Small changes concerning balance, gameplay, or graphics.
Version: 0.14.2
Date: 2026-07-17
Bugfixes:
- CRASH FIX (took down the multiplayer server): factory hub's GUI handlers read
event.element without checking validity. When another E-Tech module rebuilds its GUI on
the same event (e.g. changing the teleporter list's sort dropdown destroys the dropdown
mid-event), the element is already invalid and the game hard-crashed with
"LuaGuiElement API call when LuaGuiElement was invalid". All four unguarded factory-hub
handlers (dropdown, filter slots, checkboxes, textfields) now bail on invalid elements.
- Outlet returns no longer scatter items into random factory chests. Overflow and
on-demand give-backs went to the first chest with a free slot, filling provider chests
with items that never belonged there. Returns now only go to a chest already holding
that exact item (the origin chest wins) or a completely empty chest; otherwise the item
stays in the outlet (or the mining buffer) instead of mixing into someone else's chest.
Version: 0.14.1
Date: 2026-07-17
Features:
- Outlet panel: shift-click an item to take a stack of it straight from the factories into
your inventory (spoilage/quality preserved).
Changes:
- On-demand mode is now the default for newly placed outlets (buffer mode is the opt-in).
Existing outlets keep whatever they were set to.
Version: 0.14.0
Date: 2026-07-16
Features:
- Outlet: click an item in the panel to print clickable map pins for every factory holding
it; right-click to pin it to the top of the list. Tooltips now use factory names.
- Outlet: factory naming - the panel lists every reachable factory with a Map button and a
name field. Names show up in tooltips and map-pin prints.
- Outlet: on-demand mode (per-outlet checkbox) - instead of buffering stacks, the outlet
sits empty and only fetches items from the factories when the logistic network has unmet
requester demand (chests, players, spidertrons). Unneeded leftovers return to the
factories. Construction ghosts aren't covered (yet).
- Outlet: circuit enable (per-outlet checkbox) - only works while any nonzero circuit
signal reaches the chest.
- Outlet: optional pulling from yellow storage chests inside factories (per-outlet
checkbox, off by default).
- Outlet: priority field - lower numbers pull first when several outlets compete.
- Inlet: auto-request (checkbox in its new side panel) - reads the unmet requests of the
requester/buffer chests inside the factories and sets them as the inlet's own bot
requests in a managed "etech-inlet-auto" logistics group. Bots deliver exactly what the
factories need, the inlet forwards it inside.
Version: 0.13.1
Date: 2026-07-16
Bugfixes:
- Opening a factory outlet crashed ("attempt to index field 'etech-hub-cap'") - the
stacks-per-item textfield was looked up in the wrong GUI container when loading the
panel's saved settings.
Version: 0.13.0
Date: 2026-07-16
Features:
- Factory outlet (renamed from "Factory provider hub"): new expensive recipe worthy of the
power - 1 factory building + provider chest + 20 advanced circuits + 10 processing units
+ 25 steel.
- Factory inlet: the outlet's counterpart. Fill it (by hand or bot requests) and it
distributes its contents into the requester/buffer chests inside the factories on its
surface, up to their requested amounts. Same recipe idea, mining returns items too.
- Factory sensor: a constant combinator that broadcasts the factories' provider chest
totals as circuit signals.
- Outlet GUI: per-outlet pull filter (all / only selected / all except selected, 10 item
slots), per-outlet stacks-per-item override, search box over the contents list,
per-factory breakdown in each item's tooltip, quality shown separately, and a "pulled
last minute" counter.
- Optional energy cost (map setting, default off): outlets and inlets drain a hidden
electric buffer per item moved.
- Optional range limit (map setting, default off): devices only reach factories within N
tiles.
- /etech-hub-debug command: prints per-device diagnostics including why each item type is
or isn't being pulled.
Bugfixes:
- The placed chest was yellow: Factorio 2.1 keeps logistic chest sprites in
robot_door.animation, not the old animation field, so the 0.12.0 orange tint silently
missed the entity. Both the outlet and everything else are now tinted for real.
Version: 0.12.1
Date: 2026-07-16
Bugfixes:
- Factory hub: opening the hub crashed Filter Helper ("Given logistic container isn't a
storage type"). The hub's sprite rebuild from the storage chest also inherited its
storage-filter slot (max_logistic_slots = 1); Filter Helper saw the slot and asked for
the filter of a chest that isn't storage mode. Slot removed.
