- Configurable fuel consumption across land, naval, and aerial vehicles. - Rebalanced cargo capacities (configurable), recipes, movement, and pollution. - Expanded aircraft weaponry and military progression. - Space Age planetary technology integration. - Configurable high-speed stress and nuclear weapon reloads. - Reorganized crafting categories and shallow-water landfill restrictions. - Tweaks and late game upgrades to aircraft equipment
Large total conversion mods.
Version: 0.2.14
Date: 2025-10-20
Features:
- Added Stall Protector
- Stall protection is now a modular upgrade available to all aircraft instead of being enabled by default for the Flying Fortress
- Consumes 375kW passively and allows the aircraft to have stall protection when powered
- All aircraft except for the Jet consume 20 MJ when stall protecting.
- Jet consumes 100 MJ to stall protect.
- Car and tank now have configurable fuel consumption settings, defaulting to 300kW and 800kW respectively
- Added startup setting for turning off the movement of equipment to its own separate tab
- Made toolbelt equipment height configurable
Changes:
- Lighthouse radar (new optional dependency):
- Lighthouse radar now requires 300 automation + logistic science packs at 60s/research and additionally requires oil-processing.
- Optional setting to buff AAI Chaungunner max health and acid and fire resistance
Balancing:
- Doubled firing speed of jet tesla gun
- Can now take out medium demolisher worms with enough persistence
- Reverted change to Ironclad's acid resistance as AAI Ironclad already gives it acid resistance
- Changed default car inventory size from 20 to 40
Version: 0.2.13
Date: 2025-10-18
Changes:
- Flying Fortress can now be built on Fulgora
Balancing:
- Aircraft Energy Shield MK2:
- Lowered max shield value from 3000 to 2000
- Decreased regeneration from 30hp/s to 20hp/s
- Reduced input flow limit from 750kW to 500kW
- Aircraft Energy Shield MK1:
- Lowered energy per shield from 40kJ to 30kJ
- Reduced input flow limit from 1MW to 750kW
Version: 0.2.12
Date: 2025-10-18
Features:
- Atmospheric pressure now affects safety threshold for speed stress as well as damage scale.
- Nauvis flight remains unchanged.
- Vulcanus lowers the default safety threshold for speed from 200km/h to 100km/h and quadruples the damage scale.
- It's slightly easier to fly at high speeds in Fulgora.
- Gleba is roughly twice as hard to fly fast on.
- Aquilo is very easy to fly fast on (too bad only the cargo plane can be built there).
- Added tesla gun to Jet
Version: 0.2.11
Date: 2025-10-18
Features:
- Added toggleable expensive rockets recipe
- Makes normal rockets require an electronic circuit to craft
- Makes explosive rockets require an advanced circuit to craft
- Added Afterburner MK2
- Intended to be a post-Aquilo version of the Afterburner for use in the Jet and FF
- 6x2 equipment with +100% movement speed and 750kW consumption
- Changed speed stress system to allow choosing between player or vehicle damage and which type of damage curve to use
- Defaults to vehicle damage, quadratic curve, damage scale of 10hp/s, safety threshold of 250km/h
- Added Stall Protection to the Flying Fortress
- Prevents Flying Fortress from coasting below 120km/h when being piloted by a player
- Consumes 20MJ each time stall protection procs
- Has a hysteresis of 5km/h to avoid over-acceleration
- Stall Protection automatically turns off when manually accelerating or braking
- Added Aircraft Energy Shield MK2
- Post-Aquilo upgrade to the Aircraft Energy Shield
