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. - Tweaks and late game upgrades to aircraft equipment

Overhaul
11 days ago
2.0
12
Transportation Trains Combat Storage

Changelog

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