Version: 0.12.0
Date: 2026-07-16
Features:
- Factory hub: opening a hub now shows an "Inside the factories" panel next to the chest
window - every item sitting in the provider chests the hub reaches, with counts,
refreshed live.
- Factory hub: mining a hub sends its buffered items back into the factories' provider
chests - you pick up an empty chest instead of an inventory full of parts.
- Factory hub: anything above the per-item cap (e.g. items put in by hand) is returned to
the factories on the next pull pass, requester-trash style. The hub only ever holds what
it's willing to provide.
Changes:
- Factory hub: inventory slots setting now defaults to 200 (was 80) and allows up to 1000,
so hundreds of different parts fit at once. Existing installs keep their saved value -
raise the slider in mod settings.
- Factory hub: the inventory limiter (red X) is gone - the per-item cap makes it pointless.
- Factory hub: chest is now properly orange in hand and on the ground (was: red icon, muddy
brown placed sprite).
Version: 0.11.0
Date: 2026-07-16
Features:
- Factory provider hub (startup toggle, needs Factorissimo 3, off by default): a logistic
chest that automatically pulls items out of the provider chests INSIDE the Factorissimo
factory buildings on its surface and offers them to the local logistic network as a
passive provider. Robots can't fly between surfaces, so the hub teleports the items out.
Reaches into nested factories (toggleable, 5 levels). Keeps a configurable number of
stacks per item buffered; can be limited to active provider chests only. Never drains
another hub. Spoilage, quality, ammo and durability survive the transfer. Unlocked by a
technology alongside logistic robotics and Factorissimo's chest connections.
Version: 0.10.4
Date: 2026-07-15
Bugfixes:
- Teleporter GUI: the "N tiles away" line was still clipped at the bottom of each pad
button - the button's own vertical padding ate the row. Padding zeroed + more headroom.
Version: 0.10.3
Date: 2026-07-15
Changes:
- Teleporter GUI: energy line removed from the pad buttons (it kept getting clipped) -
cost and stored MJ now show in the pad's hover tooltip instead. Unaffordable pads stay
greyed out with the cost in their tooltip.
Version: 0.10.2
Date: 2026-07-15
Bugfixes:
- Teleporter GUI: distance/surface/energy labels actually visible this time. Factorio
buttons clip children to the button's own size (minimal_height doesn't grow with
content), so each pad button's height is now computed from its label rows.
Changes:
- Pad preview size default 200 (was 160 in 0.10.1).
Version: 0.10.1
Date: 2026-07-15
Bugfixes:
- Teleporter GUI: the distance / surface / energy labels under each pad were invisible -
the pad buttons had a FIXED height sized for the name row only, clipping everything
below it (the energy line had been clipped since the original port). Buttons now use a
minimal height and grow to fit their labels.
Changes:
- Teleporter GUI: pad preview size is a map setting (96-512 px). Default shrunk from the
original's 256 to 160 - the old size made the window enormous with many pads.
Version: 0.10.0
Date: 2026-07-15
Features:
- Teleporters: SHIFT+T hotkey opens the remote (same as the toolbar shortcut, rebindable).
- Teleporters: distance shown on every same-surface pad ("N tiles away").
- Teleporters: sort dropdown - recently used (default), A-Z, or nearest first. Starred
pads always come first.
- Teleporters: Shift+right-click a pad in the list to rename it (no more walking to the
pad or editing the map tag).
- Teleporters: return history holds the last 3 remote-jump origins (was a single slot);
each shows its own camera button and is consumed on use.
- Teleporters: unpowered-pad map alerts - while a pad's buffer is empty (and teleporting
costs energy), the owning force gets a custom alert. Toggleable map setting.
- Teleporters: teleport sound volume map setting (0-2).
- Teleport-to-player shortcut now shows the teleport flash at both ends (when the pads
toggle is on) in addition to the sound.
- Void: optional filtered void chest (greenish) - destroys only items you pick via
infinity filters set to "exactly 0"; everything else sits. Same tech unlock.
Bugfixes:
- Teleporter GUI search hotkey registered "Control + F", which Factorio 2.1 rejects
(logged "unknown key_sequence" and the Ctrl+F link never worked) - now "CONTROL + F".
