E-Tech


Restores vanilla recipes while keeping everything AAI Industry adds (Krastorio 2 aware). Plus optional startup toggles: all modules in beacons, quality asteroid crushing, stack sizes, K2 nuclear fuel crafting, uranium bacteria on Gleba, a teleport-to-player shortcut, and more.

Tweaks
an hour ago
2.1
14
Manufacturing
Owner:
restjack
Source:
N/A
Homepage:
https://github.com/restjack/E-Tech
License:
The Unlicense (Public Domain)
Created:
9 days ago
Latest Version:
0.14.2 (an hour ago)
Factorio version:
2.1
Downloaded by:
14 users

E-Tech: Vanilla Recipes for AAI Industry + QoL Toggles

Likes AAI Industry's new machines, dislikes its recipe rewrites? This mod restores vanilla recipes while keeping everything AAI adds — plus a handful of optional quality-of-life toggles.

Everything is a startup setting, and every recipe change is guarded so it never fights another overhaul mod (see "Plays nice" below).

Recipe restore (the core feature)

  • Restores 45+ vanilla recipes AAI changed back to their vanilla ingredients: transport belt, inserters, mining drills, furnaces, assembling machines, steam engine/turbine, engine units, concrete, oil processing, labs, science packs, electric poles, roboport, radar, turrets, gates, armor tiers, vehicles, and more.
  • Science packs are hand-craftable again (AAI makes them assembler-only).
  • Keeps all AAI content untouched: burner assembling machine, burner lab, burner turbine, industrial furnace, area mining drill, fuel processor, concrete/steel walls and gates, stone path, small iron pole, motors, glass, sand, stone tablets. Their recipes stay AAI's — they're new items, that's their design.
  • Tech tree untouched. Research progression, unlock order, triggers — all remain AAI's. Recipes simply cost vanilla ingredients once unlocked.
  • Krastorio 2 aware. With K2 (and K2 Spaced Out) installed, recipes restore to K2's values, not raw vanilla — i.e. the exact state a K2 game had before AAI was added. Names/icons AAI reskinned (engine unit ↔ "multi-cylinder engine") are restored too, and AAI's redundant duplicate recipes (e.g. its "single-cylinder engine" and "electronic circuit (wood)") are hidden from the crafting menu.

Optional tweaks (each its own startup toggle)

