|License:||CC BY-NC-ND 4.0|
|Created:||13 days ago|
|Latest Version:||0.99.5 (13 hours ago)|
Industrial Revolution is currently in "beta". While it's on 0.99.x, it is likely to undergo some balance changes. When it's considered to be adequately balanced and Factorio 0.17 stable has been released, then it will go to 1.0.0 and balance changes will be very rare after that.
Work your way through Ages of technology, chasing that elusive rocket. 500+ new icons, 35+ new machines and buildings, new technologies, recipes, and mechanics. Lovely high-resolution animations. Lasers and rivets all over the shop. And a grand total of one tinted vanilla icon.
This mod is for experienced players who want to greatly broaden and lengthen the vanilla experience, who enjoy building large and building clever, but don't feel like sitting a chemistry exam to understand the game. It's inspired by the fun I had playing Factorio 0.16 and Minecraft mods.
If you have a potato for a computer, or if you want never-ending complexity, or if you want to be constantly rebuilding six tiers of belt and nine tiers of power pole, or you've never opened a calendar to plan a Factorio session, then this mod is probably not for you.
Featured in FFF #311 in a very flattering community spotlight review by Bilka.
In the Revolution, there are many materials and many component types. Not in all combinations - there are no plastic gears, gold rivets or stone cables - but the vanilla repertoire of basic components has been hugely expanded. Ingots are the basic unit of metals instead of plates. Iron is a mid-tier technology that you will have to work to get, and electricity requires iron.
The expanded component set means that intermediate and final products take a lot longer to craft if you make every piece one after the other. You can't handcraft your way to mid-game like you can in vanilla Factorio. You need to be automating from the start. Make it so.
The tech tree is loosely structured into Ages. You start in the Stone Age, and immediately discover copper and tin smelting.
This leads naturally to the Bronze Age, your first alloy, opening up more automation, ore processing efficiency and superior materials.
Climb to the Iron Age, the dawn of the electron and full automation.
Full understanding of iron leads you into the Steel Age and more complex ore processing with multi-product management.
And only then can you move into the Chrome Age, and into the Future ...
Mining is rightly monolithic. Like all Revolutionary machines, mining drills are very expensive to build. But they reward that investment with larger zoning and faster production. There are only two extra kinds of ore patch, tin and gold. Other metals, such as lead and titanium, are derived from ore processing.
Mining Productivity research is massively delayed, but ore processing chains start early, in the Bronze Age. Those can double your ore productivity if taken to completion, so it's likely that you'll be building fewer mining outposts, depending on your map settings.
Oil and chemistry
Plastic is a fluid initially, and you can progress from sulphuric acid to chromic acid, a powerful cleanser and plating agent. The Revolution's take on oil processing throws all of the problems of multi-output fluid recipes in your face at once from the start. Cracking and opt-in flare stacks are unlocked with your first refinery. Better yet, use small buffer tanks and circuit networks to intelligently crack products down to the exact proportions required on demand. Advanced oil research doesn't change refineries at all but unlocks superior cracking recipes, which use a platinum catalyst to boost productivity.
Your defensive and offensive options are expanded. Five tiers of bullets, and three additional types of fixed turret. Ammo turrets fire physical projectiles, and they can play a role right into your late game. Choose your laser beam colour from a glorious rainbow of megadeath. Dream of owning banks of photonic cannons defended by electric arc turrets.
Equipment and vehicles
Early game clockwork punkbots take the sting out of Bronze and early Iron Age building. Vanilla construction bot and roboport technology progression has been turned on its head: static Industrial Roboports are a development from personal roboport technology, not the other way round. Vanilla construction bots are an Iron Age (green science) technology. Personal logistics is blue science. Logistics networks are endgame.
There are several burner generator and rechargeable battery options for your equipment grid, relieving the binary choice of feeble solar versus magical reactors that run on moonbeams and happy thoughts. Fusion does not exist and is replaced with an entirely more plausible portable fission reactor. Relieve the clickfest of micromanaging your equipment grid generators by turning on the generator manager, which saves mouse leather by topping up your grid's generators from your inventory and emptying out used cells.
With iron so far away, it'll be a while before you, baby, can drive that car. Fortunately, there is a low tech but highly stylish option available, before you even reach the Bronze Age: the entirely believable Monowheel. It has bad storage, no weapons and feeble brakes, but who knows, the biters might just die of envy.
There is currently not a great deal to do with the final post-rocket tier of materials. More wrinkles on post-rocket play will be added later, with a view to scaling megabases. This is unlikely to happen before the end of 2019.
A new game is required. Loading this mod with a pre-existing vanilla or modded save will likely wreck it.
Only high resolution sprites are provided. If you have a potato, "lowest" graphics settings will rescale sprites for you.
"Normal" and "expensive" recipes are not supported. Recipes are what they are.
Industrial Revolution is licensed for use under CC BY-NC-ND 4.0, which restricts you to non-commercial uses, and places other restrictions on the publication of works derived from it.
Credits and acknowledgement
Coded by Deadlock989. Code assistance from TheStaplergun. Almost all original graphics by Deadlock989. A few icons are public domain models from Blend Swap, and all new sounds are public domain samples from freesound.org. See CREDITS.txt in the mod archive for full attributions.
Many thanks to TheStaplergun, Bilka, Linver, shanemadden, Therenas and EnigmaticAussie (and others I have probably missed) for help, contributions and support - this mod is a lot better for it.