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Ammo types added Tech icons in dedicated folder
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# Trblz ignore files | ||
_*.* | ||
*.pdn | ||
~*.* | ||
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# Compiled Lua sources | ||
luac.out | ||
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# Mod_Necromant | ||
Factorio Mod Necromant | ||
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Priority: | ||
1 Make this mod work well with Vanilla game | ||
2 Once stable, revisit the optional mod integrations with 5Dim and Bobs | ||
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Todo: | ||
* Add migration logic due to renaming of items and recipes | ||
poison-ammo to ammo-poison | ||
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Ideas | ||
* DNA changes #1 - in progress | ||
More DNA extraction recipes to remove overstock items late stage with by-product stone | ||
Allow DNA ingredient as part of vanilla research. | ||
* DNA changes #2 | ||
Change for higher DNA extract the by-product from stone to cellulose. | ||
Add Cellulose as ingredient to make plastic | ||
* Weapons change - in progress | ||
Add chitin ammo (upgrade from poison ammo + chitin) | ||
Add behemoth ammo (upgrade of chitin ammo + U238) | ||
* Re-balance recipes | ||
- | ||
* Alien revenge | ||
Idea: increase alien revenge for butchering their kind. | ||
Add alien smelters/assemblers/chem plants with higher pollution than vanilla. Pollution factor x 2 - 5? | ||
Change alien smelters/assemblers/chem plants smoke color to pink | ||
* Cleanup list | ||
Change alien processing from biter type/size (3x4) to biter size-based research (small, medium, big, behemoth) | ||
* Graphics updates |
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{ | ||
"entity": | ||
[ | ||
["poison-ammo", "ammo-poison"] | ||
], | ||
"item": | ||
[ | ||
["poison-ammo", "ammo-poison"] | ||
], | ||
"technology": | ||
[ | ||
["poison-ammo", "ammo-poison"] | ||
], | ||
"recipe": | ||
[ | ||
["poison-ammo", "ammo-poison"] | ||
] | ||
} |
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