Changes:
- One-shot save cleanups moved to migrations/ (run once per save instead of on every
mod-set change).
- Repo: luacheck lint config + GitHub Actions workflow; dev module map in the README.
Version: 0.9.0
Date: 2026-07-15
Features:
- Copy modules with machine settings toggle (default off): shift-click paste moves modules
straight from your inventory (old modules handed back, bot request for what's missing),
handles ghosts and remote view, and makes furnaces/labs/beacons cross-pastable. Port of
the abandoned Copy Paste Modules mod by kajacx (MIT); auto-skipped if the original is
installed. Per-player runtime switch included.
- Teleporters: favorite pads. Right-click a pad in the destination list to star it -
starred pads sort before everything else and show a star prefix.
- Teleporters: the teleporting player now always hears the teleport sound. The world-side
flash sound plays at the destination before you arrive (inaudible cross-surface); a
direct sound now follows the player on pad, remote, return, player-to-player, and
teleport-to-player shortcut jumps.
Bugfixes:
- Krastorio 2 + Cerys: nitric acid works in K2 recipes again. Cerys redefines K2's
kr-nitric-acid fluid with default_temperature 15 and drops K2's other fields, so all
Cerys-produced acid arrived at 15C - below the 25C minimum K2 recipes expect (imersite
crystal plants showed permanent fluid shortage), and the fluid tooltip lost its info.
E-Tech now restores K2's full fluid definition after Cerys and strips temperature bounds
from recipes consuming it, so cold acid already in pipes stays usable. Active only when
both mods are present.
- Jetpack fuel HUD no longer draws over the map/remote view; it hides until you're back in
the world.
Version: 0.8.0
Date: 2026-07-15
Features:
- Absorbed five abandoned 2.0-era mods as optional toggles (all default off, each skipped
automatically when the original mod is still enabled; prototype names kept identical so
entities already placed in a save survive the switch):
- Void chest & void pipe (port of Easy Void by zoryn, MIT). Settings renamed to
etech-void-* (tint RGB + chest slots), so re-set them if you changed the defaults.
- In-game map settings editor (port of Edit Map Settings by Morsk, MIT): pollution,
evolution, expansion, peaceful/no-enemies, spoilage rate, and per-surface map gen
settings. E-Tech change: the top-left mod-gui button is replaced by a toolbar
shortcut (like the teleporter remote); the window otherwise works as before.
- FPS-friendly thrusters (port of FPS Friendly Thrusters by RockPaperKatana, MIT):
strips thruster exhaust plumes.
- Pass-through fusion generators (port of pass-through-fusion-generator by daahl, MIT):
input-output plasma connections on all sides so generators chain.
- Colorful biochamber (port of Colorful Biochamber by meifray, public domain):
per-recipe RGB recolor of the biochamber pools/dome/windows.
Version: 0.7.1
Date: 2026-07-14
Bugfixes:
- Jetpack HUD: remaining-time estimate no longer inflates to hours. The consumption
sample could be measured across the gap between two flights, making burn rate look
tiny; estimates now reset per flight, only accept sane tick deltas, and skip the
sample when the fuel item switches.
Changes:
- Jetpack HUD window fixed at 180px wide to line up with the weapon/quickbar panel,
and the label reads "Est time left ..." like the original mod.
Version: 0.7.0
Date: 2026-07-14
Features:
- Total productivity toggle (default off): allows productivity modules on recipes the
game normally forbids - belts, inserters, rails, pipes, solar, walls, ammo, equipment,
and more, with four category group toggles (logistics / buildings / military / misc).
Port of the abandoned Total Productivity mod by AivanF (LGPLv3, see
LICENSE-third-party.txt), skipped automatically when the original mod is installed.
- Jetpack fuel HUD toggle (default off, needs the Jetpack mod): while flying, a small
movable window shows current fuel + inventory count, a burn bar, and estimated
remaining flight time. Port of Puppy's Jetpack UI (MIT) without the flib dependency,
skipped automatically when the original mod is installed.
Bugfixes:
- The jetpack HUD keeps its window position across restarts and server joins. The
original discarded the saved position when it looked off-screen, judged against a
display resolution that reports a stale default during the first ticks after joining -
the position is now always restored and clamped when the resolution/scale events
deliver real values.
