Quick Nav


Back To Top

Introduction

These are the changelogs for all the mods going back as far as they have been kept, sorted by game and mod version. Click a button to load the changes made in that version; the presence of any mod and its changes in the displayed data can be toggled with the options below.

Note that I have not always kept changelogs, nor equally good ones; as you go back, changelogs may be missing data such as their release date or game version, or even be absent entirely. This also means the "Game Version" ranges below may not be fully accurate for the earliest releases, which may predate any changelog efforts, and where manual reconstruction was attempted. Furthermore, where I have record of changes but incomplete record of releases, the changes will be attributed to the soonest release after the change I can confirm, which may not be the actual release date of that change.

Finally, the display data you see here is autogenerated by parsing existing written changelogs in other forms, and as such I cannot guarantee that it not have the occasional error such as a missing change or incorrect date ranges in the table below.


Mods

Mod Name Game Version Range Changelog Data Range Latest Available Version Show Changes
[ALL]
Dragon Industries 0.17 - 1.1 1.17.6 [0.17] - 1.152.1 [1.1] 1.152.1 [1.1]
AutoTrainDepot 0.16 - 1.1 1.0.96 [0.16] - 1.152.1 [1.1] 1.152.1 [1.1]
Bioluminescence 0.16 - 1.1 13/10/2018 [0.16] - 05/11/2022 [1.1] 1.152.1 [1.1]
BiterBias 0.12 - 1.1 12/12/2015 [0.12] - 1.128.1 [1.1] 1.152.1 [1.1]
ChokePoint 0.16 - 1.1 12/12/2017 [0.16] - 1.102.1 [1.1] 1.152.1 [1.1]
DewPointAggregator 0.16 - 1.1 16/08/2018 [0.16] - 1.102.1 [1.1] 1.152.1 [1.1]
DirtyMining 0.15 - 1.1 02/08/2017 [0.15] - 1.152.1 [1.1] 1.152.1 [1.1]
EarlyExtensions 0.18 - 1.1 01/06/2020 [0.18] - 1.152.1 [1.1] 1.152.1 [1.1]
EasyCreative 0.16 - 1.1 1.0.115 [0.16] - 1.152.1 [1.1] 1.152.1 [1.1]
EndgameCombat 0.11 - 1.1 0.0.0 [0.11] - 1.152.1 [1.1] 1.152.1 [1.1]
Factor-I/O 0.16 - 1.1 1.0.96 [0.16] - 1.152.1 [1.1] 1.152.1 [1.1]
FastFurnaces 0.12 - 1.1 24/11/2015 [0.12] - 1.152.1 [1.1] 1.152.1 [1.1]
FTweaks 0.12 - 1.1 03/12/2015 [0.12] - 1.152.1 [1.1] 1.152.1 [1.1]
Geothermal 0.15 - 1.1 17/06/2017 [0.15] - 1.152.1 [1.1] 1.152.1 [1.1]
InfiTech 0.12 - 1.1 27/11/2015 [0.12] - 1.152.1 [1.1] 1.152.1 [1.1]
ItemFinder 0.16 - 1.1 1.0.150 [0.16] - 1.152.1 [1.1] 1.152.1 [1.1]
LossPrevention 0.16 - 1.1 1.0.132 [0.16] - 1.152.1 [1.1] 1.152.1 [1.1]
NauvisDay 0.15 - 1.1 21/06/2017 [0.15] - 1.152.1 [1.1] 1.152.1 [1.1]
OldWormSound 0.15 - 1.1 23/06/2017 [0.15] - 1.102.1 [1.1] 1.152.1 [1.1]
Oreverhaul 0.12 - 1.1 04/06/2016 [0.12] - 1.152.1 [1.1] 1.152.1 [1.1]
Pheromones 0.17 - 1.1 30/11/2019 [0.17] - 1.152.1 [1.1] 1.152.1 [1.1]
RadioNetwork 0.16 - 1.1 1.0.160 [0.16] - 1.152.1 [1.1] 1.152.1 [1.1]
RubberBelts 0.15 - 1.1 0.0.20 [0.15] - 1.152.1 [1.1] 1.152.1 [1.1]
T-Re(e)plant 0.12 - 1.1 13/12/2015 [0.12] - 1.152.1 [1.1] 1.152.1 [1.1]
TurmOil 0.17 - 1.1 1.17.18 [0.17] - 1.152.1 [1.1] 1.152.1 [1.1]


1.152.1
05/11/2022
1.148.5
1.148.1
1.128.1
1.105.1
1.102.1
1.101.1
  • Added many library functions
  • Major code cleanup
  • Productivity now applies to the DI intermediate fluid recipes
  • Fixed issue with conversion recipes from null not being properly detected
  • Added code to avoid duplicates when injecting new items into existing recipes
  • Moved "Filters" and "Bypass" train GUI buttons out from under the inventory/main train GUI
  • Made rapid train loader faster when bobplates is installed
  • Added more tiers of depot-slot and wagon-slot techs before the final one
  • None
  • None
  • Ghosts are now only autoconverted in a 100-tile radius of the player
  • Further code cleanup, fixing lightning turret splash damage again, turret logistic chests, and more
  • Automated turret logistic requests will now request far less ammo if it is crated
  • Added recipe to convert "Biter Power" mod eggs into alien tissue x6
  • Added productivity support for sticky fluid, lye, biter cooking, and biter fuel
  • Added productivity support to turret/dome lenses
  • Added missing rocket control unit to neutron rocket ammo
  • Fixed modded labs not accepting alien tissue
  • Fixed script error with robot-placed orbital strike orders
  • Fixed recipe code mistaking Krastorio for BobMods
  • Replaced transistors in lightning turret recipe with insulated cable
  • Added "Train Totals" (items and fluids) sensor
  • Adjusted sensor update rates
  • Fixed icon of improved mining drill
  • Fixed bob-cargo-wagon capacity scaling, and made the values configurable
  • Added two options to enable productivity on ammo and bob gems recipes
  • Iron pipe is now productivity-enabled when bobplates is installed
  • Fixed missing transistors x7 in bob god module 3
  • Increased filter slot count of bob ultimate inserter to 5
  • Major code cleanup
  • Major code cleanup, fixing tile type detection and responsiveness
  • None
  • Fixed finding only working on main game surface
  • Moved graphics to DI
  • None
  • Wall nukers now get even more common at high evolution factors
  • Major code cleanup and associated bugfixes
  • Fixed and reintroduced "no active mining" biter-calming condition
  • Added productivity support to air filter, pollution processing, and charcoal recipes
  • Well storage machines can no longer have their GUI accessed
  • None
  • Productivity now works on production recipes
  • Code cleanup
  • None
  • None
  • Fixed tree planting machine logistic requests
  • Major code cleanup
  • None
  • Added sanity checking to recipe functions
  • Major Code Cleanup
  • Improved "multi item choice" logic
  • Major Code Cleanup
  • Fixed crash with the previous lag-fix behavior
  • None
  • None
  • Major code cleanup, and associated bugfixes, especially to shockwave range tech and lightning turret splash damage
  • Hi-Ex cannon shells deal more damage
  • None
  • None
  • None
  • None
  • None
  • None
  • Spread out on-mods-changed light resync into a configurable over-time process, to reduce time spent loading a world after changing mods or settings
  • None
  • None
  • Added a larger equipment grid to helicopters
  • Fixed guns on improved tank and helicopter
  • Fixed T2 flamethrower not properly inheriting from the vanilla one
  • Removed lightning turret splash damage debug print
  • Fixed missing locale for manual red science pack recipe
  • None
  • None
  • Added death animations and sound and corpses to worm eggs
  • More attempts to fix AAI/SE compat with clean refineries
  • Massively reduced on-load lag spike after changing mods or settings
  • Removed all variants of polluted water in favor of a universal one
  • None
  • None
  • None
  • Fixed minimum zero value of tree-repair setting not applying
  • Added a more advanced but efficient alternate recipe for tree healing capsules
  • Fixed automatic tree capsule deploy sound
  • None
  • "Signal Anchor" type entities (eg EGCombat shield dome connections, DirtyMining ore washer connections) now render and select on top of all other entities
  • Fixed getItemByName missing some item types
  • Expanded inventory helper
  • Added prefab "tier" 1-5 overlay icons
  • Added options for the sound component of each of the two train alerts
  • Added a new tier of "depot slot count" tech at 250, before the final 1000
  • Fixed depots sometimes failing to detect inputs and allowing over-limit item insertion
  • Reduced chance of item spillage from balancing gone wrong
  • Cheapened slot count research
  • Added "mixed-type insertion" depot tech and capability
  • Added "smart filtering" depot tech and capability
  • Fixed detection of bob pink logistics science
  • Fixed some lights and plants being destructible in some circumstances
  • Added "ore type signal driver", which detects a dirty or clean ore signal and outputs both corresponding signals, to control filters or other automation
  • Added options for controlling each possible turret alert
  • Added options to disable sound of each tier of turret alert
  • Added lightning turret splash damage and tech to boost its effect
  • Moved acid capsule, turret, etc from vanilla "acid" damage type to new "caustic" type
  • Added invulnerability to caustic damage to most defence or perimeter structures, to prevent acid turrets causing massive friendly-fire damage
  • Removed acid invulnerability from walls