Setting Default What it does
Pick up & re-place the crashed ship on Crash-site spaceship parts become minable and get placement items
Allow all modules in beacons on Every beacon accepts every module type, productivity and quality included (modded beacons too). Beacon strength unchanged
Allow quality in asteroid crushing/reprocessing on Enables quality on all asteroid crush/reprocess recipes so quality modules in the crusher take effect
Nuclear fuel stack size 1 (vanilla) Set any stack size 1–1000
Artillery shell stack size 1 (vanilla) Set any stack size 1–1000
Agricultural science pack spoils on (vanilla) Turn off to stop agricultural science packs from spoiling
Restore nuclear fuel crafting (K2) off Brings back the vanilla nuclear fuel item/recipe that Krastorio 2 hides, unlocked by Kovarex enrichment as in vanilla. Off by default — hiding it is a deliberate K2 balance choice
Teleport-to-player shortcut off (experimental) Toolbar shortcut for multiplayer: one other player online = click teleports to them; several = a picker window opens
Teleporter pads off Buildable teleporter pads (chemical science tech) — walk onto one, pick a destination from a map GUI. Port of Teleporters by Klonan (LGPLv3 — see LICENSE-third-party.txt) extended with: energy cost drained from the destination pad (map settings, 0 = free), cross-surface teleporting with a surface filter + custom surface display names, a wireless-remote toolbar shortcut, a free return teleport with live camera preview, and your team's players in the list. Coming from the original mod? Run /etech-migrate-teleporters while both mods are installed — placed pads (names included), inventory items, and research carry over; then remove the original
Resource map markers off Auto-tags resource patches on the map: one marker per patch with icon + total amount (oil shows well count and average yield). Updates as you chart and mine; delete a marker to mute that patch; /etech-markers-rebuild rescans. Written from scratch for E-Tech as a 2.1 replacement for the abandoned Resource Map Label Marker mod
Total productivity off Productivity modules allowed on recipes the game normally forbids — belts, inserters, rails, pipes, solar, walls, ammo, equipment — with four category group toggles. Port of Total Productivity by AivanF (LGPLv3 — see LICENSE-third-party.txt); auto-skipped if the original is installed
Jetpack fuel HUD off Needs Jetpack. Movable in-flight window with fuel, count, burn bar, and remaining flight time. Port of Puppy's Jetpack UI (MIT) with the window-position reset bug fixed and no flib dependency; auto-skipped if the original is installed
Uranium bacteria on Gleba off Needs Space Age. Mirrors iron/copper bacteria: jelly → 1% uranium bacteria (Jellynut tech), bacteria + bioflux → ×4 in a biochamber (Bacteria cultivation tech), spoils into uranium ore. Port of the abandoned Simple Gleba Uranium by cindersash (MIT — see LICENSE-third-party.txt); saves from that mod keep their items
Void chest & void pipe off Cheap void chest (destroys any item put in) and void pipe (destroys any fluid pumped in), unlocked by a small early tech. Port of Easy Void by zoryn (MIT); prototype names unchanged so placed voids from the original survive the switch; auto-skipped if the original is installed
Edit map settings in-game off Toolbar shortcut opens an editor for map settings (pollution, evolution, expansion, peaceful/no-enemies, spoilage rate) and per-surface map gen settings; applying requires admin. Port of Edit Map Settings by Morsk (MIT) with the top-left mod-gui button replaced by the shortcut; auto-skipped if the original is installed
FPS-friendly thrusters off Removes the animated exhaust plumes from space platform thrusters — the big FPS drain on large platforms. Port of FPS Friendly Thrusters by RockPaperKatana (MIT); auto-skipped if the original is installed
Pass-through fusion generators off Fusion generators get input-output plasma connections on all four sides so they chain without separate plasma lines. Port of pass-through-fusion-generator by daahl (MIT); auto-skipped if the original is installed
Colorful biochamber off Needs Space Age. Recolors the biochamber's pools, dome and windows per recipe so you can tell what it's making at a glance. Port of Colorful Biochamber by meifray (public domain); auto-skipped if the original is installed

Stack-size and spoilage defaults match vanilla, so installing the mod changes nothing until you move a slider or flip a switch — safe to share with friends who want different settings.

What the recipe restore deliberately does NOT do

  • No tech/progression edits. Pipes etc. still unlock via AAI's research.
  • No removal of AAI items/machines. motor ("single-cylinder engine") and friends stay craftable — AAI's own machines use them (e.g. fuel processor = iron 10 + brick 10 + motor 1).
  • boiler isn't touched (AAI's ingredients already equal vanilla).
  • offshore-pump ingredients left as AAI's (vanilla 2.x values unverified; both versions are cheap).

Plays nice with other overhaul mods

Every recipe restore is guarded by a fingerprint check: a recipe is only touched if it still matches AAI's version or contains an AAI-only item (motor, electric-motor, stone-tablet, glass, sand, …). If another mod — Krastorio 2, for example — has already rewritten a recipe into something else, E-Tech detects that and leaves it alone. Krastorio 2 and K2 Spaced Out are optional dependencies so E-Tech loads after them and sees the final state. All decisions are logged; search factorio-current.log for [E-Tech].

Known quirks (by design — tech is out of scope)

  • AAI's basic-logistics tech trigger is "craft 50 motors" — still required to unlock belts, even though belts no longer use motors.
  • A few recipes unlock before every vanilla ingredient is available (e.g. inserter needs electronic circuits, which unlock slightly later in AAI's tree). Nothing breaks; you just craft them a bit later.

For developers / friends who want to tweak

License

None (public domain). Do whatever you want with it. Exceptions: the ported features listed below keep their original licenses — full texts and per-port modification notes in LICENSE-third-party.txt.

Credits — mods absorbed into E-Tech

E-Tech carries forward these abandoned/orphaned mods as optional toggles. All credit for the original ideas and code goes to their authors:

Inspired-by (rewritten from scratch, not ports): Resource Map Label Marker — resource map markers.

Source code: https://github.com/restjack/E-Tech
This mod was developed with AI assistance. If AI-assisted development is a deal-breaker for you, please simply avoid using this mod.