Engineers vs Environmentalist Redux


A Factorio 2.0 overhaul with custom ores, heavier processing chains, expanded science and materials, cleaner starter-region worldgen, and deliberate outpost progression.

Overhaul
an hour ago
2.0
465
Environment Mining Fluids Manufacturing

Changelog

Version: 3.3.6
Date: 2026-04-30
  Balance:
    - Escalated under-priced technology costs so mid-game gates no longer sit at tutorial-level 1/5/10-count research prices.
    - Rebalanced Engine, Electric engine, Advanced electronics, Advanced electronics 2, Advanced material processing 2, Oil processing, Fluid handling, Chemical plant tiers, Robotics, and related sulfuric-acid progression costs.
    - Added a broad existing tech-cost floor so any remaining visible technology with a valid unit cost is bumped to a sane minimum without adding new science-pack gates unexpectedly.
  Changes:
    - Removed the separate Flying technology. Robotics now directly unlocks Flying Robot Frame, avoiding an extra dead-end milestone tech.
  Compatibility:
    - Added a 3.3.6 migration to refresh technologies and recipes on existing saves after the Flying tech removal and research-cost rebalance.
  Fixes:
    - Added a final technology research-unit guard so infinite technologies keep count_formula and do not also receive count from the 3.3.6 cost-floor pass.
Version: 3.3.5
Date: 2026-04-27
  Balance:
    - Added a full late recipe balance pass covering ingredient spikes and crafting-time outliers after all Space Age category rewrites have run.
    - Normalised EvE science, clean, coal, steel, explosive, and computing pack costs so they no longer use placeholder 1k/10k/64k ingredient jumps or multi-hour craft times.
    - Added a final safety clamp for placeable entities, chemistry/electrolysis/oil-processing recipes, science-pot recipes, and optional-mod recipes to keep recipe times and ingredient counts in playable ranges.
    - Kept Vulcanus Acid neutralisation and Steam condensation on sane Space Age bootstrap volumes and machine lanes while preserving Cryogenic plant compatibility as a later option.
  Compatibility:
    - Added a 3.3.5 migration to refresh technologies, effects, and recipes on upgraded saves.
  Fixes:
    - Rewrote the pipe prototype file to mutate vanilla pipe and pipe-to-ground prototypes directly instead of extending a malformed nested prototype table.
    - Added an early guarded recycling recipe-category fallback for Space Age / Quality modpacks that reference recycling before it exists.
    - Hardened lib.prototype.extend so accidental nested prototype batches are flattened before data:extend.
    - Stopped redefining vanilla/Space Age rail entity prototypes; rail.lua now mutates existing rail recipes/items only, preserving the 2.0 RailPictureSet schema.
    - Updated railway technology unlocks to use the 2.0 rail-planner recipe when present and skip missing legacy recipe names safely.
Version: 3.3.4
Date: 2026-04-27
  Fixes:
    - Restored Acid neutralisation to the Space Age chemistry/cryogenics bridge category so it is no longer shown as Cryogenic-plant-only.
    - Re-added chemistry-or-cryogenics and organic-or-chemistry support to EvE chemical plant tiers after the category rewrite passes.
    - Kept Acid neutralisation and Steam condensation unlocked from Calcite processing so the Vulcanus water/steam loop is not gated behind Aquilo/Cryogenic plant progression.
  Compatibility:
    - Added a 3.3.4 migration to refresh technologies, effects, and recipes on upgraded Space Age saves.
Version: 3.3.3
Date: 2026-04-26
  Fixes:
    - Added a data-final-fixes Space Age bootstrap pass so the Cryogenic plant recipe no longer points at the Cryogenic plant itself.
    - Moved Steam condensation back onto a normal fluid-capable assembler lane so Calcite processing no longer unlocks a recipe that requires the late Cryogenic plant.
    - Re-added the Space Age cryogenics-or-assembling bridge category to EvE assembler tiers after category rewrites.
Version: 3.3.2
Date: 2026-04-26
  Fixes:
    - Added a final late Space Age hotfix pass to keep the starter steam and utility chain on sane assembler lanes instead of drifting onto cryogenic-plant or other specialist-machine routes.
    - Forced boiler, storage-tank, steam-engine, steam-unit, starter pole, pipe, inserter, and transport-belt family recipes back onto normal crafting categories, while preserving crafting-with-fluid for fluid-bearing recipes.
    - Reasserted the sulfuric-acid and core chemistry loop onto chemistry lanes and widened EvE chemistry machine category coverage so early Space Age progression does not deadlock on the wrong specialist building.
    - Stripped accidental late planet-science pack requirements from early steam / utility / chemistry techs in the final update-stage pass.
  Compatibility:
    - Added a 3.3.2 migration to refresh technologies, effects, and recipes on upgraded saves.
Version: 3.3.1
Date: 2026-04-26
  Balance:
    - Rebalanced the full solar panel family to sane Space Age-friendly output levels instead of the broken watt-level values that left ships and off-world grids unusably weak.
    - Solar Panel MK1/MK2/MK3 now produce 60kW / 180kW / 360kW.
    - Small Solar Panel MK1/MK2/MK3 now produce 30kW / 60kW / 120kW.
    - Large Solar Panel MK1/MK2/MK3 now produce 180kW / 540kW / 1080kW.