  • Fixed locale of biter flesh
  • Added recipe to resolidify lye back to hydroxide
  • Changed focusing lens recipes to not be recursive, and fixed some intermod issues
  • Added new focusing lenses for shield domes, to utilize the remaining colors of BobMods gems
  • Added other BobMods items to some recipes
  • Fixed shield dome circuit connection duplication
  • Added new much-improved "rebooting" animation to shield domes
  • Fixed recharging shield domes being low-power, often resulting in flicker
  • "Robot count" sensor now works on roboports as well
  • Added "Belt Rotator" actuator
  • Added "Train Size" sensor
  • Increased power cost of actuators
  • BobMod integration: Fixed offset of charge pads
  • BobMod integration: Increased filter slot count of high-tier filter inserters, 3 for blue and 5 for purple
  • BobMod integration: Added missing module contact to tier 3 of all module colors
  • More fixes to normal/expensive split in red science split option
  • Fixed potential missing icon-size in some cases
  • Raised advanced geothermal steam temperature to 615, to be able to run Bob Mk2 steam turbine
  • Expanded BobMod integration again
  • Added normal/expensive split on recipes
  • Added new late-game gates
  • Removed "initializing deaero" debug print
  • Added recipe to convert venting machine to deaero tier 1
  • Fixed invalid entity script error when fans are destroyed
  • Added worm eggs, laid in soft resin when tunnel nukers die, which will hatch into full worms given time (less as evo rises), unless killed in time
  • Reworked soft resin patch spawning behavior; now killing nukers reduces the chance of getting it (less as evo rises), from 100% for nukers left unchallenged
  • Fixed invalid tile errors in water pollution
  • Fixed insanely low pollution value for venting machine
  • Fixed issues with weird modded refineries or recipes therein
  • Added SE "kiln" compatibility to steam furnaces
  • Reduced the effect of the previous ore rate changes
  • Fixed repeaters unloading themselves from the network on power loss and needing to be mined and replaced
  • Removed speed module cost from transmitter-2 recipe when BobModules is active
  • Added (optional) automated deployment of tree healing capsules with construction robots
  • Fixed some error states in recipe editing functions when mods change recipes
  • Fixed invalid tile error in biome color calculation
  • Made recipe parsing more robust
  • Added tech unlocks to the various ingredient fluids
  • Added missing locale for "inserter-unloader" setting
  • Added icons for technology effects
  • Added several new layers of soft glow on trees, making forests better lit and with color gradients commonplace
  • Fixed lights disappearing in some cases
  • Update behemoth thresholds from 0.12 values to match modern vanilla
  • Updated BobMods compat
  • Fixed costs of some upgrade recipes
  • Added many fixes for prototypes with nulled values for things like energy sources or emissions thereof
  • Fixed duplication of turret logistics chests
  • Technology effects now have icons
  • Added "focusing lenses" to laser, plasma, and lightning turrets, to integrate BobMods gems if present
  • Fix crated ammo compatibility with some modded ammo items
  • Added "lye" fluid, made from sodium hydroxide, if that item is present; usable as "acid" in acid capsule and turret
  • Added BobMods lead to supercavitating ammo if present, but cheapen other ingredients
  • Fixed potential issues with destroyer satellite functionality
  • Injured biters now deal less damage, in a linear relationship
  • Added BobMods blue circuits to lightning turrets if present
  • Excluded more technical turrets from range boost system
  • Fixed upgrade techs not applying to plasma turrets
  • Made walls immune to acid to prevent destruction from acid turrets
  • Fixed spam of technical "-rangeboost-" turrets from most GUIs
  • Added conversion recipe from spiked wall to reinforced spiked wall
  • Added conversion recipe from explosive to napalm rockets
  • Cannon turrets now also prioritize NauvisDay wall nukers
  • Fixed references to changed module technology sprites
  • Added option to cheapen landfill
  • Removed cobalt steel from blue belt recipe
  • Removed train-signal collision removal
  • Added "identify" command to help in debugging
  • Fixed normal/expensive split in red science split option
  • Updated schall pickup tower recipe changes
  • Increased output temperature of KSPower steam boiler to be comparable to a BobMods boiler 2
  • BobMod integration: Added option to reduce gem cutting efficiency
  • BobMod integration: Increased sodium hydroxide cost of blue science
  • BobMod integration: Removed collision from robot charge pads
  • BobMod integration: Increased lead cost of battery
  • BobMod integration: Fixed crash with solar equipment
  • Added many new config options to control generation rate and spawning locations
  • Fixed "tile was invalid" script error with modded surfaces
  • Raised temperature of basic geothermal steam to again be able to run Bob Mk2 steam engines
  • Overhauled recipes to include much more BobMods integration
  • Added several new "gates" in the mid and late game
  • Reduced negative evo contribution from time on expensive recipes
  • Polluted sludge water can now be mined, to clear water at the cost of giving solid sludge
  • Added stone-to-steam furnace conversion recipe
  • Added new technology effect icons
  • Fixed missing locale for "wall nuker detected" alert
  • Added error handling for invalid refinery prototypes
  • Adjusted ore rates again
  • Fixed placement of ore being stopped by trees, causing "holey" ore fields
  • Added missing locale to sapling drop rate setting
  • Added code to disallow most of the modes with AAI, as they are incompatible and result in dependency loops
  • 1.1 Update
  • Further redesign of depot handling of inserters and cleaning thereof to improve reliability
  • 1.1 Update
  • Increase max bias factor from 0.99 to 1.0
  • Update to 1.1
  • Update to 1.1
  • Update to 1.1
  • Update to 1.1
  • Added new better patch graphics (again)
  • More 1.1 fixes
  • Update to 1.1
  • Changed some ore parameters again
  • Hid venting recipe (technical)
  • Added belt upcrafting recipe missing since 0.17 update
  • More 1.1 fixes and mod compat
  • Update to 1.1
  • Update to 1.1
  • Update to 1.1
  • Update to 1.1
  • Update to 1.1
  • Update to 1.1
  • Update to 1.1
  • Update to 1.1
  • Update to 1.1
  • Update to 1.1
  • Update to 1.1
  • Update to 1.1
  • Update to 1.1
  • Update to 1.1
  • Update to 1.1
  • Update to 1.1
  • Update to 1.1
  • Update to 1.1
1.18.24
1.18.18
  • Improved item lookups
  • Improved recipe mod compatibility
  • Inherited biome color system from Bioluminescence
  • Added custom sound for unloader
  • Unloader now uses large amounts of power
  • Fixed unloader and reloader sleeping forever at times
  • Added option to make unloader an inserter type entity rather than a loader
  • Changed unloader recipe
  • Tweaked some technology costs
  • Moved biome color code to Dragon Industries
  • Added option to require a unique orbital destroyer launch for each automated orbital destroyer unit on the ground
  • Biters building new bases now automatically schedules new orbital strikes there, as well as an alert
  • Increased item collector equipment range from 40 to 60
  • Removed Schall changes
  • Added handling for AAI industry for early upcrafting recipes and armor tiering
  • Hid cooling geothermal water (technical fluid)
  • Removed blacklist of beacon effects from well
  • Added research speed and worker robot capacity tech
  • Added setting for clean refinery speed
  • More mod compat fixes for clean refinery
  • Clean refinery now better respects normal/expensive recipes
  • Doubled stone anti-bias
  • Changed many spawner generation values again
  • Added "Spawner clustering" option
  • Added "reinitializeOreRichness" command to edit richnesses of nearby ore to match new configs
  • Added sapling drop rate option
  • Added code to clean up biters stuck forever attacking indestructible trees and rocks
  • Improved rock handling mod compat
  • Improved decorative preservation
  • Added more library functions
  • Redesigned custom train GUI
  • Depots now have a GUI of their own
