Customized modpack/play-stuff. SE + KR2 + BZMods + some QoL mods lol. Mostly a huge refactoring of 5Dim to have more cohesive Tier unlocking so the factory has the same color on all items instead of being so piecemeal. Pie in the sky dream is to refactor some of the recipe ingredients for them as well to use the new items/resources in SE + K2 + BZMods.
Collections of mods with tweaks to make them work together.
Version: 1.1.2 Date: 2023.12.23 - Forgot to remove original changes to fcpu mod now that it's optional making a change here.
Version: 1.1.1 Date: 2023.12.23 - Error with solar-cell item in creating crafting-combinator recipes so for now it's an optional dependency and will need to be turned off for now. - Added a >= to stack combinator version in required mods in info.json so the error shouldn't throw but if you start doing intersurface logistics please download 1.2.13 manually from the mods.factorio.com portal otherwise the stack combinators will hang and you will not get fresh values out of them and your circuit networks can break.
Version: 1.1.0 Date: 2023.12.23 - Updated error with fcpu and collision masks by setting next-upgrade-target to nil - Added new planetfall and Timekin mods for additional ores and intermediates and complexity.
Version: 1.0.21 Date: 2023.10.20 - Removed code in control.lua that was erasing player inventory on join game for multiplayer. - Added switch button mod as dependency. - Added a module slot to Assembling Machine 2 and 3.
Version: 1.0.20 Date: 2023.10.20 - Remove Crafting Combinator Xeraf's Fork and restored Crafting Combinator dependency as crafting combinator settings weren't being saved in blueprints and for copy-paste.
Version: 1.0.19 Date: 2023.10.20 - Added Rocket Log mod as dependency. - Added Brass + Nickel mods as depecdencies. - Updated several mods to forked versions for performance enhancements.
Version: 1.0.18 Date: 2023.10.20 Features: - Added new Tier 1 5Dim equipments to "universal-equipment" categories - Modified start and added setting for current power armor mk1 starting equipment. Now start with light armor + solar panels as I added equipment grids to all types of armors. Very OP compared to a regular start but there's just so much to do! - Added casting machines to list of assembling machines allowed to use productivity module bonuses. - Modified Shuttle Train to have a slightly larger equipment grid for batteries and such. - Fixed internal power buffer on personal defense laser equipments so they actually fire now! - Added Krastorio2 Research Server and Quantum Computer to list of production structures that can use productivity effects. - I'm currently puzzling over how to modify spaceship fuel thrust ratio values and integrity checks for containers and the like. Poking around the code I did notice there's a 90% savings for using locomotives and cargo wagons (not fluid wagons tho) for calculating integrity. Neat bonus that I don't see talked about a lot. - Also a few tweaks to the hidden electric shuttle train fuel to hold a bigger charge while I work on adjusting that a bit as well. - Updated the depecdencies list.
Version: 1.0.17 Date: 2023.10.15 Features: - Added Fluid Wagon to requirements for 5Dim Train tier unlocks - Removed superfluous Tier 1 5Dim fusion reactor equipment tech research since it's included in the grouped tech unlock now. - Removed superfluous Tier 1 & 2 5Dim energy shield equipment tech for same reason. - Added Oil Based Paint mod for wider color ranges. - Begin tweaking Spidertron Tiers - Community Updates graphics. I don't really appreciate the changes made to the original spidertron graphics so I'm restoring the original graphics with maybe some of the graphics from Spidertron Extended for different colored eyes then using Oil-Based Paints wider color gamut to apply initial tints to the Spidertrons added from Spidertron Tiers - Community updates mod. I've currently swapped out the graphics the mod uses for the base game spidertron and lifted some of the tinting-on-placement code from Spidertron Extended to tint the colors of Tiers spidertrons to kind of match their icons (which are still being used). - Added a Burner Productivity Module for the very early game so there's less need to bust out the infinity chest for speeding up early game production. - Added Oil_Based_Paint mod as a dependency.
Version: 1.0.16 Date: 2023.10.14 Major Features: - I figured out how changelogs worked! Features: - I forgot to adjust the Portable Roboport Equipment recipe requirement like I said I did in the last changelog. I did it this time. (Thanks Github Copilot and/or tabnine for that autocomplete lol) Coming Next: - Tier 0 Modules available from the start. I'll take the base game module graphic and either adjust the tint or something similarly minor and introduce it as a craftable item for the burner phase of the game since SE introduces all these new module graphics. - Tier 0 Roboport or robots. Probably inspired heavily by IR3's clockwork or steambots. Hopefully I can find something and throw it into Blender and rotate it and make a sprite sheet since I think they're pretty simple (as compared to trains and other things that have lights and parts that move or are animated separately).
Version: 1.0.15 Date: 2023.10.14 Changes: - Added pyroflux as a fuel/ammo type for new 5Dim flamethrower turrets - Added new 5Dim equipment for Personal Battery, Power Armor, Energy Shield, Personal Roboport Equipment for Tier 1 and 2. Adjusted recipes for Tier 3 items to use these new items instead of the vanilla gameobjects. - Adjusted Express Miniloader and Ultra-Fast Miniloader tech pack requirements to match Logistics 3 instead of being locked after the Space Science pack.