- 3x2 equipment with 3000 shield, 25kJ/hp, and 750kW input flow limit
- Intended to be used instead of dedicated batteries to provide a longer, direct buffer to speed stress
Changes:
- Jet Laser Focus Cannon now has a range of 80 with 4x damage but a 4x longer cooldown
- Aircraft Energy Shield:
- 26.67hp/s -> 25hp/s
- 250 shield hitpoints
- 50kj/hp
- Increased Jet flying braking power by 10x and decreased Jet ground braking power by 2x
Balancing:
- Changed default ground acceleration of Jet from 0.5 to 0.3 to properly reflect needing 300% movement bonus for STOL
- Changed default ground acceleration of FF from 0.2 to 0.25 to lower runway length requirements given how late-game it is
- Increased FF Railgun range: 80 -> 160
Locale:
- Added locale for Jet Laser Focus Cannon
Version: 0.2.10
Date: 2025-10-15
Features:
- Added a configurable aircraft ground acceleration modifier for each aircraft:
- Cargo Plane and Gunship accelerate slowly off the ground and need a lot of runway to get airborne
- Jet accelerates fast and can perform STOL without runway when at ~300% equipment movement speed bonus
- Flying Fortress accelerates faster than the Cargo Plane and Gunship but requires ~600% equipment movement speed bonus
- Jet:
- Now has a laser focus cannon which has twice the range of the Jet's main laser cannon but shoots 3x as slow
Changes:
- Jet:
- Now requires Braking Power 7
- Flying Fortress:
- Space Age recipe and technology now uses rocket turrets instead of rocket launchers
- Aircraft Energy Shield no longer requires Gunship technology but now has a more complex recipe for Space Age:
- +10 superconductors, +5 supercapacitors
- Speed stress now does not let you heal with fish when taking more than 10 damage/s
Bugfixes:
- Fixed hypothetical crash when modded prereqs for a technology don't exist
Optimizations:
- Vehicle Pollution now uses vehicle tracking to significantly lower performance cost on update
Version: 0.2.9
Date: 2025-10-15
Features:
- Gunship now has a weaker version of the Flying Fortress's mag cannon:
- Shooting speed is twice as fast as the Gunship's shell cannon
- Damage is reduced by 50% compared to using the Gunship's shell cannon, offsetting the 10 * 20 shell capacity of mag stacks
Changes:
- Moved Flying Fortress laser cannon to Jet
- Jet now has an ammo efficient high speed focused damage weapon to pair well with its rocket launchers and napalm launcher
Bugfixes:
- Space Age:
- Fix Aircraft Realism crash when using toolbelt equipment in aircraft by disallowing toolbelt equipment in aircraft
Balancing:
- Flying Fortress:
- Primary rocket launcher now has a 2x damage modifier to compensate for how good the Smart-Targeting™ Rocket Launcher is
Version: 0.2.8
Date: 2026-10-15
Features:
- Flying Fortress now has a railgun and requires railgun turret for technology and recipe
- FF Railgun has 2x range and 2x damage but 4x cooldown of the handheld railgun
Changes:
- Space Age:
- Vulcanus now supports Gunship, and Flying Fortress placement
- Fulgora no longer supports Flying Fortress placement
- Makes Fulgoran enemy mods more challenging even Pre-Aquilo
- Aquilo now supports Cargo Plane placement
- Allows airborne remote construction with personal roboports
- Flying Fortress now requires cryogenic science in addition to all other pre-Aquilo sciences
Balancing:
- Flipped Cargo Plane and Gunship default fuel consumption
- Cargo Plane now consumes 300 MJ/km (180km/h) while the Gunship consumes 360 MJ/km (300km/h)
Bugfixes:
- Fixed Flying Fortress recipe crashing when optional weapon mods are missing by skipping nonexistent ingredients.