  • Added option to use entity lights again instead of script lights, to further improve FPS at the cost of risk of straggler entities
  • Added fixes for custom units that should not be assigned lights
  • Converted old light entities from rail chain signals to lamps to avoid weird interactions with rails that were a problem in 0.16
  • Improved upgrade handling
  • Doubled effect of lightning turret recharge tech
  • Further improved turret cache reliability
  • Reimplemented capsule dump equipment
  • Increased napalm shell AoE
  • Added shield dome reboot FX
  • Fixed artillery AoE damaging friendly structures
  • Re-added train mass increase (with modern improvements) after witnessing a high-speed train stop dead in its tracks after hitting some biters (https:
  • Changed some recipe and tech costs
  • Lightning turrets now take massively increased damage from biters but reduced damage from spitters
  • Fixed turret logi chest stacking due to repeated recreation
  • Slightly increased artillery logi request
  • Added option and function to increase artillery range and (if EGCombat is not installed) damage
  • Added optional Item Collector equipment
  • Advanced satellite now requires space science, not just rocket silo
  • Removed now-native changes to Bob Electrolyzer 3 (tungsten vs aluminum)
  • Unretired
  • Update to 0.18
  • Added inserter capacity tech
  • Added optional range parameter to command
  • Added tech to enable speed and efficiency module beacon effects on storage wells, as well as a base speed increase
  • Added setting for comms satellite space science yield, if any
  • Fixed bug in range calculations
1.18.15
1.18.12
1.18.10
1.18.6
1.18.5
1.18.2
01/06/2020
1.18.1
  • Fixed error in resistance handling
  • Fixed conversion recipes being used as intermediates
  • Fixed conversion recipes sometimes giving nothing
  • Cleaned up refill command system
  • Added functionality to automatically and instantly perform planned upgrades
  • Added inventory emptying area selector
  • Removed debug prints
  • Fixed handling of capsule damage and mod compat
  • Moved shield dome circuit connection relative to dome
  • Shield domes now have new modern graphics
  • Fixed some missing locale from 0.17 update
  • Redesigned plasma laser defence equipment, which had been unchanged since 2015
  • Removed 2015-era train mass increases
  • Changed uranium costs in some recipes
  • Added setting to add major AoE damage to artillery shell impact
  • Fixed turret logi chests sometimes surviving the removal of the parent entity or being placed wrong
  • Strongly reduced artillery logi request
  • Added option and function to make cliff explosives cheaper
  • Added upcrafting recipe from steam engine to steam turbine
  • Added code to prevent inserters from interacting with Helicopters, preventing the need for its "disable nearby inserters" option
  • Added setting for byproduct production rate
  • Increased base byproduct rate four times
  • Added missing locale
  • Increased pollution storage well speed 20%
  • Fixed more mod compat issues with clean refinery
  • Fixed missing locale for soft resin
  • Deaeros now support the upgrade system
  • Soft resin now disallows building and can be filled with landfill
  • Soft resin placement now cannot delete entities
  • Reworked technology costs
  • Added more missing locale
  • Added support for the native upgrading system on improved turrets and walls
  • Fixed some sprite issues
  • Added mod compat with Iconography
  • Added handling for fluid flushing to prevent free waste disposal
  • Marked "air filter" item as catalyst in clean refinery
  • Removed stone from the "resource production" watcher due to its being made as byproducts in other recipes
  • Added alert for wall nuker spawn
  • Markedly increased emissions for several recipes, including concrete, steel, basic oil, and coal liquefaction
  • Removed copper anti-bias
  • Increased default T2 and T3 ore distances
  • Added "min spawner distance" setting
  • Changed many spawner generation values
  • Reduced ore patch count 10%
  • Added option to make decoratives replanted around placed entities
  • Added more library functions
  • Redirected getTableSize to native table_size
  • Added ore cache
  • Greatly expanded recipe handling
  • Improved sprite handling comprehensiveness
  • Inherited conversion recipe sprites from FTweaks
  • Made traversible shores an option
  • Added a variant of voronoicells and made it the default
  • Improved shallow water generation
  • Rebalanced pollution levels for 0.17 values
  • Further improved modded ore handling
  • Added missing locale
  • Added early version of splitter recipe
  • Added upcrafting recipes for burner lab and assembler
  • Changed automated transport tech icon
  • Improved code performance
  • Tweaked turret targeting based on biter health to better allocate turrets in mixed type attack waves
  • Added option to buff green worms similar to the old one to buff green biters
  • Plasma turrets now have aiming and shutdown sounds
  • Made later game range techs more gated
  • Reduced some tech costs in raw pack count
  • Changed some ammo recipes to better reflect a cheap/expensive recipes split
  • T2 flamethrower and napalm shells now do a unique kind of damage, bypassing normal fire resistances unless that resistance is 100%
  • Rebalanced supercavitating ammo damage profile
  • Added support for native upgrade system
  • Improved fast replace groups
  • Added geothermal fluid filtering
  • Added new heat exchanger sprites
  • Added advanced electronics tech prereq to T1 and production science to T2
  • Redesigned heat exchanger and well recipes to be more distinct from each other
  • Reduced early-game pollution slightly
  • Increased tree pollution absorption
  • Added EE compat for "Attack greenlighting"
  • Added conversion recipes to convert to and from steam furnaces and their base counterparts
  • Fixed crash with resource extraction detection
  • Tweaked spawner-kill biter calming reset penalty
  • Made mining pollution blocks emit 2.5x as much pollution as before
  • Added small copper anti-bias
  • Re-added sulfur to default ore list
  • Reduced ore patch count in starting area
  • Fixed the default configs always being my personal settings, instead zeroing/one-ing them all
  • Added setting to revert flamethrower ammo recipe to 0.16 recipe
  • Fixed missing fluidbox allocations on modified oil recipes
  • Split "heavy with sulfur(ic)" mode into two separate modes, allowing choice of sulfur being a lubricant byproduct
  • Added option to toggle use of sulfur vs sulfuric acid in blue science recipe
  • Tweaked heavy-only option progression
  • Improved mod compat
  • Significantly increased deadlock alert trigger time
  • Added wagon slot count functionality, tiering, and upgrade tech
  • Added commands to manipulate depot stop cache
  • Created a custom train stop type to be used with depots
  • Added some bobmod recipe compat
  • Added missing icons and locale to smart train stop
  • Added light reloading system to reduce FPS drops from orphaned lights accumulating on large maps
  • Improved shockwave turret range boost tech
  • Improved code performance
  • Added option and function to make Construction Drones invincible
  • Added command to reroute all trains using a particular stop
  • Added code to rebalance Schall Pickup towers and make them sequentially gated
  • Fixed outdated item/tech references
  • Added resource production threshold capability
  • Added checks for blue science and crude oil production and associated evo caps
  • Increased resolution of deaero curve
  • Added mechanic where ceasing all resource extraction for a time will dramatically increase effect of the existing biter calming mechanic
  • Added pollution scale values for the presence of many decorative-affecting or environmentally-focused mods (eg decorative removers or TreePlant)
  • Added 1.5MJ fuel value to petroleum gas to allow it to work in the gas boiler without KSPower (which added this value)
  • Fans no longer can accidentally make steam
  • Fixed some issues with spawner "enemy burst" mechanic
  • Made killing spawners completely reset the biter calming value to zero
  • Made decoratives remove trace pollution amounts
  • Fixed spilled liquid being destroyable
  • Added more library functions
