If anyone finds any inconsistencies vs sek2 on 1.1.110, post comment in discussions on modpage
Features:
- Fixed technologies depends to match 1.1.110 tree
- Fixed recipe ingredients to match 1.1.110
- Fixed recipe craft time to match 1.1.110 values
- Added option to remove research triggers (ala 1.1.110) feature (configurable via mod settings)
- Makes repair-packs available at wood tech level (configurable mod option for it to be researched at start)
- Reverted recipe product amount to 1.1.110 values (configurable via mod settings)
- Makes starting crash stuff minable again
- Fixed item stack sizes to match 1.1.110 values
- Fixed power usage/pollution to match 1.1.110 values
- Reverted inserter speed changes (configurable via mod settings)
- Restored fluid heat capacity/water usage to 1.1.110 levels (configurable via mod settings)
- Restored advanced pollution filter (configurable via mod settings)
- Fixed fluidbox sizes to match intended (1.1.110) values
- Fixed attack ranges, resistances and health scaling to match 1.1.110 values (configurable via mod settings)
- Made radars and logistic robots military targets again
- Fixed anything that moved (and was reasonable), wasn't nailed down and didn't match 1.1.110 values
- Restored filtered inserters (configurable via mod settings)
- Restored mineral water pumpjacks (configurable via mod settings)
- Restored personal sniper laser defense (configurable via mod settings)
- Restored creep and creep collector (configurable via mod settings)
- Revert enemy decal decoration layer value (configurable via mod settings)
- Restored anti-creep virus (configurable via mod settings)
- Restored anti-biter virus evolution and kill target changes (configurable via mod settings)
Current todo:
- Normal play testing...
- Making list of things with broken animations (semi-working ones) vs 1.1.110
- Check more additional mods
For more see todo.txt
For licensing check license.txt