  Locale:
    - Rewrote the English and Polish solar panel descriptions so they no longer claim the old placeholder 5 W per m² values.
  Fixes:
    - Updated the Space Age compatibility override so the sane solar outputs are preserved even if later update-stage passes touch the solar family again.
Version: 3.3.0
Date: 2026-04-26
  Changes:
    - 3.3.5 hotfix: removed stale stages/ entrypoint calls and normalized pipe connection positions inside entity collision boxes.
    - Prepared a 3.3.0 clean-pass release package for Mod Portal from the current 3.2.20 baseline.
    - Consolidated and reordered the full changelog history so all previous release entries are preserved in descending version order.
    - Kept the current Space Age prerequisite audit, planet compatibility work, readability cleanup, and category cleanup intact.
  Info:
    - This is a release-packaging and changelog cleanup pass, not a new gameplay rebalance pass.
Version: 3.2.20
Date: 2026-04-26
  Compatibility:
    - Added a fresh-start Space Age prerequisite audit pass focused on early tech leaks, bootstrap recipe sanity, and planet-facing late-tech gates.
    - Removed the early nitrogen-chemistry unlock leak from Air Pump and moved the full nitrogen chain back under Nitrogen Technologies after the Cryogenic step.
    - Tightened the late Vulcanus and Fulgora branches so tungsten, magma-adjacent materials, advanced electronics, AI4, late batteries, and Automation 5 sit behind the intended Space Age progression.
    - Kept starter and platform-bootstrap recipes such as belts, poles, inserters, assemblers, engines, sulfur chemistry, and thruster propellants on sane assembler / chemistry lanes instead of specialist-machine drift.
  Bugfixes:
    - Re-added missing signal visibility for key Space Age ores and fluids during the fresh-start audit pass.
    - Added a 3.2.20 migration to refresh technologies, effects, and recipes on upgraded saves.
Version: 3.2.19
Date: 2026-04-26
  Compatibility:
    - Added a Space Age planet-by-planet sweep focused on Vulcanus, Fulgora, Gleba, and Aquilo progression.
    - Gated the clearly planet-specific EvE late-tech branches behind the matching Space Age science step instead of leaving them on automation-science-only progression.
    - Kept the Vulcanus sulfur, tungsten, and magma chains on sane chemistry / crusher / smelting lanes instead of unrelated specialist machines.
    - Kept the Gleba-adjacent organic oil branch on normal chemistry and assembler lanes for cleaner Space Age factory compatibility.
    - Kept the Aquilo nitrogen and ammonia chain on chemistry while moving the technology gate to cryogenic science.
  Readability:
    - Rewrote key late-tech descriptions to explain which planet or Space Age milestone each branch is meant to sit behind.
  Bugfixes:
    - Restored additional Space Age resource and fluid signals, including holmium ore, spoilage, and thruster propellants.
    - Added a 3.2.19 migration to refresh technologies, effects, and recipes on upgraded saves.
Version: 3.2.18
Date: 2026-04-26
  Changes:
    - Added a readability cleanup pass focused on clearer technology names, better branch descriptions, cleaner menu labels, and improved onboarding copy.
  Locale:
    - Updated English and Polish technology text so the secondary science and AI/computing branches explain what they actually unlock.
    - Cleaned up guide, objective, and progress-panel wording for the starter flow and major blocker hints.
    - Refined raw-material and category labels for a cleaner crafting menu presentation.
Version: 3.2.17
Date: 2026-04-26
  Changes:
    - Added a second Space Age compatibility audit pass focused on specialist-machine drift, lab science coverage, and clearer secondary-tech descriptions.
  Fixes:
    - Expanded the Space Age recipe-category repair so core infrastructure, rail logistics, solar/accumulator power pieces, and common circuit-control parts stay craftable in normal assembler paths instead of drifting onto specialist machines.
    - Added Space Age science packs to lab-2 input coverage so late Space Age research remains valid inside the EvE lab chain.
    - Restored extra Space Age resource and fluid signals, including scrap, calcite, tungsten ore, and ammonia.
    - Documented the secondary science/computing branches more clearly in English and Polish so the tech tree shows what those research lines actually unlock.
Version: 3.2.16
Date: 2026-04-26
  Compatibility:
    - Added a dedicated Space Age compatibility repair pass for mid-save upgrades and planet progression.
    - Forced core belts, poles, pipes, inserters, and other starter infrastructure back onto normal crafting categories so Space Age specialist machines no longer hijack them.
    - Forced the sulfuric acid chain back onto chemistry so Vulcanus sulfur loops do not point at Aquilo cryogenic plants.
    - Re-added core chemistry and oil-processing categories to EvE processor tiers for safer Space Age recipe coverage.
  Balancing:
    - Rebalanced EvE solar panels to Space Age-usable outputs so early platforms and offworld bootstrap power are not effectively bricked.
  Bugfixes:
    - Restored iron ore, copper ore, coal, stone, and key fluids to signal visibility.
    - Added a save refresh migration for upgraded runs that have been through multiple research-tree rewrites.
Version: 3.2.15
Date: 2026-04-25
  Bugfixes:
    - Fixed the Space Age logistics category hotfix so belt recipes with fluid ingredients, including turbo belts, stay in crafting-with-fluid instead of being forced into plain crafting.
    - Kept non-fluid belt and power-pole recipes on normal crafting categories so upgraded Space Age saves can craft them in EvE assemblers again.
