Version 0.2.4 - Notes know issues: - repair tools work not with vanilla-bots - for now no solution - i had not the time to make all graphics for all things changed [u]0.2.4A changes/features[/u] - move some recipes in 2 new tabs (related to Page 14) - added graphics for BCD and AQE - Accumulator [u]0.2.4 changes/features[/u] - the mod works with factorio 0.10.2 - some recipes for metal-process and others changed - maybe al little harder to play - needs more playtime - all generators (steam-turbines) recalculated - and the hidden value changed - but they all better than base-steam-engine (2.5%-10% less fluid-usage to kW) - this % benefits works best if you want play many hours. - Generators set to 400 kW, Small-Steam-Turbine now 820 kW and the normal-variant standard (S), but the output-3 (B) variant is still possible. - all this needs explained in a documentation :) in the pic below some things marked, i describe these here * red 1 - construction-bot -> this would be removed in next version 0.2.5, please downgrade all your Pimped Build Bots to Base-Construction-Bot 1) - Owner's Monument - described in a post 2) - YI-Speed-Module - for testing, uses more energy, but also other ressources 3) - complete tank-line has changed recipes, and all tanks more storeage (3.5k, 8.5k, 15k and the last 48k) - last tank hard to make but need only 3x3 space 4) - high capacity (25) and extreme capacity (40) pipes . no different graphic atm, but planed 5) - all accumulators new calculated, bigger more capacity per tile - (1.75, 2, 2.25 - 3.5, 4, 4.5) - last the AQE can hold 100 MJ (11MJ/T) with 2.5 MW transfer but is late-game content (graphics for the BCD, AQE still placeholder) 6) - Obninsk-Reactor and later in this line is the Rensiur-Turbine - described in thread - graphics unfinished 7) - a new car - no tank ;) - slower then a car, but turns faster and you can drive through a hole forrest - or a biter colony - needs more fuel - be careful if you drive in your base - you left only ruins behind your way 8) - material and machine to get the late-game content. used for 48K tank and AQE-Accu 9) - Obninsk-Reactor + Rensiur Turbine in game - graphics unfinished (and of coure wrong setup, because reactor can feed 2 R-Turbines with hc-pipes) http://johnsmith.ktec.de/factorio/mods/screens/screen2140629-1.jpg older versions - fixed some errors and wrong recipes, as always tweaking values ;) - thanks to vitudo translation for russian is aviable - recipe to get stone from washing dirt (because in my old world DyTech prevents stone from spawn in quantitys) - if you use F-Mod the Underground-Drills provides also Stone. - better if you want to concentrate your process-line - recipe to get krakon-ore from crushing stone - new things - in some branches this nearly the final steps - some of these things you maybe seen before (1) - 2 new repair-tools, quicker and more durable (2) - recipe to get sulfuric-acid from water and toxic-dust (3) - storeage-bunker with more capacity and more hitpoints (4) - some walls and vitudo-defense-system [img]http://johnsmith.ktec.de/factorio/mods/screens/screen2140618-1.jpg[/img] 1- mud-wall (480 HP), 2- Durotal-Wall (800 HP), 3- Krakon-Wall (1200 HP), 4- Vitudo-Defense-System (800 HP and Reflect 20% Damage - biters get Damage if they attack this - needs testing), 5- Medium-Storeage-Bunker 140 Space, 6- Small-Storeage-Bunker 100 Space, Durotal-Chest changed to 60 Space, (not shown - placeholder-gfx) Big-Storeage-Bunker 4x4 - 220 Space [img]http://johnsmith.ktec.de/factorio/mods/screens/screen2140618-2.jpg[/img] 1 - Small Advanced Accumulator 2 MJ, In-200kW, Out-300kW - 2 - Medium Advanced Accumulator 10 MJ, In-600kW, Out-600kW - not shown (placeholder-gfx) - Big Advanced Accumulator 20 MJ, In-1000kW, Out-1000kW bigger Accumulators have a greater Cooldown - there reaction is slower by changes from charge to uncharge-cycles. [img]http://johnsmith.ktec.de/factorio/mods/screens/screen2140618-3.jpg[/img] - After Update some machines need the new recipe. - Washer takes sometimes no water, just rotate it a full cycle - Support for Bobores is gone, because it has it's own process-line - its to much work to keep releases up-to-date, this is not really good, but simplifys a lot of recipes. most stuff execpt ammunition is reworked and still aviable. - 2 new walls (820 HP and 1200 HP) they have different resistence-settings - but i'am sure you can feel save now ;) - 2 new repair tools - way to get sulfuric-acid from toxic-dust - fixes some values and graphics things planed - more storeage-bunkers in different sizes (i will try what the game can handle) of course with logistic support - rework of emergancy-generators - i like them, but i use them to little - edge-valve, 2 fluid-tanks with size 2x2 and 3x3, and combined pipe/pump as direction buffer and chance to empty tanks/pipes before pick-up - maybe high-pressure pipes if its possible (higher capacity) - new graphic for archsite, big-accu, wonder-machine, outpost-mining-drill - basic-support for F-Mod ores and use of F-Mod Berries (through this door comes bobores again aviable)