Resync


- 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.

Overhaul
3 hours ago
2.0
1
Transportation Trains Combat Storage

Changelog

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