









LTX Industries v2 has been released!
Well, I've almost entirely revamped the progression tree of my mod for this update so I figured I'd jump all the way to v2 instead of v1.5 like I originally planned.
I added a lot of materials to LTXI. I might miss some, but off the top of my head: Silver, Sodium, Silicon, Phosphorus, Sulfur, Peridotite (including a decorative building set and dust for resource processing), Olivine, Pyroxene, Fluorite, Silicone Rubber, and Fluoropolymer.
For fluids, I've added Methane, Sulphurine, Hydrochloric Acid, Ammonia, Hydrofluoric Acid, and Silicone Oil. Viridic Acid has been replaced by Sulfuric Acid, though it retains the same appearance and theme for the most part.
New metals for progression are also here, Tungsten-Plated Slatesteel (midgame) and Rhenium (endgame).
Plate items (yes I know people love microcrafting with these) have been added for Copper, Gold, Titanium, Silver, Niobium, Rhenium, Silicon, Slatesteel, Tungsten-Plated Slatesteel, Polymer, and Fluoropolymer.
A second circuit board has been added, the Elite Circuit Board. The normal Circuit board can now only make T1-T3 circuits, while the Elite Circuit Board can make all 5 tiers with the silicon-phosphorus-crystal composite Logic Cores/Nano-Logic Cores.
New machines have been added! The Atmospheric Scrubber for collecting ambient fluids and gases or localized fluids and gases from certain locations. It is currently the only way to obtain Argon and Methane. The Material Press for making plates and gears efficiently. Finally the HydroSieve. It can make flint but more importantly it is used to farm Raw Olivine and Raw Fluorite, and it is the second machine in the ore processing line.
Speaking of which: I've removed the one-stage ore pebbles mechanic and replaced it with a five-stage ore processing chain. The first stage remains in the Grinder and is a guaranteed doubling. The subsequent stages in the HydroSieve (2), Voltaic Injector (3), Chem Lab (4), and ElectroCentrifuge (5) have a 50% of doubling. On average, this is about a 10x yield per raw ore item. However, all stages aside from the first must be unlocked via upgrade modules, and these require materials from roughly the progression stage you are in. Stage 4 and 5 use Sulfuric Acid and Hydrochloric Acid as well, so you'll have to set up a supply line for those.
Finally, weaponry. Because of the difficulty spike in the mod, weapon energy items, the Ammo Scavenger enchantment, and all related upgrades have been removed. Weapons now natively use the Common Energy (CE/FE) reload source. They've also received some slight stat increases. Yay.