    - Added a 3.2.15 migration to refresh force technologies, effects, and recipes on upgraded saves.
Version: 3.2.14
Date: 2026-04-25
  Changes:
    - Repaired Space Age migration drift for early logistics and pole recipes by forcing the transport-belt and power-pole families back onto normal crafting categories.
    - Added basic-crafting support to the custom assembling-machine tier so simple vanilla and Space Age recipes show in EvE assemblers again.
    - Restored vanilla iron-ore visibility in signal selection and Factoriopedia so circuit conditions can target iron ore again.
    - Added a 3.2.14 migration to reset force technologies, effects, and recipes on upgraded saves.
Version: 3.2.13
Date: 2026-04-24
  Changes:
    - Bumped the current 3.2.12 dual-victory and category-rewrite build to 3.2.13 for release packaging.
    - Keeps the split victory path: vanilla satellite rocket launch without Space Age, and Space Age progression without the custom satellite path.
    - Keeps the smart inserter category cleanup and raw-materials subgroup rewrite from the current hotfix line.
Version: 3.2.12
Date: 2026-04-24
  Bugfixes:
    - Stopped replacing the vanilla satellite prototype wholesale on base-game saves, preserving the rocket-silo payload behavior so satellites can be inserted into silos again.
    - Added a late satellite payload cleanup pass to reassert launch products, manual send mode, and the correct satellite recipe/icon after other update-stage rewrites.
    - Added a migration to refresh recipe and technology state on existing saves after the satellite payload fix.
  Changes:
    - Split the smart inserter family into its own logistics crafting subgroup so filtered inserters no longer crowd the main inserters tab.
    - Removed the custom satellite recipe/item unlock again so progression stays aligned with Space Age.
    - Split endgame progression by expansion state: base-game runs keep the vanilla satellite rocket path, while Space Age runs keep the interstellar platform path.
  Bugfixes:
    - Restored the vanilla satellite recipe and rocket-silo unlock when Space Age is not active so the normal base-game win condition works again.
    - Limited the satellite suppression and runtime recipe lockout to Space Age only, so non-Space-Age saves no longer lose their rocket victory path.
Version: 3.2.11
Date: 2026-04-24
  Fixes:
    - Kept smart inserter MK3 and smart long inserter MK3 on the AI3 step so they require medium AI instead of lower-tier AI parts.
    - Hardened the late update pass so the tier-3 filtered bulk inserter recipes stay aligned with express inserters plus medium AI.
    - Added a save refresh migration so existing saves pick up the smart inserter recipe and tech adjustments cleanly.
Version: 3.2.10
Date: 2026-04-24
  Fixes:
    - Restored the satellite launch metadata so satellites can be inserted into rocket silos again and produce space science on launch.
    - Moved smart inserter MK3 and smart long inserter MK3 to the tier-3 inserter progression, updating their recipes to use express inserters plus medium AI.
    - Updated smart inserter MK3 locale names to match their late-tier role.
Version: 3.2.9
Date: 2026-04-23
  Changes:
    - Removed the localised-name fallback prototype pass so names and descriptions come from the locale/ files instead of hardcoded update-stage overrides.
    - Merged the fallback locale content into the normal locale files and removed the fallback locale files from the package.
    - Replaced the minimal Polish locale with the contributed full Polish localisation split into normal locale category files.
  Bugfixes:
    - Stopped late boiler and logistics update passes from forcing English localised names and descriptions over translated locale entries.
    - Removed remaining update-stage requires for the deleted localised-name fallback helper.
  Localization:
    - Kept the package locale-only, with no fallback Lua path and no zz_fallback_auto.cfg files.
Version: 3.2.8
Date: 2026-04-22
  Changes:
    - Restored explicit endgame recipe ownership for the rocket chain so low-density structures, rocket control units, rocket parts, and satellites are unlocked by the rocket-silo branch again.
    - Added isolated Incinerators compatibility in compat/ so only incinerator recipes are rewritten away from the vanilla stone-furnace dependency.
  Bugfixes:
    - Fixed rocket control units being uncraftable because their recipe had no surviving unlock effect after the progression cleanup passes.
    - Fixed Incinerators recipes that incorrectly required vanilla stone furnaces instead of EvE Basic Furnaces.
  Save-update safety:
    - Added migration 3.2.8.lua to refresh force technologies, effects, and recipes when updating an existing save.
Version: 3.2.7
Date: 2026-04-19
  Changes:
    - Cleaned up duplicated technology unlock paths in the steel, sulfur, nitrogen, fluid, and explosives branches so Factoriopedia no longer shows the same recipe under multiple progression steps.
    - Removed repeated unlock effects from Steel Science 4, Sulfuric Acid Processing 1 and 4, Nitrogen Technologies, Explosives Science 2, and Advanced Material Processing 4 where those recipes already belonged to earlier or more appropriate techs.
    - Added a late 3.2.7 technology cleanup stage that strips stale steam-power prerequisite links everywhere and enforces single-owner unlocks for the duplicated recipe cases found in this pass.
  Bugfixes:
    - Fully suppressed the ghost steam-power helper technology so upgraded saves no longer show the hidden-steam-power placeholder in parts of the tree.
    - Suppressed the dead sulfuric-acid-alien helper technology, which only duplicated existing sulfur unlocks.