Version: 0.6.4
Date: 2026-07-14
Changes:
- Removed the short-lived Factorissimo map icons experiment (0.6.2/0.6.3, never released):
map tags can't match the recipe-icon look and feel. Saves that ran it get their factory
markers and stored data cleaned up automatically.
Version: 0.6.1
Date: 2026-07-14
Changes:
- Dev build bump (no code change from the final 0.6.0 build). During development each
built zip now gets its own patch version so the game reliably fires
on_configuration_changed and multiplayer version checks stay unambiguous.
Version: 0.6.0
Date: 2026-07-14
Features:
- Teleporter pads toggle (default off): port of the Teleporters mod by Klonan (LGPLv3, see
LICENSE-third-party.txt), updated for Factorio 2.1 and extended. Buildable pads researched
with chemical science; walk onto a pad to get a map of your other pads and click one to
teleport. Pads are named, renamable, and shown as map tags.
- Energy cost: each pad has a 200 MJ electric buffer; teleporting drains the DESTINATION
pad, so an unpowered pad can't be teleported to. Map settings for MJ per teleport
(0 = free), extra MJ per 100 tiles, and a cross-surface multiplier.
- Cross-surface teleporting with a per-player surface filter dropdown in the GUI, custom
display-only surface aliases (rename button next to the dropdown), and an optional
hide-space-platforms setting.
- Wireless remote: toolbar shortcut opens the teleporter list from anywhere once the tech
is researched. Costs a configurable multiple of the pad-to-pad price (default 2x), still
drained from the destination pad.
- Return teleport: after a remote jump the list offers a free Return entry with a live
camera preview of where you came from (configurable time limit, default 10 min).
- Players in the list: your team's online players appear at the top with map previews -
click to teleport to them for free.
- Migration from the original Teleporters mod: run /etech-migrate-teleporters while BOTH
mods are installed to convert every placed teleporter to an E-Tech pad (names recovered
from map tags), convert teleporter items in player inventories, and carry over the
researched technology. Then save and remove the original mod.
- Resource map markers toggle (default off): automatically tags resource patches on the
map - one marker per patch with the resource icon and total amount (infinite resources
like crude oil show well count and average yield). Markers update as chunks are charted,
ore is mined out, or chunks are deleted; deleting a marker mutes that patch;
/etech-markers-rebuild rescans everything (also runs automatically when the toggle is
first enabled on an existing save). Minimum patch size is a map setting. Written from
scratch for E-Tech (public domain) as a 2.1-native replacement for the abandoned
Resource Map Label Marker mod, whose fork crashes on Factorio 2.1.
Leftover markers from removed marker mods are swept automatically when the toggle is
first enabled and whenever a known marker mod is removed; /etech-markers-clean-legacy
does the same on demand (count first, "confirm" to delete). Player-placed tags are
never touched.
Changes:
- The teleport-to-player shortcut's internals moved to an event_handler lib so both
teleport systems can share GUI events. No behavior change.
Version: 0.5.3
Date: 2026-07-11
Changes:
- Mod retitled "E-Tech: Vanilla Recipes for AAI Industry + QoL Toggles" and description
rewritten to reflect the expanded scope. No gameplay changes.
Version: 0.5.2
Date: 2026-07-11
Bugfixes:
- More Factorio 2.1 fixes for the uranium bacteria recipes, now verified field-by-field
against the game's own 2.1 iron-bacteria recipes: removed 'result_is_always_fresh'
(product gets 'reset_freshness_on_craft' like vanilla cultivation), removed
'show_amount_in_title' (gone in 2.1), replaced removed 'organic-or-hand-crafting'
category with 'organic' + 'crafting', added 'auto_recycle = false' to cultivation.
Version: 0.5.1
Date: 2026-07-11
Bugfixes:
- Fixed load error on Factorio 2.1: product 'probability' was renamed to
'independent_probability' (uranium bacteria recipe).
Version: 0.5.0
Date: 2026-07-11
Features:
- Uranium bacteria on Gleba toggle (default off, needs Space Age): port of the abandoned
Simple Gleba Uranium mod by cindersash (MIT, see LICENSE-third-party.txt). Jelly gives a
1% chance of uranium bacteria (Jellynut tech), bacteria + bioflux multiplies it in a
biochamber (Bacteria cultivation tech), and the bacteria spoils into uranium ore.
Prototype names keep the original sgu_ prefix so saves from the old mod keep their items.