Version: 0.2.7
Date: 2026-10-14
Bugfixes:
- Fix crash when running without Space Age
Version: 0.2.6
Date: 2026-10-14
Bugfixes:
- Fix incorrect dependency link for Aircraft_AAI_Unnerfed_v2 (was missing the _v2)
Version: 0.2.5
Date: 2026-10-14
Features:
- Flying Fortress's second rocket launcher now has smart-targeting
- Round-robin fires at the closest enemies within 50m that are more than 4m away
Changes:
- Space Age:
- Flying Fortress now also requires metallurgic science
Balancing:
- Ironclad acid resistance: -25% -> 25%
- Ironclad Gunboat acid resistance: -50% -> 0%
Version: 0.2.4
Date: 2026-10-14
Features:
- Added startup settings for vehicle inventory size changes
Bugfixes:
- Fixed typo in space-age dependency (spage age)
Version: 0.2.3
Date: 2026-10-14
Features:
- Gunship now has a cannon
- Fires half as fast as the Flying Fortress cannon
- Added speed stress
- Going over a configurable speed threshold in a vehicle (default: 250km/h) deals logarithmically increasing damage to the character
- Logarithmic curve and max damage per second can also be configured
- Meant to dissuade high speed coasting in the Jet and other aircraft and push the player towards remote controlling high speed aircraft
- Equipment is now in its own separate tab from Combat
Changes:
- Cargo Plane now accepts aircraft equipment and has an extended equipment grid of 12 x 6
- Space Age:
- Cargo Plane now requires space science
- Gunship is now Vulcanus technology
- Jet is now Fulgora technology
- Afterburner is now Gleba technology
- Flying Fortress is now Pre-Aquilo technology
- HE Cannon Shells now use tungsten plate and calcite but use less explosive cannon shells
- Reordered some new items/recipes in tabs added by Space Age
Balancing:
- Gunship equipment grid: 8x4 -> 13 x 4
Compatibility:
- Added support for Space Age when using mod with Aircraft
- Still intended to be played without carbon fiber aircraft
Version: 0.2.2
Date: 2026-10-13
Features:
- The cargo plane now has four mortar turrets for carrying out varied light bombing runs at the chemical science age
- The flying fortress now has a wide arsenal of different guns
- An extra rocket launcher for extra boom
- Two mortar cannons for long-range bombing
- An additional magazine-fed autocannon that fires twice as fast as the stock autocannon
- A napalm launcher
- A close-range laser cannon for quick bursts of concentrated damage
Changes:
- Increased range of aircraft machine guns:
- Cargo Plane: 15 -> 30
- Gunship: 30 -> 40
- Flying Fortress: 40 -> 80
- Light nuclear mortars:
- No reload time penalty
- Shooting speed: 40% -> 50%
- Aircraft technology is reworked:
- Cargo plane now requires military science in addition to Military 3 and Mortar Turret
- Gunships now require Utility Science and Military 4 instead of Military 3
- Jets now require Speed Module 3
- Afterburner now requires Space Science and Productivity Module 3
- The flying fortress now requires a whole host of different armaments in order to be assembled
- Spidertron now requires radar equipment instead of radar
- Radar equipment technology now requires radar instead of explosives
- Nuclear bomb now has a shooting speed of 50% with a configurable reload time (default: 10s)
- Aircraft grids changed:
- Cargo Plane: 7x4 -> 13x6
- Gunship: 8x4 -> 14x4
- HE shells stack size: 200 -> 100
Version: 0.2.1
Date: 2026-10-12
Features:
- Boat engine max power: 334kW -> 600kW
Changes:
- Waterway Patrol Boat now weighs 20,000
- Takes twice as long to accelerate to top speed
- Radar equipment energy consumption: 30kW -> 120kW
Version: 0.2.0
Date: 2026-10-12
Features:
- Vehicles and rail/waterway transport are now grouped in its own new tab
- AAI is still grouped separately
- Cargo ships tab mod is no longer expected to be used alongside this mod