  • Fixed bug in conversion recipe creation
  • Expanded tech handling
  • Fixed references to removed train alerts
  • Fixed more missing locale
  • Fixed more large warehouse handling
  • Added some missing event handlers
  • Added an item for the glowing trees to allow them to be replanted
  • Added production and power consumption factor setting
  • Plasma turrets now have new unique graphics
  • Made concussion turret graphics more unique but more similar to modern gun turret style
  • Added option and function for steam cracking (ie use of steam rather than water in cracking recipes)
  • Added option and function for tech demultiply on upgrade-type techs
  • Edited some tech prereqs around electronics and plastic
  • Fixed crash with cooling geothermal water
  • Made cooling water better reflect its nature
  • Restored increases to tree pollution absorption broken in 0.17
  • Reduced 0.15-era nerf to small biter attack power
  • Moved steam furnace back to advanced material processing, removing its EE compat
  • Refined pollution values again
  • Added Dew Point Aggregator to pollution exclusion list
  • Steam furnaces are now actually furnaces, not assembling machines, and as such no longer need recipe setting or active scripting
  • Gas boiler similarly cleaned and no longer needs active scripting, also fixes many lingering issues
  • Added settings to modify pollution processing waste consumption and product yields
  • Added missing bounds on many settings' values
  • Added missing locale to rock movability setting
  • Tree repair can now avoid outright replacing trees in many cases
  • Added internal retrogen capability
  • Made blue science requirements more correct for each option
  • Registered installation exclusion with conflicting mods
  • Made sulfur producible directly from heavy oil on "heavy oil" setting
  • Greatly improved sprite handling libraries
  • Added itme handling library
  • Expanded and improved recipe handling
  • Removed campaign tech handling
  • Expanded tech handling
  • More unloader fixes
  • Added function to generate shores of muddy water at the edges and endings of rivers
  • Implemented voronoi noise based generation options and made those the default
  • Added river thickness setting
  • Improved water handling
  • Added missing locale
  • Moved shared code to Dragon Industries
  • Release
  • Added option for shockwave turrets to use red circuits (and thus be oil-dependent)
  • More code cleanup
  • Halved turret alert volume
  • Slightly reduced drill emissions
  • Removed rubberbelts crappy belt upcrafting, as that is now native
  • Changed power usage of Electric Offshore Pump
  • Added code to change Construction Drone collision masks
  • Added "Automation" tech prereq to bob greenhouses
  • Added optional insulated fluid wagon and cooling mechanic
  • Removed ability of geothermal wells to be beaconed
  • Rebalanced pollution values, especially tile absorption and some entities' base emissions
  • Now increases enemy_attack_pollution_consumption_modifier map setting
  • Massively increased oil refinery pollution
  • Added "max attack size multiplier" setting
  • Increased fan effectivity 20%
  • Increased pollution cost for small biters
  • Added EarlyExtensions compat
  • Improved mod compat
  • Creation
  • Update to 0.18
  • Update to 0.18
  • Update to 0.18
  • Update to 0.18
  • Update to 0.18
  • Update to 0.18
  • Update to 0.18
  • Update to 0.18
  • Greatly expanded default creative item set
  • Update to 0.18
  • Fixed fire capsule/spraying issues
  • Massively cleaned up code
  • Update to 0.18
  • Update to 0.18
  • Fixed fast offshore pump placement errors again
  • Moved shared code to Dragon Industries
  • Improved construction of all entities to better inherit vanilla changes
  • Updated graphics to 0.18
  • Update to 0.18
  • Fixed some compat issues in advanced satellite recipe
  • Update to 0.18
  • Retired
  • Update to 0.18
  • Update to 0.18
  • Update to 0.18
  • Redesigned clogged offshore pump handling
  • Restored rubber floor step sounds to old belt sounds
  • Increased deaero cleaning power, especially at higher tiers
  • Updated GUI handling
  • Added new polluted water graphics (again)
  • Fixed some issues with polluted water
  • Update to 0.18
  • Update to 0.18
  • Update to 0.18
  • Update to 0.18
  • Update to 0.18
  • Changed bob handling to apply RB sprite to rubber
  • Update to 0.18
  • Update to 0.18
  • Halved sulfur fuel value, increased emissions 50%, and cut acceleration power 3x
1.17.35
30/11/2019
1.17.24
1.17.18
1.17.15
1.17.12
1.17.6
1.17.1
  • Added more library functions
  • Added basic fluid ingredients for use in other mods
  • Removed chemplant autobarelling support
  • Fixed occasional crash on load due to typo
  • Added more mods' technical entities to the turret range blacklist
  • Fixed last_user attemping to set nil when that was the fetched value, pending vanilla bugfix to allow nil as set value (https:
  • Added code to make all chemplant recipes have colorized exhaust if they do not already, calculated based on the colors of the fluids
  • Improved AlienBiomes color detection and fixed a crash if the tile prototypes half-existed
  • Added some sanity checks to gas boilers
  • Massively rebalanced pollution levels again
  • Fixed crash with Schall "machine scaling" refineries
  • Added Dragon Industries fluids to the spill table
  • Added emissions penalties for bob fluid venting
  • Added chemplant colors for pollution processing recipes
  • Release
  • Added chemplant tints
  • Redesigned sprites
  • Creation
  • Improved recipe handling
  • Expanded tech handling
  • Fixed issues with train unloader and rapid loader recipe and technology
  • Neutron weaponry now leaves long-lived fallout
  • Power armor mk3 is now unbreakable
  • Improved mod compatibility
  • Fixed turret caching losing "last_user"
  • Added support for "Will of the wisp" mod to enemy sensor
  • Added some sanity checks to prevent inserter filter actuator from attempting to set filters on entities that do not support it
  • Added bob diamonds to better drill
  • Fixed reference to refineries
  • Added option to add iron pipe to green science like the abandoned vanilla idea from FFF 275
  • Fixed some crashes on load where a non-bob mod adds some bob materials but not others
  • Tweaked spawn rules in each biome a bit
  • Fixed alert sound
  • Fixed crashes with clean refinery and some mods' recipes
  • Pollution effects are no longer restricted to the default surface
  • Fixed crash with wall nuker light
  • Changed generation override defaults back to enabled
  • Fixed crash with AAI handling
  • Tree items are now burnable
  • Fixed alert sound
  • Fixed campaign tech handling
  • Release
  • Expanded recipe handling
  • Removed large logistic storage warehouse
  • Improved icon size handling for modded ores
  • Added more mods' technical entities to the turret range blacklist
  • More 0.17 fixes
  • Redesigned plasma beam sprite to be more unique and more dramatic
  • Fixed issues with locking things behind campaign only techs
  • Fixed handling of bob steam power and belts
  • Massively reduced pollution values to better match 0.17 changes
  • Added handling for campaign-only techs to prevent them being used for recipes
  • Expanded string handling
  • Added EntityTracker system
  • Fixed more issues in 0.17 update, mostly in GUI code
  • Fixed collisions on glowing bushes
  • Fixed AlienBiomes detection
  • Made biter glow size dynamic with physical size
  • Improved mod compatibility of biter color caching
  • Added plant density option
  • Fixed issues with 0.17 update
  • Added missing icon sizes
  • More 0.17 fixes
  • Added some more fixes to dome scripting
  • Added more radiation resistances
  • More 0.17 fixes
  • More 0.17 fixes
  • Added missing shadow for heat exchanger
  • Moved entity tracking to Dragon Industries
  • Reduced richness scaling sixfold
  • Creation
  • Fixed issues in 0.17 update
  • Moved shared code to Dragon Industries
  • Added glowing biters
  • Improved entity handling to reduce straggler entities and unintended side effects
  • Moved shared code to Dragon Industries
  • Switched lights to LuaRendering script system
  • Restricted effect to "nauvis" (ie default) surface only
  • Moved shared code to Dragon Industries
