An overhaul mod based on material progression. Expanded crafting system. Hundreds of original sprites and icons. New buildings, research, toys and mechanics.
Large total conversion mods.
Version: 2.3.2 Date: 06.11.2021 Fixes: - Resistances change in 2.3.0 broke fire resistance of stone and steel walls (#82).
Version: 2.3.1 Date: 10.09.2021 Changes: - Added chests/containers to the entity toggle hotkey (sorts inventory). Graphics: - Minor updates to steam inserters, clockwork punkbot, arc turret lightning, icons. - Replaced vanilla's low res robot "repairing sparks" with a high res version. Fixes: - Clockwork punkbots had no repairing sound. - Monowheel headlamp glow layer was accidentally disabled (#78). - Autogun and scattergun turrets had vanilla gun turret remnants since forever (#79). - Several entities had generic remnants that were too large (#79). - Arc turret entity had the wrong icon, e.g. in upgrade planner (#80). - Arc turret attack floor glow had some clipped edges (#81).
Version: 2.3.0 Date: 13.08.2021 New: - Personal arc turret equipment. Changes: - Arc turret: net energy consumption greatly reduced; fires less frequently but effect lasts longer, slows more. - Arc turret: now has a minimum range; ignores some stationary targets (e.g. worms, spawners). - Discharge defence: reduced to red electronics tier; LDS replaced with steel rods; power armor MK1 as prerequisite rather than MK2. - PLD: prerequisites adjusted and now requires military science. - Shotgun cartridges: use "direction" target type rather than "entity" (#76). - Shotgun cartridges: reload time removed (reasons: erratic movement speed; reload property not shown on ammo tooltip). - Shotgun cartridges: shots per ammo item reverted to 10. - Cosmic analysis pack: removed "fish launch product" clutter. - Car: removed glass. - Tank: replaced rubber with steel plates. - Resistances were standardised by material tier for many player-built entities (buffs in most cases). - Power switches and constant combinators were added to the entity toggle hotkey. - Added brief documentation about weapons, turrets and ammo. Graphics: - Arc turret: full redesign; beam replaced with lightning strike effect; slowdown sticker has an animation. - Photonic cannon: full redesign; photon hit effects glow in the dark. - Scattergun turret: redesign on the same general outline. - Autogun turret: platform updated; gun textures and shadows tweaked. - Laser turret: platform updated; beam and shadows tweaked. - Turret icons now use masks and take their tints from the standard player colour set. - Added a startup option that can replace runtime (player) tinting of turret entities with their icon colours. - Solar panel/array: redesigned; slight random variations per panel for less monotonous farms. Sounds: - Thunderclap sounds for arc turret attacks. - Replaced foundry's placeholder "lava bubbling" with a more generic industrial loop. - "Circuit breaker" style activate/deactivate sound for some entity toggles. Fixes: - Arc turrets no longer abuse the burning target penalty mechanic. - IR2 equipment grid sprites did not have the right flags set and were noisy at higher GUI scales. - Some technology icons were missing the equipment overlay. - Quantum lab computer lights animation had a duplicated frame. - Drills and labs had no resistances. - Yellow science technology name was wrong (#74). - Made ammo/projectile property references consistent (e.g. autogun turret leading); removed old IR1 ammo properties table (#76). - Transmat GUI cameras and minimaps were wrongly assuming a GUI scale of 200% (#77). - Cameras and minimaps in open Manifesto/Informatron/transmat GUIs now update if the GUI scale changes (#77). Compatibility: - Factorio base version 1.1.37+ is required. Known issues: - Personal arc turret equipment does not ignore stationary entities because defence equipment doesn't support target masks.
Version: 2.2.3 Date: 17.07.2021 Fixes: - Steam drills didn't return the correct item when deconstructed (#73).
Version: 2.2.2 Date: 17.07.2021 New: - Steam drill: a steam-driven variant of the burner mining drill. Changes: - Laser assembler energy consumption was reduced. - Junction box recipe unlock moved to Electronics 2 to simplify several dependencies. - Rocket control unit and rocket silo dependencies simplified. - Coal liquefaction numbers were adjusted. Graphics: - Minor updates for starter crates, laser turret, arc turret, projectiles. - New documentation scenes, some with scripting; documentation GUI tweaks. Fixes: - GUI focus wasn't cleared properly when closing the Manifesto with the header button. - Pollution spill cloud effects were on the wrong render layer, causing flickering. - Stone particles were not being assigned to damage/explosion effects since 2.2.0. - Tidied item filter menu. Compatibility: - Fast-replace group and upgrade path removed from 2x2 electric poles (#71).
Version: 2.2.1 Date: 02.07.2021 New: - Added the Manifesto, a documentation browser (disabled if Informatron is installed). - Added dynamic camera scenes to some documentation pages. Fixes: - Images in some documentation pages did not adapt to GUI scale. - Prevent a script error when new players join multiplayer games started before 2.2.0 (#70).