  Save-update safety:
    - Added migration 3.2.7.lua to refresh force technologies, effects, and recipes when updating an existing save.
Version: 3.2.6
Date: 2026-04-19
  Changes:
    - Removed the blank steam-power technology root from the early tech tree.
    - Restored direct prerequisites for early fluid storage, medium/big poles, and solar so those branches no longer point at an empty placeholder tech.
    - Added a late 3.2.6 tech-tree cleanup pass so the early research screen opens on meaningful roots only.
  Bugfixes:
    - Hardened runtime tech reconciliation so steam-power stays suppressed on upgraded saves and configuration refreshes.
    - Kept the 3.2.5 starter steam and small-power-pole craftability fixes intact.
  Save-update safety:
    - Added migration 3.2.6.lua to refresh force technology and recipe state when updating existing saves.
Version: 3.2.5
Date: 2026-04-15
  Changes:
    - Fixed the 3.2.5 load error where some prototypes could end up with subgroup = science even though science was only an item-group.
    - Corrected the subgroup remap helper so science-group fallbacks use the existing labs subgroup instead of the nonexistent science subgroup.
    - Added a defensive repair pass and compatibility subgroup fallback so migrated or stray prototypes with invalid subgroup references no longer hard-crash loading.
    - Performed a deep scan of vanilla-touching prototype update files and hardened them to use table.deepcopy before mutating vanilla Factorio prototypes.
    - Updated direct vanilla patch paths for player, blueprints, chests, transport belts, late belt normalization, base iron ore, inserters, worldgen crude oil, category remaps, fluid connection templates, furnace fixes, icon normalization, and logistics technology/item/recipe sync helpers.
  Info:
    - This pass targets vanilla-derived prototype mutation safety, not gameplay rebalance.
    - Additional same-version hotfix: corrected boiler and steam-engine locale names, repaired boiler recipe names, and forced late boiler tier icon/tint overrides.
  Bugfixes:
    - Restored boiler graphics hotfix so Boiler MK2-MK4 remain visible after the locale/icon cleanup pass.
Version: 3.2.4
Date: 2026-04-15
  Changes:
    - Bumped the mod version to 3.2.4.
    - Removed the invalid Enhanced_Map_Colors_2_Reupload dependency entry from info.json.
    - Added a dynamic crafting cleanup pass that finds recipes enabled from the start and also unlockable through the technology tree, then hides those recipes from player crafting.
  Bugfixes:
    - Kept the existing steam-power unlock fix path in place for the early steam and pole chain.
    - Kept the no-handcraft-whitelist branch behavior, with only the new start-unlocked recipe cleanup applied.
  Compatibility:
    - Left the rest of the 3.2.3 mainline stabilization, progression, migration, and compat work intact.
  Info:
    - automation-science-pack remains visible as the bootstrap exception.
Version: 3.2.3
Date: 2026-04-12
  Changes:
    - Built a 3.2.3 mainline stabilization patch that ignores optional graphics overlays and focuses on progression, compat, and save/update safety.
    - Added a guarded Grappling Gun compatibility shim that rewrites the grappling recipe away from iron-stick where possible and merges in safer EvE-side prerequisites when the Grappling Gun technology exists.
    - Added a dedicated 3.2.3 progression stabilization stage that explicitly repairs key early/midgame unlock chains for assemblers, inserters, boilers, steam engines, drills, area drills, storage, poles, solar, pumps, and chemical tiers.
    - Expanded runtime tech reconciliation to preserve more researched unlock chains across recipe/technology resets on save updates and configuration changes.
  Save-update safety:
    - Added migration 3.2.3.lua to snapshot tracked technologies, perform a clean force reset, restore researched progression, and re-apply manual unlocks for critical EvE progression recipes.
  Compat:
    - Added optional dependency hint for grappling-gun.
    - Kept compatibility isolated in compat/ and progression fixes in prototype/runtime-owned files.
Version: 3.2.2
Date: 2026-04-12
  Changes:
    - Fixed the solar display hotfix again: custom small and large solar families are now restored directly from the captured safe prototype snapshot instead of being force-rebuilt by the hotfix, and only the regular solar-panel / solar-panel-2 / solar-panel-3 trio is overridden with the user-provided panel art.
    - Reworked the direct solar picture helper to write a layers-based picture definition, which is safer for solar-panel prototype display than the earlier flat picture table.
    - Updated the main display hotfix solar family again: the base solar-panel now uses the user-provided regular panel sprite, solar-panel-2 and solar-panel-3 now use derived tinted regular-panel variants, and the higher custom small/large tiers now preserve explicit tint values again instead of rendering untinted.
    - Fixed a syntax error in stages/updates/graphics_hotfix.lua introduced during the v3 solar/AI-trainer hotfix rebuild.
    - Fixed the main display hotfix again for AI trainers and solar panels: AI trainer tiers now explicitly inherit safe captured assembler graphics sets, and the custom solar-panel family now uses the actual bundled HR sheet dimensions with scale 0.5 instead of half-size width and height values that were cropping the panels incorrectly.
    - Fixed missing custom solar graphic references in the main display hotfix by remapping solar-panel-small-3 and solar-panel-large-3 onto existing safe EvE solar sheets already present in the mod package.
    - Added a main-mod display hotfix pass for the incorrect graphics families you called out earlier: roboport, assembling-machine-1/2/3, solar panels, and accumulators.