  • Update to 0.17
  • Moved shared code to Dragon Industries
  • Added tech to improve shield dome reboot time
  • Fixed some sprite issues on equipment
  • Partly added "signal duration" sensor
  • Added support for combinators with input data
  • Update to 0.17
  • Fixed fast offshore pump placement errors
  • Update to 0.17
  • Fixed recipe handling errors
  • Moved shared code and recipe library to Dragon Industries
  • Removed rocketry dependency from Helicopters
  • Fixed braking power modification for Helicopters
  • Modified how each biome spawns geothermal wells and overall distribution
  • Moved shared code to Dragon Industries
  • Update to 0.17
  • Added and removed techs again to match 0.17
  • Update to 0.17
  • Added acid rain
  • Moved shared code to Dragon Industries
  • Added glow to wall nukers
  • Integrated elements of new 0.17 worm sounds
  • Moved shared code to Dragon Industries
  • Added bob thorium ore to default table
  • Added 4B ore per tile clamp to richness
  • Made generation overrides disabled by default
  • Fixed bob compat
  • Update to 0.17
  • Moved shared code to Dragon Industries
  • Updated crappy belt sprites
  • Moved shared code to Dragon Industries
  • More 0.17 fixes
  • Updated some sprites
  • Updated to 0.17
  • Update to 0.17
  • Update to 0.17
  • Update to 0.17
  • Update to 0.17
  • Update to 0.17
  • Update to 0.17
  • Update to 0.17
  • Update to 0.17
  • Redesigned spawning algorithm and added several options for spawn profiles and allowed biomes
  • Update to 0.17
  • Update to 0.17
  • Update to 0.17
  • Update to 0.17
  • Tweaked placement of fluid resources
  • Update to 0.17
  • Update to 0.17
  • Wooden gears can now be burned
  • Update to 0.17
1.0.180
1.0.172
1.0.164
13/10/2018
1.0.160
1.0.150
1.0.148
1.0.144
1.0.138
1.0.135
1.0.133
1.0.132
1.0.128
1.0.120
16/08/2018
1.0.115
1.0.112
1.0.108
1.0.106
1.0.105
1.0.101
1.0.98
1.0.96
1.0.80
1.0.74
1.0.72
1.0.70
1.0.66
1.0.64
1.0.60
12/12/2017
  • Fixed crash due to science pack 3 ingredient duplication
  • Fixed commands not being accessible the first load of a save
  • Tweaked napalm shell fire area
  • Added shield dome capacity circuit signal
  • Added option to disable napalm shells from lighting trees
  • Added T2 flamethrower to Helicopter mod
  • Fixed yet more rangeboost turret issues
  • Rebalanced some recipes
  • Fixed commands not being accessible the first load of a save
  • Fixed command not being accessible the first load of a save
  • Deaerosolizer efficiency and speed is now tied to pollution levels around them
  • Improved and expanded Angel's Mods handling
  • Fixed crash when spilling some modded fluid types
  • Fixed crash with Xander mod
  • Fixed command not being accessible the first load of a save
  • Added a method to keep a given input to a depot always on - change the condition to the "Always" signal
  • Tweaked storage balancing again - it now runs when there is not a train in the station, but only rarely
  • Fixed a script error with removing fluid depots connected to some pumps that were previously fast-replaced
  • Fixed crash on load with some users
  • Fixed crash on load with some users due to refinery recipe changes
  • Halved filtered refinery item use
  • Added Smart Train Stop and associated signals and behavior
  • Added Station Bypass Beacon and associated logic
  • Fixed circuit input wires persisting after a washer is removed
  • Rebalanced T2 flamethrower
  • Napalm rocket tech is no longer much more expensive than napalm shells
  • Tweaked plasma turret tech prereqs
  • Added option to make napalm not set trees on fire
  • Added train empty/full sensor
  • Now makes vehicle-mounted flamethrowers not suck
  • Adds a flamethrower to the vehicle from the helicopter mod
  • Fixed crash with modified Steam Turbine recipes
  • Added option to make fluid resources not infinite
  • New, better geothermal patch sprites
  • Fixed the command missing entities
  • Fixed spawner destruction creating biters on water
  • Rubber flooring now placeable near water
  • Fixed script error with repeaters being removed
  • Creation
  • Recreated Rapid Train Loader
  • Trains can now have dynamic item filters for their cargo wagons, selected on a per-station and per-car basis
  • Added option to make trains not pathfind through occupied stations or immobile trains
  • Changed large warehouse recipes
  • Tweaked tech costs
  • Added locale support to GUI options
  • Fixed depots only having as many controllable inputs as filtered items
  • Copying train entity data now also copies custom GUI data
  • Trains now preserve most of their data when modified (only the replaced cars are cleared)
  • Improved performance with tick code
  • Depot balancing now runs more often when there is a train at the loading station, and never when there is not
  • Added config for ore washing water consumption
  • Ore washer now has a circuit input to allow dynamically changing recipes
  • Completely new recipes for ore washer, including BobMod integration
  • Added commands to fill and empty trains
  • Rebalanced capsules
  • BobMods version of the Power Armor 3 recipe changed somewhat
  • Added 'train status' sensor
  • Added inserter/loader filter actuator
  • Added optional coal decomposition tech and recipes
  • Added option to exclude all 'upgrade' type technologies (eg turret damage, robot speed, player reach, etc) from technology cost increase
  • Fixed crash with Bobwarfare
  • Tweaked a couple techs' science packs
  • Belt recipe changes now apply to splitters, underground belts, and loaders as well
  • Tweaked a few recipes for high-tier Bob assembling machines (electrolyzers, chemical furnaces, etc)
  • Fixed issue with T2 electric pole tech and Angel Invar override
  • Added upcraft recipes for steel furnaces to electric variants
  • Replaced production science with logistic science in express loader tech if available
  • Added glow and recipe override for "LargeLamp" mod - more visually appealing and more balanced, with Bob integration
  • Added recipe to upgrade Bob steam engines into steam turbines
  • Fixed the command missing spilled items from several sources
  • Added option for steam furnace speed ratios
  • Filtered refineries now have variants for all Bob refineries
  • Fixed some locale
  • Release
  • Changed some recipes
  • Increased default repeater range from 400 to 600
  • Added comms satellite
  • Fixed repeaters ignoring power availability
  • Creation
  • Fixed crash without BobMods
  • Depot can now handle winding input belts
  • Made "no fuel" train alert more selective
  • Adjusted evo thresholds for big biters and spitters slightly
  • Now increases laboratory speed as well
  • Added sticky turrets
  • Health alerts should now take priority
  • Fixed crash with Bob Warfare
  • Added 'power satisfaction' sensor
  • Moved tech earlier in the progression
  • Fixed localizations
  • Made solar panel equipment cheaper
  • BobMod belt recipes now progress more smoothly
  • Added option to make high-tier belts cheaper
  • Made stack inserters more useful when they first are unlocked (greater initial capacity)
  • Added option for well fluid production multiplier
  • Adjusted power costs of geothermal machinery
  • Increased L1 geothermal steam temperature slightly, to enable it to run Bob Mk2 steam engines
  • Adjusted well/exchanger ratios
  • Redesigned worldgen code to better allow for small clusters instead of lone wells
  • Now takes tech cost multiplier into account
  • Pollution processing now consumes somewhat more sludge
  • Improved tick performance
  • NVDay now increases the power of the KSPower diesel generator to be competitive with the gas boiler
  • Gas boiler now uses a bit less fuel per cycle
  • Added option to make rocks mineable and placeable as themselves
  • Fixed tree healing capsule not working
  • Lengthened stump lifetime again
  • Added command to find tree stumps: /findStumps
  • Redesigned capability and technology system - there is now only one depot type, with capabilities unlocked by researches
  • Fixed crash with Picker Extended
  • Trains can now be given Display Names
  • Added Supercavitating ammo type
  • Electric turrets no longer play low/critical alerts unless they have a zero idle drain, as non-drainless turrets would deplete entirely if power is lost
  • Tweaked a few tech costs
