock in it PatosTobi Update:

  Fixes:
    - Fixed locales again.
    - Fixed PMMA being a prerequisite of bromine.
Version: 0.4.791
Date: 2024-06-29
  The you see what i mean by rushed right Update:

  Fixes:
    - Fixed locales. i missed a - and forgot about others.
Version: 0.4.790
Date: 2024-06-29
  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
Date: 2024-06-26
  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
Date: 2024-06-23
  The i'll add tier 2's to buildings i swear Update:

  Fixes:
    - Made gallium not take several hundred buildings.
Version: 0.4.785
Date: 2024-06-22
  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
Date: 2024-06-22
  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
Date: 2024-06-22
  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
Date: 2024-06-20
  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
Date: 2024-06-15
  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
Date: 2024-06-11
  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
Date: 2024-06-09
  The AND THIS Update:

  Fixes:
    - Fixed Efficiency module crushing not giving the correct lights.
Version: 0.4.76
Date: 2024-06-08
  The how did i miss THIS Update:

  Fixes:
    - Fixed Efficiency module technologies not having the correct science pack requirements.
Version: 0.4.75
Date: 2024-06-05
  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
Date: 2024-06-04
  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
Date: 2024-06-03
  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
Date: 2024-06-03
  The K248K Update:

  Fixes:
    - Changed K2 compat code.
    - Fixed 248 (and probably other overhauls) solar panel-related errors.
Version: 0.4.71
Date: 2024-06-03
  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
Date: 2024-06-02
  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
Date: 2024-05-01
  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
Date: 2024-03-31
  The thousand bug stare Update:

  Fixes:
    - Fixed issue with Atmospheric condenser's fluid boxes.
Version: 0.4.64
Date: 2024-03-27
  The guys please im a good modder guys please Update:

  Fixes:
    - Fixed issue with acid plant being uncraftable.
Version: 0.4.63
Date: 2024-03-24
  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
Date: 2024-03-23
  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
Date: 2024-03-13
  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 changelog.
    - 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
Date: 2023-09-21
  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
Date: 2023-09-19
  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
Date: 2023-09-18
  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
Date: 2023-09-17
  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
Date: 2023-09-17
  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
Date: 2023-09-10
  The Second of Many - Reboot Update:

  Bugfixes:
    - Fixed Welder tech not working with migrations and blocking saves from being opened.
Version: 0.4.1
Date: 2023-09-09
  The First of Many - Reboot Update:

  Bugfixes:
    - Fixed the game not running due to small lamps. I hate lamps.
Version: 0.4.0
Date: 2023-09-09
  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
Date: 2023-09-04
  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
Date: 2023-09-04
  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
Date: 2023-09-04
  The Fourth of Many Update:

  Bugfixes:
    - Fixed Water Extractor shadow sprite sizes.
    - Fixeed HR versions of Water Extractor sprrite sheets.
Version: 0.3.6
Date: 2023-09-04
  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
Date: 2023-09-03
  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
Date: 2023-09-02
  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
Date: 2023-09-02
  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
Date: 2023-09-01
  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: 0.3.0
Date: 2023-09-01
  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: 0.2.0
Date: 2023-01-01
  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: 0.1.0
Date: 2023-01-01
  Additions:
    - Basic Transition Metal processes added.

  Ores:
    - Added Manganese.
    - Added Zinc.
    - Added Nickel.
Version: 0.0.1
Date: 2023-01-01
  Inital Release:
    - Mod idea made. All hell breaks loose.