    - Expanded the graphics hotfix so custom solar-panel variants are forced back onto safe picture definitions with neutral shifts, while roboport, assembler, and accumulator visuals are restored from captured safe base visuals.
    - Ran the 3.2.2 hardening roadmap in order as a file-level pass: fresh-save progression audit, save/update safety audit, compatibility audit, regression sweep, balance sanity review, and release cleanup.
    - Updated runtime shared versioning and packaged the next release as 3.2.2.
  Bugfixes:
    - Hardened runtime tech-sync so save refreshes now snapshot and restore key non-logistics progression technologies as well as the logistics ladder before reapplying unlock state.
    - Expanded manual recipe reconciliation to cover core progression machine families including assembler tiers, drill tiers, boiler and steam-engine upgrades, mixing furnaces, chemical-plant upgrades, and lab-2/chemical-science unlock recovery where those recipes exist.
    - Added a 3.2.2 migration that re-runs the same reconciliation path for existing saves updating into this release.
  Compatibility:
    - Re-audited the compat boundary and kept cross-mod logic isolated to compat/ while leaving EvE-owned logic in the proper runtime and stage files.
    - Kept the current Electric Grid and Mining Drones compat handling and verified that the logistics ladder continues to adapt to Space Age turbo-belt presence from prototype detection instead of a separate hard dependency rewrite.
  Balancing:
    - Performed a balance sanity review for 3.2.2 and intentionally left existing gameplay numbers unchanged in this pass because no safe static outlier fix was required without a new gameplay repro.
  Info:
    - This is the 3.2.2 hardening release package built from the current 3.2.1 release line.
Version: 3.2.1
Date: 2026-04-12
  Graphics:
    - Finalized a crusher readability and alignment polish pass for 3.2.1 by re-centering the active strips, tightening chassis grounding, slightly brightening and sharpening the runtime base sprites, and toning the glow/effect overlays for cleaner gameplay readability.
    - Removed the secondary crusher animation pass so fan animations and mk3 arm/manifold motion no longer play; those details now remain static in the base art while working, glow, and effect layers stay active.
    - Tuned per-tier crusher animation layer alignment from the screencast review so mechanism, secondary, glow, and effect passes sit more cleanly inside each chassis.
    - Implemented a more detailed crusher runtime layering pass using only the uploaded transparent-background mk1 to mk4 crusher images.
    - Rebuilt crusher-1 through crusher-4 HR base sprites, shadows, icons, and four separate runtime layer strips per tier: working, secondary, glow, and effect.
    - crusher-1 now approximates a slower chewing rock loop, moderate cooling spin, red warning-glow pulse, and light exhaust smoke.
    - crusher-2 now approximates a faster downward milling loop, high-RPM cooling fan pass, stronger blue emissive pulse, and heavier dust overlay.
    - crusher-3 now approximates a classifier/sifting loop, independent manifold plus articulated-arm pass, UI flicker glow pass, and light particulate motion.
    - crusher-4 now approximates a pulsing plasma-core loop, hologram/canister secondary pass, stronger additive fusion glow, and plasma arc effect overlay.
  Bugfixes:
    - Kept the frame-count-safe static-base plus working_visualisations structure to avoid the earlier prototype load errors.
  Info:
    - Updated the release to 3.2.1.
Version: 3.2.0
Date: 2026-04-12
  Changes:
    - Rebuilt 3.2.0 as the full Progression & Infrastructure Rewrite release baseline and finalized this Mod Portal cleanup package without changing the version number.
    - Locked the vanilla 2.0+ logistics ladder to yellow, red, blue, turbo, then appended EvE green and purple as the post-vanilla tiers.
    - Reworked the logistics technologies so the research tree, unlocks, icons, and runtime reconciliation all point at the same belt ladder.
    - Added a 3.2.0 save-refresh migration so old saves re-evaluate the rebuilt logistics ladder when updating into this release line.
  Bugfixes:
    - Reapplied belt-family speed, underground distance, fast_replaceable_group, next_upgrade, and related belt linkage in both update and final stages.
    - Hid the standalone turbo legacy technology and moved the real unlock path onto the logistics MK4 to MK6 chain while keeping old saves compatible.
    - Hardened runtime tech-sync so old saves keep the intended logistics progression without reopening the whole tree.
    - Locked in the early steam and starter automation baseline by reasserting boiler, steam-engine, starter poles, pipes, offshore pump, burner inserter, and early assembler recipe sanity.
    - Added a targeted graphics-definition hotfix for roboport, assembling-machine-1, assembling-machine-2, assembling-machine-3, solar-panel, solar-panel-2, solar-panel-3, and the accumulator family using safe vanilla 2.0-style visual definitions.
  Balancing:
    - Added an early automation and machine-tier pass for burner inserter, assembling-machine-1, assembling-machine-2, and the first electric mining handoff.
  Graphics:
    - Finalized the crusher family with the transparent-background uploaded mk1 to mk4 source images and rebuilt the active runtime HR set as base sprites, shadows, icons, and pulsing working/glow overlays for crusher-1 through crusher-4.
    - Restored roboport visual fields from captured vanilla donor visuals.
    - Fixed the accumulator family to use proper chargable graphics instead of older cropped picture fields.