  • Made laser turret damage tech more uniform
  • Several machines no longer support attempting to change 'recipes' they only had one of
  • Tweaked pollution-with-chloride processing recipe
  • Changed and harmonized Deaerosolizer recipes
  • Borehole driller is now more effective the longer it is left to work
  • Added "train deadlock" and "no path" alerts to indicate when a train has entered am undesirable state and requires manual intervention
  • High-tier ammo now has some piercing damage
  • Ammo crate properly inherits damage from parent type
  • Fluid wagons no longer pop like balloons when bumped into
  • Shockwave turret rangeboost effectivity increased
  • Spitters will no longer stop just outside the range of a shockwave turret
  • Cheapened electric defence technologies
  • Turret range boost tech is now cheaper
  • Added EGCombat turret range tech to the "tech demultiply" list
  • Fixed steam furnaces not working
  • Fixed some missing locale
  • Fixed crash with some mods that add non-absorbing trees
  • Depots now manage output inserters to trains as well, 'resetting' them when a station changes trains
  • Shockwave turret damage technology now shows the effect in the tech screen
  • Moved shockwave turret earlier in the techtree, and replaced aluminum (if applicable) with nickel
  • Cannon turret now uses cobalt instead of invar
  • Acid turret now uses aluminum instead of cobalt
  • Fixed spurious turret alarms
  • Fixed some missing localizations
  • Added "weaponized electrical discharge" tech as a prereq for some defence technologies
  • Turret logi chests no longer show "no network" icons
  • Hid range-boost turrets from the bonus gui
  • Fixed crash with "More Techs"
  • Made Bob T2 electric poles easier to get - Replaced brass with invar
  • Fixed Bob steam furnace icons
  • Changed pollution processing recipes slightly
  • Evolution factor time contribution increased for ribbon worlds
  • Evolution factor time reduction increases over time if the aliens are allowed to calm down
  • Fixed crash with mods adding oil-refinery recipes that have only one output
  • Added ability to choose via GUI whether depots control the red/exclusion filter for wagons, to go with 132's change
  • Fixed script crash when biters place a worm below evo 0.7
  • Added ability for cargo wagons to be marked as "fill at depot", which the depot controller will automatically handle to prevent output-type cars from being re-filled at the input side of the depot
  • Added basic depot type, available earlier game
  • Rebalanced technology dependencies and recipes
  • Rebalanced technology dependencies and recipes, with a focus on BobMods integration
  • Added command to silence the sounds from turret alerts for a user-specified length of time
  • T2 Flamethrower now requires Advanced Electronics 2
  • Added option for more intelligent "low ammo" warnings, based on dealable damage and its relation to average enemy health at that evolution factor
  • Reduced concussion turret damage from 5x to 2x
  • Made concussion turrets available much earlier
  • Split incendiary ammo tech into pre and post uranium
  • Brought incendiary uranium ammo more in line with vanilla ammo DPS
  • Increased rocket launcher range to 35 from 22
  • Nano constructors now last 2.5x longer
  • Added some science packs and their techs as prerequisites for later-game Bob ore processing
  • Split BobMods cobalt processing into two techs, the later one for alloying
  • Helicopters mod tech now requires advanced electronics 2
  • Added option to make BobMod robot parts require successive crafting and upgrading like other things do - recipes tweaked to keep total cost the same
  • RubberBelts wooden gear can now be sludged into oil products like raw wood can
  • Release
  • Increased time-based reduction of evolution factor
  • Fixed modded oil refineries not having pollution increase
  • Added exceptions for Algae Farms to pollution increase
  • Changed filtered oil processing recipe slightly - NaOH is now the 2x additive
  • Slowed gas boiler fuel consumption
  • Steam furnaces no longer autocopy recipes during blueprinting (and thus no longer overwrite themselves)
  • Fixed spilled-fluid tooltips sometimes lingering
  • Removed pollution cloud sound due to unavoidable stacking
  • Redesigned pollution-to-sulfur processing recipes for BobMods environments
  • Cleaned up train handling logic and added sanity checks
  • Added fluid depot controller, to allow for the management of fluid routing at a liquid depot for up to six liquid types per depot
  • Added a new element to train GUIs to allow for liquid routing control
  • Release
  • Removed additional fuel properties from dirty ore versions
  • Gate technology is now cheaper on harder tech costs
  • Added conversion recipes for stone/basic furnaces into their steel variants
  • Conversion recipes are no longer used by manual crafting as intermediates
  • Fixed "automatic" version of red science pack recipe giving 5x the yield-per-time
  • Moved poison capsule to military 2
  • Added a recipe to decompose nitric oxide to water and nitrogen
  • Made "cathodes" tech for Nixie Tubes easier - no advanced electronics, only circuit network
  • Rebalanced pollution a bit
  • Hid venting recipe (technical)
  • Added 1x lower bound to pollution increase factor option
  • New mod icon
  • Added some missing locale
  • Fixed missing handling for adding large versions of storage logic warehouses
  • Fixed unnecessary lag spikes when rebuilding caches
  • Redesigned robot and electric pole defence techs, they now have proper tiered and tech-level-dependent behavior
  • Trains and cliffs are now properly radiation-immune
  • Reduced reinforced-only wall strength from 4000 to 2000, and made it cheaper
  • Improved orbital strike performance
  • Added fix for overly large negative measured values out of 32 bit range
  • Split concrete tech into two, the later of which unlocks refined concrete
  • Added steam-powered versions of Bob Chemical and Metal-Mix furnaces
  • Doubled spilled steam evaporation rate
  • Fixed Bob furnaces not having the proper pollution increase amount
  • Creation
  • Release
  • Fixed crash with level 5 of lightning turret charging researched
  • Fixed crash with fluid turrets with no fluidboxes breaking alert tracking
  • Fixed potential error with sensors with data cache having no cache to write to
  • Added rocketry tech dependency to helicopters
  • Updated stack size handler
  • Charcoal is no longer made from coal
  • Polluted water pump now has a distinct name
  • Prevented offshore pump placement on polluted water
  • Changed default generation algorithm from "lines2" to "lines2d"
  • Added variants b, c, and d to algorithm lines2
  • Added missing locale
  • Added option to massively buff green biters' health to make the lightning turret more desirable
  • Increased lightning turret damage 50%
  • Fixed resistance handling for "resist all"
  • Added turret monitoring alerts and tech
  • Added more checks to turret caching to fix more errors
  • Fixed erroneous references to silo scripts
  • Reduced speed penalty on AlienBiomes snow
  • Added options and functionality to split Gun Turret and red science recipes into a faster manual version and a cheaper automated version
  • Added an upcrafting recipe for RubberBelts crappy belt
  • Further improved recipe handling
  • Fixed references to green and purple loaders
  • Expanded tech set for "demultiply" option
  • Made all overrides more mod compatible
  • Fixed handling of modded recipes and their interactions with steam furnace and clean refinery
  • Fixed crash in water pollution script
  • Made t1 ores appear closer
  • Reset default offsets to 0
  • Added handling for Chokepoint
  • Changed default generation algorithm from "largeplops" to "lines2"
  • Added several new generation algorithms, including rivercutsringswithland3 and lines(2)
  • Added lightning turret
  • Improved performance in active scripting
  • Fixed dead greenhouse sprites
  • Added handling for artillery turret
  • Fixed technical entities being blueprintable or deconstructable
  • Added filtered refinery
  • Added formaldehyde spill effects
  • New tech icon for pollution processing
  • Wall nuker now reacts to artillery turrets
  • Fixed crashes with mods adding nonpolluting entities