- Fluid pipe distribution is now its own separate subgroup in logistics
- Trucks from Heavy Trucks mod now have configurable fuel consumption
Optimizations:
- Vehicle pollution now uses a lookup table for vehicle prototypes, reducing unnecessary entity filtering
Changes:
- Warden recipe now no longer uses plastic or electronic circuits but instead 30 advanced circuits
- Tech prereq also updated from plastics to advanced circuits
- Trucks now have a base max speed of 45km/h instead of 90km/h
- Heavy Truck inventory size: 160 -> 120
Version: 0.1.2
Date: 2026-10-11
Changes:
- Inventory size:
- Battleship: 240
- Aircraft Carrier: 480
- Independent Patrol Boat fuel consumption is now configurable
- Patrol Boat tech no longer requires battleship as prereq and uses utility science
- Battleship now uses utility science
- Aircraft Carrier no longer requires battleship as prereq and uses production science
Version: 0.1.1
Date: 2026-10-8
Changes:
- Cargo ship recipe changed to require 180 steel and 10 steel chests
- Oil tanker recipe changed to require 5 storage tanks
Version: 0.1.0
Date: 2026-10-6
Features:
- Add configurable driving pollution for the hauler and cargo ship engine
- Added fuel consumption settings for:
- Boat engine, independent boat, hauler
- Gunship, cargo plane, jet, flying fortress
Changes:
- Inventory size changes (waterway, independent):
- Battleship: 240, 480
- Aircraft Carrier: 320, 640
- Shallows-only landfill can now be turned off
Version: 0.0.5
Date: 2026-10-5
Features:
- Fuel consumption is now configurable for locomotives, cargo ships, ironclads, and gunboats
Changes:
- Landfill now can only be placed on shallow water
Version: 0.0.4
Date: 2026-10-3
Changes:
- Pumpjack pollution/min: 10 -> 50
- Oil rig pollution/min: 50 -> 250
- Hauler pollution/min: 20 -> 80
- Hauler is now slower and more fuel hungry
- Warden:
- Recipe:
- 40 iron plate, 12 gears, 8 engine units, 25 electronic circuits,
- 20 batteries, 30 plastic bars, 2 steel chests, 1 radar
- Prerequisites are now automobilism, battery, and plastics
- 1000 max health
- 150kW fuel consumption
- Top speed of 35km/h
- 80 inventory size
- 50% acid resistance
- Tank inventory size: 40 -> 60
Version: 0.0.3
Date: 2026-10-02
Changes:
- Recipe tab changes:
- Move AAI boats to AAI tab
- Order boats in ships tab by research progression
- Move floating power to ships tab
- Order spidertron after hovercrafts to match research progression
- Group payload vehicle with other payloads
- Inventory size changes:
- Hauler: 160
- Hovercraft: 40
- Car: 20
- Tank: 40
- Ironclad/Gunboat
- Reduced ramming damage
- Gunboat now has -50% acid resistance; Ironclad now has -25% acid resistance
- Intended to make naval combat more dangerous against worms and spitters
- Gunboat inventory size is now 40; Ironclad inventory size is now 80
Version: 0.0.2
Date: 2026-09-30
Changes:
- Ironclad/Gunboat now have 1500 health and ~40km/h max speed
- Gunboat now takes 30 engine units, 60 steel plate, 30 gears, and 1 gun turret
- Ironclad now takes 40 engine units, 120 steel plate, 30 gears, and 1 mortar turret
- Hauler now consumes less fuel and has the same terrain friction modifier as the tank
- Radar equipment now uses advanced circuits instead of electronic circuits in its recipe
- Artillery shell now uses radar equipment instead of radars in its recipe
Bugfixes:
- AAI Ironclad Mortar recipe is now unlocked properly when researching the ironclad
Version: 0.0.1
Date: 2026-09-28
Changes:
- Chainguner recipe: 4 engine unit, 8 iron plate, 4 gears, 1 gun turret
- Missile Hovercraft recipe: 1 hovercraft, 40 advanced circuit, 2 rocket launcher, 1 gun turret
- Hauler now consumes more fuel, moves differently, and produces pollution while driving manually
- Recipe: 24 engine units, 40 steel plate, 12 gears, 5 iron chest
- Tech: engine instead of red science