    - Fixed solar-panel, solar-panel-2, and solar-panel-3 to use safe layered visuals.
    - Fixed assembling-machine-1, assembling-machine-2, and assembling-machine-3 to use proper 2.0-style graphics_set definitions.
    - Removed obsolete non-runtime crusher source, preview, and unused low-resolution generated graphics from the release package.
    - Refined crusher runtime animation layering with tier-tuned working speeds, additive glow lights, and a separate soft effect overlay pass while keeping the stable static-base plus working_visualisations structure.
  Compatibility:
    - Kept EvE-owned progression and ladder fixes in the proper prototype, stage, runtime, and migration files instead of pushing them into compat/.
  Info:
    - This is the cleaned Mod Portal release package for the 3.2.0 line and intentionally stays at version 3.2.0.
Version: 3.1.3
Date: 2026-04-10
  Changes:
    - Finalized the 3.1.3 Mod Portal release package.
    - Cleaned and corrected changelog.txt while keeping the current 3.1.x release history intact.
  Bugfixes:
    - Rolled the current green, purple, and turbo belt-family fixes into the release build.
    - Kept the corrected 2.0+ and Space Age-safe belt-family sprite handling used by the current package.
  Graphics:
    - Kept the corrected green and purple belt-family colour separation and the white turbo entity visual pass in the release build.
  Info:
    - Kept the internal folder and info.json version at 3.1.3.
    - Retained changelog.txt in the package for Mod Portal release.
Version: 3.1.2
Date: 2026-04-09
  Changes:
    - Rebuilt all EvE pumpjack tiers from the live base-game pumpjack prototype so pipe connection boxes, visuals, sounds, and other mining-drill fields stay valid on current Factorio builds.
    - Split icon cleanup and mining-tools cleanup out of prototypes/final_fixes/generic.lua into dedicated final-fix files.
  Bugfixes:
    - Fixed a 3.1.2 data-final-fixes crash from generic.lua still calling moved technology-icon cleanup.
    - Removed generated tier overlay and tier badge icon layers from technologies, items, recipes, and entities so tiered icons no longer get the large purple, blue, and orange overlay stamps.
    - Removed Mining Drones cross-mod prerequisite rewrites from the prototype-owned technology final-fix file so compat stays in compat/mining_drones.lua.
    - Moved drill and pumpjack visual and power normalization out of the generic final-fix blob and into prototypes/mining-tools/final_fixes.lua.
  Graphics:
    - Kept the 3.1.1 graphics branch as the active base while removing the runtime overlay treatment that was obscuring icons.
  Info:
    - 3.1.2 is the clean test line for pumpjack, icon, and generic.lua cleanup.
Version: 3.1.1
Date: 2026-04-09
  Bugfixes:
    - Fixed all pumpjack tiers to use a real output fluid box so pipes can connect again.
    - Added crude oil starting-area generation back into EvE worldgen so new maps spawn oil near the early game more reliably.
  Graphics:
    - Repacked this build as 3.1.1 so Factorio loads the updated graphics build instead of an older 3.1.0 package by mistake.
  Info:
    - Keep only one EvE zip enabled in the mods folder when upgrading from older test builds.
Version: 3.1.0
Date: 2026-04-09
  Changes:
    - Finalized the 3.1.0 rewrite release package and cleaned the distribution assets for release.
    - Completed a full final-fix sweep so EvE-owned late cleanup now loads from prototype-owned files instead of compat/.
    - Reworked the lib/ helper layer into a proper shared library layout with dedicated item, recipe, ore and resource, prototype, and validation modules.
    - Completed a full prototype definition sweep so prototype files now load lib and route prototype registration through the shared eve.extend entrypoint instead of calling data:extend directly.
    - Fixed accumulator base sprite paths for Factorio 2.x so charge and discharge filenames no longer use the old -animation suffix.
  Bugfixes:
    - Fixed malformed helper-based prototype definitions that were causing data-stage syntax errors in materials, logistics, and vehicle files.
    - Restored prototypes/shared/base_assets.lua from the 3.0.15 reference so inserter, storage, and science prototype files can load their shared base-asset helper from the proper prototype path again.
    - Removed duplicated local lib imports left behind by the full lib sweep so prototype files no longer carry repeated local eve = require("lib") declarations.
    - Moved the old global ore-yield helper out of the active data path and rewired resource yield setup through lib.ore so prototype edits now use the shared library instead of legacy globals.
    - Repointed data-final-fixes.lua to the moved internal modules so late-load cleanup still runs after the compat sweep.
    - Removed dead internal module requires so missing local prototype files no longer abort mod loading.
    - Restored 108 mechanically truncated prototype files from the 3.0.15 reference so recipes, results, and fluid prototypes load from their proper prototype files again.
    - Restored the nitrogen, ammonia, nitric-acid, and related chemistry chain in the prototype files so Quality recycling no longer crashes on void-nitrogen due to a missing nitrogen fluid.
    - Fixed accumulator charge and discharge sprite sheet dimensions and line lengths for current base graphics.
    - Restored wood and raw-wood as valid chemical fuels so burner inserter initial fuel loads correctly.
    - Restored crusher-1 through crusher-4 allowed_effects and fast_replaceable_group in the proper processor prototype files so module-slot crafting machines pass Quality validation again.
    - Restored truncated multi-tier technology prototype files in the proper prototypes/technology path, fixing missing technologies such as chemical-plants-2 and electrolyser-2.