  • Fixed some errors with launching custom items
  • Fixed plasma beam coloring
  • Replaced concrete with refined concrete in a couple recipes
  • Removed random chunk turret recaching to improve performance
  • Fixed some errors with sensors with invalid or missing connections to their target
  • Added (optional) wall nukers if severe pollution reaches nests
  • Removed GUI for deaeros and venting machines, making them begin functioning automatically
  • Added option for polluted water pollution release amount
  • Spilled waste now evaporates very slowly, but is very dangerous and polluting
  • Added new polluted water graphics
  • Improved water pollution performance
  • Release
  • Release
  • Release
  • Made manual silo crafting an option
  • Added some fixes to recipe handling
  • Replaced concrete with refined concrete in many high-tier recipes
  • Added Bob titanium to refined concrete if present
  • Added option for generation of geothermal wells in all biomes
  • Fixed some issues in MP
  • Made high tier deaeros use refined concrete instead of basic
  • Fixed crash with clogged offshore pump
  • Improved green and purple loader speeds
  • Added spilled fluids when breaking filled entities, which may emit pollution or cause damage as they evaporate
  • Added compatibility with Fracking mod
  • Update to 0.16
  • Fix more script errors in turret range and upgrades
  • Added fire capsule
  • Added sprayer equipment
  • Added some new icon sprites
  • Added sanity checks on modded turrets
  • Removed laser beam mod compat and made beams native to mirror vanilla changes
  • Added strong fire resist to power armor mk3
  • Made power armor mk3 more expensive
  • Improved range turret system to not make upgrades of technical entities
  • Streamlined turret damage boost system to match vanilla
  • Added acid turret
  • Fixed spurious damage alerts for shield domes that are under attack but doing their job
  • Update to 0.16
  • Added colored geothermal patches for AlienBiomes
  • Added power production multiplier setting
  • Increased structure health
  • Added generation frequency option
  • Added cluster size option
  • Removed "flipped" versions of recipes
  • Reduced stone antibias value
  • Tweaked starter ore table
  • Removed sulfur from default settings
  • Added seed mixins and generation offset settings
  • Changed some default spawner placement and ore distance values
  • Added options to increase ore yield per tile based on tech cost and expensive recipe setting
  • Added optional crappy pure-wood T0 belt
  • Added more bobmods compat, makign resin and wood easier to produce
  • Fixed some icon size issues with modded trees
  • Added void recipes for various bob fluids
  • Added logistics 2 to angel's warehouses tech dependencies
  • Added option and function to replace iron ore with iron stick in concrete recipe
  • Added option and function to reduce effect of a world's technology cost factor on a few main early game techs to prevent forcing players to manually craft hundreds of red science
  • Added significant mod handling
  • Boilerplated much of the recipe handling to simply functionality (which would later be moved unchanged to Dragon Industries)
  • Buffed Bob greenhouses to compete with the old TreeFarm mod
  • Added more upcrafting recipes for early game items
  • Changed bob resin recipe
  • Ore cleaning recipes are now technology-gated
  • Removed additional fuel properties from dirty ore versions
  • Added "productivity" to allowed beacon effects
  • Redesigned free use and module config interaction again, to fix more crashes
  • Fixed crash when disabling steam furnace causing its recipes to fail
  • Improved mod compat
  • More 0.18 fixes
  • Increased greenhouse wood production 10x, and gated behind bob greenhouse tech if present
  • Update to 0.16
  • Update to 0.16
  • Update to 0.16
  • Improved "big chest" technology to grant more kinds of logi chests
  • Update to 0.16
  • Added advanced satellite, inheriting many of the earlier changes to the vanilla one
  • Update to 0.16
  • Update to 0.16
  • Update to 0.16
  • Update to 0.16
  • Update to 0.16
  • Tree repair now preserves color even better
  • Improved versatility of rock identification
  • Creation
1.0.46
1.0.44
1.0.36
1.0.32
1.0.25
1.0.24
1.0.12
02/08/2017
1.0.8
23/07/2017
1.0.4
1.0.2
1.0.1
1.0.0
0.0.24
0.0.20
0.0.12
23/06/2017
21/06/2017
0.0.8
17/06/2017
  • Improved range turret scripting to fix some issues with leftover or incorrectly identified entities
  • Added GFX quality option
  • Fixed crated ammo being used as an intermediate recipe
  • Domes now have tiered structure health
  • Added turret logistics
  • Fixed some potential script breakage with shockwave turret and domes
  • "Space plasma" option now decreases space science cost of orbital destroyer
  • Added more radiation resistances
  • Significantly increased plasma turret power throughput and slightly increased buffer size
  • Fixed particle overload and memory leak when killing mass quantities of biters with orbital strikes or shockwave turrets
  • Orbital strikes now automatically chain if enemy structures or units continue to exist nearby
  • Added new orbital strike VFX
  • Added system to clean up alien tissue
  • Added orbital scanner to reveal map area and allow firing orbital weaponry via the map
  • Disabled steam smelting recipes from being used as intermediates
  • Fixed crashes with zero-speed dead greenhouses
  • Fixed detection of biofarms
  • Fans now have sound
  • Removed debug prints
  • NVDay now disables peaceful mode
  • Added wood sludging
  • Added bob T4 and T5 solars to hard satellite recipe
  • Fixed issues with dirty markers being left behind
  • Changed detritus drop rates and conversion ratios
  • Increased washer speed and pollution
  • Improved mod compatibility
  • Fixed ore washing being shown as an intermediate recipe step
  • Removed fuel value of dirty ore versions
  • More numerical tweaks
  • Fixed crash with cargoless robots
  • Added shield domes
  • Cannon turret now properly prioritizes spitters like it was always meant to
  • Added defence trap
  • Increased cannon turret range
  • Added manual orbital targeting
  • Made DirtyMining ore washing emissions much higher
  • Added pollution fan
  • Changed pollution signal from item to virtual
  • Added more mod entity exclusions
  • Changed biter attack size curve, increasing caps
  • Added pollution clouds and greenhouse killing
  • Improved scripting performance
  • Added weighting system to starter ores table
  • Tweaked some generation values
  • Added RSO detection and warning
  • Evo factor now reduces the effect of the built bases option
  • Tree repair now preserves color and health
  • Fixed issues with mods adding weird dropless or nameless trees
  • Reorganized and cleaned up config, including adding new explanations
  • Added "Enforce Spawner Tiering For Built Bases" setting
  • Added independent patch size distance scaling factor
  • Added "anti-bias" feature
  • Fixed tree planter on some settings combinations
  • Fixed tree planter being identified as a tree
  • Updated drill icon to match 0.15 style
  • Renamed drill from "Accelerated" to "Improved"
  • Reimplemented drill to better inherit from vanilla changes since 0.12
  • Significantly increase centrifuge power cost and marginally increase emissions
  • Re-added a weaker version of BigBrother active radar bonus
  • Increased performance of Helicopter
  • Added concrete dependency
  • Forced loading after AlienBiomes
  • Added locale
  • Made many modded machines immunte to pollution increases due to them not "meaning" to be that entity type
  • Fixed some scripting issues in the gas boiler
  • Hid boring action recipe (technical)
  • Doubled deaero cleaning power
  • Slightly increased gas boiler emissions
  • Increased steam furnace speed 20%
  • Added rubber flooring
  • Fixed MP problems caused by CRC failures in script
  • Added "per ore richness" setting
  • Added option for tree healing capsule to repair pollution damage
  • Added automated tree replanter
  • Added shockwave turret
  • Redesigned turret techs
  • Fixed more issues with range turrets
  • Added crated ammo unpacking
  • Added orbital strike system, with automated orbital firing to clear the map of nests
  • Added "running through water" sounds
