Godlike industrial progression: personal augmentation, teleportation, robot upgrades, shields, rovers, heavy-lift rockets, induction suits, gravity tools, steam defense, matter conversion and electrical weapons. Uses existing resources and real energy.
Mods introducing new content into the game.
Version: 0.7.0
Date: 2026-10-27
Features:
- Added five Personal Augmentation research branches: hand crafting, inventory, manual mining, walking speed and building/interaction reach.
- Added six finite upgrades from red science through planetary science, plus expensive repeatable endgame upgrades. The base game has its own progression without planetary packs.
- Added per-branch startup toggles and strength settings, optional instant bonuses, and separate mining/drop reach toggles.
- Added original industrial augmentation research artwork with distinct native item badges.
Compatibility:
- Replacing QoL Research preserves its applied bonuses, including configured bonuses, using native saved technology records. Covered finite upgrades are credited; imported bonuses form a minimum rather than stacking twice.
- GodLike augmentation pauses while QoL Research is enabled. Install this update and disable QoL Research together, before loading the save.
- Migration retains separate force progress and carries the greater imported bonus across force merges.
- No new raw materials, equipment requirements or external dependencies. Existing GodLike features remain available.
Version: 0.6.1
Date: 2026-10-27
Compatibility:
- Updated for Factorio 2.1 and Space Age.
- Updated fluid handling, crafting inventories, recipe categories and playground controls for the 2.1 API.
- Shield asteroid costs now use remaining health and the native damage coefficient.
- Supports Space Age with Quality disabled.
- Corrected rover equipment item placement metadata.
Version: 0.6.0
Date: 2026-10-19
Features:
- Added a reusable laser lance charging directly from native suit batteries, with early release, charge-scaled damage and native laser research.
- Added a suit-powered stormcaster with bounded branching lightning, unique targets, native damage/stun and amplification research.
- Added automated 64-tile siege lasers with real electrical buffers, paid warmup, sustained beam bursts and arm/disarm controls.
- Added platform-powered orbital lances and quantum storm arrays, ground targeting, delayed impacts, real charge costs and orbit checks before every strike.
- Added the Alt+W electrical arsenal, a crafted selection-tool designator and original industrial 2.5D weapon/device artwork.
- Extended the separate playground with a weapons range, stationary targets, a disarmed siege laser and charged orbital emitters.
Compatibility:
- Uses existing materials, native electricity and existing damage/resistance systems. No new ammunition types or raw materials.
- Existing factories, equipment and research are retained. New equipment and research are not granted in ordinary saves.
- Orbital weapons require Space Age; handheld and siege weapons also work in vanilla.
Version: 0.5.0
Date: 2026-10-19
Features:
- Added steam pressure repulsors: real pipe-fed steam drives hostile-only damage, slowing and knockback.
- Added induction towers and 100/500 MJ suit harnesses, sharing real electrical charging budgets across players.
- Added compact servo exoskeletons and a reusable gravitic gauntlet with researched salvage, blink, repulsion, arc strike, excavation and singularity modes.
- Added portable travel to existing powered teleport pads, retaining energy costs, inventories, research and force boundaries.
- Added an induction rifle with native gun controls and capacitor magazines crafted from existing batteries, copper and steel.
- Added a 12 MW matter converter with native recipes, inserters and existing resource outputs; planetary conversion follows quantum research.
- Added original industrial 2.5D machine, equipment and weapon art, native animated steam and electrical effects, and playground supplies.
Compatibility:
- No new raw resources, fluids or intermediate materials. Existing boilers, electricity and crafting systems supply the new equipment.
- Existing saves retain their factories and research; new abilities require their own research and crafted equipment.
- Factory planning and automatic blueprint expansion remain on hold.
Version: 0.4.1
Date: 2026-10-18
Changes:
- Players and vehicles can pass through active shield fields without opening a gap for enemies.
- Creature movement still collides with shield arcs; blocked biters attack the field until it collapses.
- Preserved ordinary wall and terrain collisions, projectile protection, energy costs and recovery delays.
- Shield recovery is not obstructed by players standing in the projected arc.
Version: 0.4.0
Date: 2026-10-11
Features:
- Added construction rovers with 160/320 cargo slots, 10x8/14x10 equipment grids and remote driving.
- Added vehicle-only construction docks and fuel generators sharing the rover's real fuel supply.
- Added original 16-direction industrial rover artwork for Factorio's 2.5D perspective.
- Added 2/4/8/16-tonne heavy-lift silos consuming 100/250/600/1500 rocket parts per launch.
- Added loading depots, orbiting-platform selection and optional automatic cargo dispatch at 90% fill.
- Added crewed expeditions on 8/16-tonne rockets; inventory, armor, equipment, quality and blueprints travel together.
- Cargo and passenger belongings share one weight limit, including a 100 kg passenger allowance.
- Extended the playground with an equipped construction rover and a loaded expedition silo.
Compatibility:
- Heavy-lift technology requires Space Age; rovers also work in the base game.
- Native cargo-pod storage grows to support mixed payloads; ordinary rocket lift weight stays unchanged.
- Factory planning and automatic blueprint expansion remain on hold and are not included.
Version: 0.2.0
Date: 2026-10-10
Features:
- Added directional ground, orbital, electromagnetic and quantum shield projectors.
- Added original 2.5D industrial device artwork and animated four-direction shield fields.
- Ground barriers intercept melee attacks and absorb incoming damage across their arc.
- Space-platform shields destroy absorbed asteroids beyond the deck; overwhelming impacts break through.
- Hits consume stored electricity and shared field strength. Depleted fields collapse, recover and recharge.
- Added projector status and on/off controls, quality scaling and repeatable Aquilo capacity research.
- Extended the separate playground with shielded walls and a powered orbital shield laboratory.
Version: 0.1.0
Date: 2026-10-09
Features:
- Added powered local, interplanetary and quantum teleportation with preserved personal inventories.
- Added a named destination menu, safe arrival checks, energy costs and personal cooldowns.
- Added original teleporter sprites, a 16-frame energy animation and activation effects.
- Added battery, speed and cargo research after vanilla robotics.
- Added Mk2 robots and charging roboports, and Space Age Mk3 tiers using Fulgora materials.
- Added planetary fleet upgrades and repeatable endgame battery research.
- Added a separate playground scenario with powered pads and upgraded robots.