Version: 0.4.0
Date: 2026-07-11
Features:
- Restore nuclear fuel crafting toggle (default off): brings back the vanilla nuclear fuel
item and recipe that Krastorio 2 hides. Unlocked by Kovarex enrichment like vanilla when
that tech is available, otherwise enabled from the start.
- Teleport-to-player toolbar shortcut (default off, experimental): with one other player
online, clicking teleports straight to them; with several, a picker window opens.
Works across surfaces and follows the target's physical position.
Version: 0.3.1
Date: 2026-07-08
Features:
- Allow quality modules in asteroid crushing/reprocessing recipes (toggle, default on).
- Nuclear fuel stack size setting (default 1 = vanilla).
- Artillery shell stack size setting (default 1 = vanilla).
- Agricultural science pack spoilage toggle (default on = vanilla; turn off to stop spoiling).
Version: 0.3.0
Date: 2026-07-08
Features:
- New toggle (default on): allow all module types in every beacon, including productivity
and quality modules. Applies to modded beacons too. Opens allowed_effects and clears
allowed_module_categories on every beacon prototype.
Version: 0.2.5
Date: 2026-07-08
Bugfixes:
- Electronic circuit: with Krastorio 2 Spaced Out the baseline is iron plate 2 + copper
cable 4 (no wood; K2SO removes K2's wood ingredient). Wood version only applies with
K2 alone.
- AAI's redundant "Electronic circuit (Wood)" alternate recipe hidden when K2 is present
(K2/K2SO provide their own wood path).
Version: 0.2.4
Date: 2026-07-08
Changes:
- With Krastorio 2: AAI's Single-cylinder engine (motor) recipe is hidden from the player
crafting menu (machines can still craft it - burner lab and fuel processor use it, and
AAI's belt-unlock trigger counts crafted motors).
Version: 0.2.3
Date: 2026-07-08
Bugfixes:
- With Krastorio 2: recipes K2 itself modifies now restore to K2's version instead of plain
vanilla (the pre-AAI state of a K2 game). Fixed: engine-unit (iron plate, not steel),
gun-turret, assembling-machine-1, steam-turbine, electronic-circuit, solar-panel,
heavy-armor, roboport, laser-turret, lab.
Version: 0.2.2
Date: 2026-07-08
Changes:
- Cosmetic restore: engine-unit and electric-engine-unit get their vanilla names and icons
back ("Engine unit" instead of AAI's "Multi-cylinder engine"). Same items as always -
AAI only renamed/reskinned them; assemblers were never switched.
Version: 0.2.1
Date: 2026-07-08
Bugfixes:
- New K2-restore pass: AAI's own Krastorio2-compat rewrites some K2 recipes; those now get
K2's originals back. First entry: Chemical tech card (AAI added a multi-cylinder engine
and changed glass amounts; restored to K2's blank card 5 + glass 15 + adv circuit 5 +
sulfuric acid 50).
Version: 0.2.0
Date: 2026-07-08
Major Features:
- Redesign: single purpose, no per-recipe toggles. All vanilla recipes AAI Industry
changed are unconditionally restored to their vanilla ingredients (45+ recipes:
logistics, inserters, drills, furnaces, assemblers, power, oil processing, science
packs, electric network, military, armor, vehicles).
- Science packs are hand-craftable again (vanilla behaviour).
- Everything AAI adds is kept as-is: burner assembler/lab/turbine, industrial furnace,
area mining drill, fuel processor, wall & gate tiers, stone path, motors, glass, sand,
stone tablets - including their AAI recipes, since they are new items.
- Tech tree and research progression are untouched; recipes unlock where AAI put them.
- Mod-respect guard: a recipe is only restored if it still matches AAI's version (or
contains an AAI-only item). Recipes rewritten by another mod (e.g. Krastorio 2) are
detected and left alone; skips are logged with an [E-Tech] prefix.
Changes:
- Removed all per-recipe/per-bundle startup settings. Only the crashed-ship toggle remains.
Info:
- boiler is not listed: AAI's ingredients already equal vanilla's (only its tech gate
differs, and tech is out of scope).
- offshore-pump ingredients are left as AAI's (vanilla 2.x values unverified; cheap either way).
Version: 0.1.0
Date: 2026-07-07
Features:
- Initial release: per-recipe revert toggles, fluid-basics un-gate, crashed-ship pickup.