  • Reduced BigBrother radars active area bonus - but increasing their map searching radius to compensate - to avoid making EGCombat wide area scanner obsolete
  • Added locale
  • Added large negative explosive resist to biter nests
  • Added options and functionality for smaller tree hitboxes and tiered (ie successive) armor crafting
  • Creation
  • Custom techs now have better effect description
  • Added more radiation resistances to entities
  • Added crated ammo
  • Added several more options
  • Plasma turrets now have custom sounds with laser beam turrets mod
  • Tweaked some recipes and tech costs
  • Settings now use locale
  • Biter flesh now decomposes in inventories
  • Fixed issues with range-boosted turrets
  • Added tree seeds (saplings) as option to prevent infinite replaceability of trees and thus infinite free wood
  • Added locale
  • Added more AAI handling
  • Added locale
  • Fixed more optional require statements
  • Added locale
  • Added more changes to pollution map settings to reduce extreme tree damage
  • Slightly lessened time evolution factor
  • Tweaked polluted water creation
  • Fixed CRC issues and MP incompatibility
  • Added pollution sensor
  • Added much more locale
  • Reduced accumulator sound volume
  • Fixed scripting not being MP compatible
  • Added code to reload recipes and technologies when the game is reloaded, to keep up to date with mod changes
  • Fixed construction robot fire resist code removing all other resistances
  • Added option to not make oil deplete to form empty wells but to generate tectonic fissures instead
  • Added locale
  • Added fast long inserter
  • Fixed CRC failure caused by optional "require" statements for the entity configs breaking MP compatibility
  • Fixed crash with modules disabled but their free use enabled causing an attempted nil reference
  • Changed default value of free use modules to false
  • Added AAI industry compat
  • Added Bobmods compat
  • Release
  • Release
  • Release
  • Reduced drill power cost
  • Made T4 and T5 modules more expensive
  • Massively improved fast pump
  • Release
  • Rocket launches now increase enemy evolution and trigger attack waves
  • Added custom centrifuge and steam turbine sounds (the latter adapted from ReactorCraft)
  • Made stack size increases more compatible with mods
  • Added "manual crafting" category and moved rocket silo to it
  • Made hard rocket silo depend on EGCombat plasma turrets
  • Added plutonium to satellite recipe (RTG) if present via mods
  • Added 2x steel plate to rocket fuel recipe and moved recipe to chemplant
  • Increased medium biter attack range almost back to vanilla values
  • Made breeder fuel in mods dependent on kovarex enrichment
  • Removed 0.12-era Bob stone pipe fluid capacity increases
  • First Release
  • Release
  • Added EGCombat biter flesh as a science pack to evo reduction if present
  • Release
  • Massively reduced deaero cleaning ability
  • Release
  • Release
  • Added "plateau richness" option
  • Release
  • Release
  • Changed generation algorithm
  • Added optional requirement to pump water into the wells
  • Made T2 tech also unlock steam turbine
  • Reduced waste production from deaerosolizers
  • Deaeros now have tiered efficiency
  • Added missing locale
  • Added turret range boost techs
  • Added alien tissue drops
  • Added configuration system with integration into the native mod settings menu and several config options to control things like progression gating and alien tissue behavior
  • Removed T2 night vision equipment
  • Integrated options into the vanilla settings system
  • Made all the nuclear tech changes an option
  • Added fix for "chemical spill" mod hitboxes
  • Removed references to UraniumPower items
  • Split cheap steel recipe to expensive/normal
  • Added some logical tech dependencies to a few techs, including loaders (logi 2, rail), flight, and electric energy distribution 2
  • Moved options to the vanilla mod settings system
  • Moved options to mod settings system
  • Moved configs to game settings system
  • Rebalanced more values
  • Added "richness factors" option
  • Creation
  • Moved options to mod settings system
  • Added T2 conversion and tech
  • Creation
  • Creation
  • Update to 0.15
  • Added turret healing techs
  • Plasma turrets now have compatibility with laser beam turret mod and a custom beam attack
  • Removed nuke shell due to vanilla addition of atomic bomb
  • Changed all use of uranium to be vanilla instead of UraniumPower
  • Redesigned all tech costs to match 0.15 styling and science pack set
  • Cannon turret now has a unique ammo item
  • Added new turret sprites and icons
  • Removed bullet upcrafting due to vanilla recipe changes
  • Made concussion turrets cheaper and earlier game
  • Added rocket versions of all custom cannon shells
  • Rebalanced ammo damage
  • Changed T2 night vision colors
  • Reduced Mk3 power armor equipment grid size
  • Update to 0.15
  • Enabled T4 and T5 modules by default
  • Added missing option for T2 drill
  • Fixed crash with T4 and T5 steam engines if Bob's not installed
  • Rebalanced tech costs and recipes
  • Update to 0.15
  • Remove artifact/module recipe changes due to artifacts being removed from the game
  • Added code to improve power pole fast replace groups
  • Added code to fix LoaderRedux tech dependencies
  • Removed follower-robot-count-20 from rocket silo dependency list
  • Overhauled satellite recipe, including major bob compat
  • Reduced bob solder crafting time
  • Increased bob locomotive speed
  • Added upcrafting recipes for bob furnaces, accumulators, and other hardware
  • Made all construction robots immune to fire
  • Update to 0.15
  • Improve mod compatibility
  • Add new techs to match 0.15 and removed some old ones
  • Update to 0.15
  • Added new ores and more mod compat
  • Added new options including patch condensation and retrogen
  • Added optional green behemoth worms
  • Added option to increase nest health 10x to discourage early clearing
  • Rebalanced values
  • Update to 0.15
  • Added water capsule
  • Fixed bug with stacking trees on top of each other
  • Changed "trees drop selves" default from false to true
  • Creation
0.0.5
  • Update to 0.14
  • Changed default bias factor from 0.6 to 0.33
  • Update to 0.14
  • Added napalm shell
  • Added acid capsule
  • Mk3 power armor now comes with a 40 slot inventory bonus
  • Added T2 flamethrower
  • Added recipe to upcraft yellow ammo into red
  • Plasma turrets now have custom sound
  • Update to 0.14
  • Added separate configs to enable or disable each class of entity
  • Update to 0.14
  • Added several config options for the more dramatic changes
  • Added code to remove bob green circuit equivalent from lamps and rail signals, using the wood board instead
  • Expanded nuclear tech dependencies
  • Reduced crafting time for bob green circuit equivalent
  • Cheapened KSPower wind turbine and increased power output
  • Update to 0.14
  • Update to 0.14
  • Complete redesign with tiering, bob compat, and almost all modern features
  • Update to 0.14
  • Added options for big stump hitbox and trees dropping themselves to allow replanting
04/06/2016
17/12/2015
13/12/2015
12/12/2015
06/12/2015
04/12/2015
03/12/2015
27/11/2015
25/11/2015
24/11/2015
21/11/2015
  • Organize code
  • Remove pump capacity and speed increases
  • Added option to disable turret boost researches
  • Creation as a simple richness scaling mod
  • Added tree healing capsule
  • Creation
  • Creation
  • Added neutron bomb shell using UraniumPower materials
  • Added radiation capsule
  • Added optional evo research
  • Added power armor mk3 and better versions of night vision and laser defense equipment
  • Added wide area scanner
  • Creation
  • Creation
  • Added better walls
  • Added self-defense technologies for power poles, radar, and robots to fight back if attacked
  • Made trains heavier to improve biter penetration
  • Added uranium (using UraniumPower materials) and sulfur ammo
  • Added high explosive cannon shells
  • Creation
  • Renamed to EndgameCombat
  • Added Concussion Turret
  • Added Plasma Turret
  • Added Cannon Turret
0.0.0
  • Creation (as "BetterTank")
Select a mod version...


Change Logs

Game Version Mod Versions Changes









Select a game version...
Select a mod version...