- 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.
Large total conversion mods.
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