    - Fixed malformed technology science-pack ingredient lists after the full lib sweep.
    - Restored missing recipe icons on lib-migrated inserter and processor recipes and restored the full fast-inserter and fast-long-inserter recipe outputs and ingredients after the full lib sweep.
    - Added Mining Drones compat that replaces unavailable iron-stick ingredients in mining-drone and mining-depot recipes with equivalent iron-plate cost in the compat layer.
  Graphics:
    - Merged the full graphics overhaul into the fix13 gameplay branch so the updated art actually appears in-game.
    - Fixed crusher gear sprite slicing to match the actual crusher-gears.png sheet.
    - Added thumbnail.png at the mod root for in-game and Mod Portal presentation.
  Compatibility:
    - Kept compat/ for cross-mod handling only, with Electric Grid left as the remaining compat-owned late-stage override.
  Info:
    - Added changelog.txt at the mod root and reformatted it to the official in-game Factorio changelog structure.
Version: 3.0.15
Date: 2026-04-09
  Changes:
    - Reworked the internal cleanup architecture so compat is reserved for cross-mod logic only.
  Bugfixes:
    - Fixed steam-engine tiers to reuse base-game steam-engine animations instead of referencing missing shadow sprite paths.
    - Normalized technology research ingredients to Factorio 2.0 tuple form so custom technologies pass prototype validation on load.
    - Moved EvE-owned cleanup passes out of compat/core final-fixes and into prototype and stage files.
    - Reduced late-stage patch-on-patch behavior by loading internal cleanup from prototypes and stage loaders instead of data-final-fixes.
    - Moved transport belt cleanup into the logistics update stage so data-final-fixes stays compat-only.
  Graphics:
    - Synced base-derived boiler, steam-engine, steam-turbine, heat-exchanger, lab, storage-tank, accumulator, assembling-machine, inserter, mining-drill, pumpjack, and processor visuals from base prototypes to avoid missing 2.0 asset paths.
    - Added a prototype-side base asset helper so manual file edits pull live base prototype definitions instead of hardcoded missing file names.
  Sounds:
    - Synced base-derived boiler, steam-engine, steam-turbine, heat-exchanger, lab, storage-tank, accumulator, assembling-machine, inserter, mining-drill, pumpjack, and processor sounds from base prototypes to avoid missing 2.0 asset paths.
  Compatibility:
    - Kept Electric Grid handling in compat as the remaining cross-mod final-fix path.
Version: 3.0.14
Date: 2026-04-09
  Changes:
    - Reworked runtime tech syncing so loaded saves force-enable existing technologies during heavy resyncs instead of patching only a few early unlocks.
    - Replaced the automation-science-pack tech-gating experiment with a direct loaded-save fix.
    - Rebuilt the steam power tier ladder so steam-engine MK1-MK4 scale upward cleanly and match boiler temperature tiers.
    - Added Boiler MK4 so the highest steam-engine tier has a proper paired boiler tier.
    - Moved loaded-save recipe and technology refresh handling into runtime/tech_sync.lua and made it run on configuration change and post-load runtime sync.
    - Replaced the failed 3.0.14 tech-refresh migration with a runtime force-reconciliation pass that runs on loaded saves.
    - Removed unneeded no-op migration files and kept only the required 3.0.10 JSON rename migration.
    - Replaced the duplicated late technology-tree patch block with a dedicated technology_tree module.
    - Removed broad root-visibility forcing and conflicting duplicate prerequisite rewrites from generic.lua.
  Bugfixes:
    - Enabled all force technologies during init, configuration change, force creation, and manual resync so old saves stop leaving techs stuck as undiscovered or disabled.
    - Kept gameplay-time sync lighter by only reapplying recipe unlock sanity rules on join, player creation, and research completion.
    - Preserved early-game manual unlock safeguards for automation-science-pack, assembling-machine-1, storage-tank, boiler tiers, and steam-engine tiers.
    - Kept automation science craftable from the start again.
    - Marked the base automation-science-pack trigger technology as effectively completed and hid it so early Automation research no longer shows red science as unavailable on loaded saves.
    - Removed automation-science-pack as a prerequisite from automation to prevent technology-tree cycles.
    - Existing loaded saves now refresh recipe unlock state for automation-driven assembling-machine-1 correctly.
    - Storage-tank remains enabled on loaded saves so the early steam chain does not deadlock.
    - Kept assembling-machine-1 on the Automation research path instead of leaving it permanently forced on by the balance patch.
    - Kept storage-tank craftable from the start because steam-engine still depends on it and the first lab cycle is electric.
    - Kept steam-engine using storage-tank so the intended early steam chain stays intact without a research deadlock.
    - Fixed the early tech tree layout by moving engine, electric-engine, fluid-storage-1, electrolyser-1, stone-walls, and turrets off the root layer and back under sensible prerequisite chains.
    - Narrowed the root-technology visibility safety pass so it only pins the real opening anchors instead of forcing extra side branches to look like roots.
    - Added matching source-technology prerequisites so the research graph stays readable even before late final-fix normalization runs.
    - Fixed boiler and heat-exchanger output fluid filters so steam power outputs steam instead of recirculating heated water.
  Balancing:
    - Stopped the 3.0.12+ balance patch from overriding assembling-machine-1 into an always-enabled recipe.
    - Preserved the simpler early storage-tank cost and steam-engine MK1 sanity values from the earlier hotfixes.
Version: 3.0.13
Date: 2026-04-08
  Changes:
    - Finalized the 3.0.13 Mod Portal build as the cleaned continuation of the 3.0.12 balance hotfix line.
  Bugfixes:
    - Kept EvE pole autowire defaults scoped to managed vanilla and EvE pole families only when Electric Grid is not present.
    - Restored the Electric Grid pole compatibility fix-up so Electric Grid can reassert its intended wiring behavior after EvE final-fix passes.
    - Reapplied the small-iron-electric-pole connection point restore and cleared eg-huge-electric-pole next_upgrade when Electric Grid is installed.
    - Reinstated the transformator pole reset for eg-high-voltage-pole-* and eg-low-voltage-pole-* entities.
    - Reset non-transformator poles back to safe Electric Grid-compatible rewiring defaults when both mods are active.
    - Kept the handcraft sanity fixes for clean-lab and nuclear-mining-drill so they no longer take absurd real-world time to craft.
  Compatibility:
    - Added back a dedicated Electric Grid late-stage pole compatibility module because the exclusion guards alone were not enough for the live behavior.
    - Kept managed vanilla and EvE pole-family final fixes in a dedicated poles module so generic late fixes no longer carry the pole wiring logic.
    - Preserved the 3.0.12 machine-balance pass in the 3.0.13 release build.
Version: 3.0.12
Date: 2026-04-08
  Bugfixes:
    - Corrected outdated 1.1-era fluid connection offsets on vanilla-derived chemical plants, electrolysers, oil refineries, air pumps, and the small pump so pipe connectors sit in their proper 2.0 positions.
    - Fixed floating and misaligned pipe-connection visuals caused by those old connection coordinates.
  Compatibility:
    - Kept the family-scoped fluid normalizer, but added explicit 2.0 connection templates for the affected vanilla-style machine families instead of relying on broad clamping alone.
  Balancing:
    - Added a full 3.0.12 sanity rebalance pass for machine recipes, lab power, AI training times, refinery, chemical, electrolyser tiers, crushers, pumps, and assembler progression.
    - Added an automatic clamp for extreme placeable-machine craft times so handcraftable buildings no longer take absurd real-world lengths to finish.
Version: 3.0.11
Date: 2026-04-08
  Changes:
    - Split the monolithic compat/final_fixes.lua into focused final-fix modules for base normalizers, inserters, fluids, and generic late-stage compatibility work.
    - Kept data-final-fixes.lua as a thin entrypoint while preserving the dedicated transport-belt final-fixes file.
  Bugfixes:
    - Narrowed pole auto-connect enforcement so EvE only forces autowire defaults on the vanilla and EvE-managed pole family instead of every non-Electric-Grid pole.
    - Added explicit Electric Grid safety exclusions for small-iron-electric-pole and iron-electric-pole alongside eg-* internals.
    - Reduced risky blanket fluid-box normalization by scoping the extracted fluid pass to fluid-using prototype families instead of every prototype in data.raw.
Version: 3.0.10
Date: 2026-04-08
  Changes:
    - Stabilized the vanilla-equivalent belt family on the modern base-game prototype names for Factorio 2.0+.
    - Kept Green and Purple belts as custom EvE-only tiers after the vanilla progression.
  Bugfixes:
    - Added JSON migrations to rename legacy underground belt prototype names to the modern vanilla names used by current Factorio.
    - Reduced the risk of legacy underground belt names lingering in saves, blueprints, and upgrade chains after updating the mod.
Version: 3.0.9
Date: 2026-04-08
  Changes:
    - Integrated the cleaned pole-tier generator into the next release line.
    - Kept the MK2-MK4 medium, big, and substation upgrade tiers grouped under the poles category.
  Bugfixes:
    - Added explicit 2.0-safe starter-pole repair for small-electric-pole and basic-electric-pole so place_result, minable result, and recipe visibility are restored.
    - Normalized generated pole tiers so their item and recipe icons inherit the intended tier tint setup and 2.0-safe results fields.
Version: 3.0.8
Date: 2026-04-07
  Changes:
    - Cleaned the 3.0.8 release line for a proper Mod Portal package.
    - Moved most belt-family compatibility work into dedicated belt files instead of relying on large late-stage patch blocks.
    - Updated MK2+ categorization and visual presentation so upgraded content is grouped and displayed more consistently.
  Bugfixes:
    - Fixed upgraded power-pole categories and improved MK2+ icon and placed-entity tint consistency.
    - Fixed red and green circuit wire shortcut behavior for Factorio 2.0+.
    - Removed in-game tip spam from this release line.
    - Fixed multiple 2.0+ belt-family issues affecting transport belts, underground belts, and splitters.
    - Fixed underground-belt visuals and linkage issues across the 3.0.8 patch line.
    - Fixed several upgrade-chain and fast-replace problems introduced by Space Age turbo belt interactions.
  Compatibility:
    - Improved Factorio 2.0+ belt-family compatibility by aligning vanilla underground-belt tiers with the modern base-game naming and donor structure.
    - Kept Green and Purple belt tiers as EvE-specific upgrades on top of the vanilla progression.
    - Added safer Space Age handling for turbo belts so they no longer interfere with EvE belt progression.