Version: 2.2.0 Date: 25.06.2021 New: - Heavy roller: a bronze furnace on tank treads with an equipment grid. - Flare stack (redux): burns off oil products. - Small steam buffer: build up a nice head of steam. - Small iron power pole: a power pole which is small and made of iron. - Lampbots: a pointless hovering bot with a face only a searchlight could love. Changes: - Starter kits (see map settings) are now provided just once, in crates, not to every player that joins. - Productivity was enabled for smelting ingots from ores, crushed ores or minerals (but not scrap or molten metal). - Productivity was enabled for more crushing and mixing (e.g. silica, carbon, concrete, gem powdering). - All recipe/machine combos that work with productivity modules are dynamically listed on an Informatron page. - Distractor capsule: reverted to vanilla 3x bots, down from 5x; ingredient amounts reduced. - Scrapping an item with a source of stone returns stone, not gravel; gems are no longer scrapped. - Monowheel top speed slightly increased. Fuel manager: - The optional gubbins formerly known as the "generator equipment manager" is now the "fuel manager". - The manager continues to monitor and top up your power armour and vehicle equipment, the same as before. - It also now manages vehicle fuel and can access a driven vehicle's trunk. See Informatron page for details. Graphics: - Revamped transmat GUI and beaming effects. - Clockwork punkbot remodelled yet again, now directly referencing the vanilla bot. - Pollution spills produce a visual cloud effect, size depending on pollution released. - Diagonal gravel flooring is now actually diagonal. - Detail tweaks (pipes, bronze power pole, electric furnace, bronze furnace, small tanks). - Removed passive (non-selected) alt-info icon clutter from several 1x1 pipe-like entities. - Icon and signal updates. - Ore resource sprites re-rendered with tweaks. - Main menu simulation polished. Fixes: - Uranium enrichment was renamed as the "Clayton enrichment process", after Angela Clayton MBE. - Small tanks and valves did not have the correct damage resistance. - Tech level map setting is now applied to the player force just once at new map start. - Recipe results with probability (e.g. charged batteries) are no longer ignored by the tech tree builder. - Some GUI/notification icon sprites did not have the right scaling flags set. - New arc furnace crafting category "molten-alloying" distinguishes fluid mixing from melting. - Transmats did not collide with items spilled on the ground, potentially trapping them. - Turret frames were being unlocked a military materials stage too late. - Gas vent & flare stack input slot "possible fluids" tooltips were empty (#52). - Transmat-related remote interface calls didn't return values as described (#53). - Nuclear fuel was using vanilla sprites for ground/belt rendering (#56). - Greatly reduced mod loading time (#59). - Starter kit lists are now validated; replaced bad items; other kit fixes/changes (#60). - Excluded landmine entity type from scrap-based explosions (#61). - Fuel manager had poor handling of fuel inventories with more than one slot (#63). - Fuel manager won't try to show notifications if player is not controlling a character (#63). - Chrome plating mix was producing some bad recipes; fixed by creating a new component type; migrated (#64). - Productivity removed from charcoal recipes because kilns don't have module slots (#65). - Productivity enabled for mining drills and advanced mixers (#65). - The "powdering" recipe categories were obsolete, removed; recipes converted to "grinding" (#66). - The "mixing" recipe categories should not have been reversible for scrapping (#66). - Restored missing shadow to electric assembler arm animation (#69). Compatibility: - This version of the mod requires Factorio 1.1.35 or above. - Added a remote interface for getting a surface's transmat ban status. - Avoid retreading tech tree paths when applying science pack costs (#49). - Exposed technology cost progression for the tech tree rebuild (#51). - Added a remote interface for getting player transmat status (#54). - Exposed a property for recipes which marks them as non-providers in the tech tree rebuild (#58). - By default, IR2 now puts gems into autoplaced ores only on Nauvis, not other surfaces (#67). - Added a remote interface to allow/disallow gems to appear in ores on any given surface (#67). - Added remote interfaces for getting/setting starter kit items and disabling junkpiles (#67).
Version: 2.1.7 Date: 29.05.2021 New: - Small bronze power pole. Graphics: - Rotated the arrow on east/west valves so that it faces the screen. - Removed unused connector on large wooden power pole; fixed misplaced green wire connection. - Icon updates (artillery shells, uranium 235, centrifuging). Compatibility: - Check that tech prerequisites are not duplicated after conversion, e.g. Jetpack (#45). - When calculating scrap, skip crafting recipes that only produce a fluid (#48).
Version: 2.1.6 Date: 22.04.2021 Fixes: - Transmats can no longer be deconstructed while in operation, even for the purposes of jolly japes (#41). - Avoid a hard script error if players leave a multiplayer game with bad transmat cutscene state data (#41).
Version: 2.1.5 Date: 13.04.2021 Changes: - Steel pylon health increased from 150 to 200. Graphics: - Increased lossless graphics compression, thanks to orzelek for the tip. Fixes: - Trees no longer explode in a fireball if another mod makes them craftable, e.g. Dectorio (#37). - Forestries were incorrectly allowing pollution effect modifiers (#39).
Version: 2.1.4 Date: 14.03.2021 Localisation: - Added an Informatron page about pollution control. Fixes: - Set default upgrade for steam labs to electric labs (#31). - Removed "decorative fake lab" from lab fast-replace group (#31). - Explosive rocket recipe: was 8 rockets, should be 1 (#33). - Fluid wagons now release pollution like static storage tanks (#34).
Version: 2.1.3 Date: 05.03.2021 Compatibility: - This version of the mod requires Factorio 1.1.26 stable or above. Changes: - Added rich text icons to map settings labels for IR2 ores as per vanilla ores in 1.1.22 (#23). Fixes: - Render layer issues with electric furnaces and power poles (#19). - Render layer issues with pipe connections on east/west facing flamethrower turrets (#24). - Various issues with transmat name data (#25).
Version: 2.1.2 Date: 14.02.2021 Changes: - Steam turbines: stainless steel frame and duplicated computer removed; other components increased. Fixes: - Fixed an issue with the way Informatron menu data was initialised (may have been MP-unsafe). - Steam inserters: platform sprite was the opposite way round to other inserters (integration_patch shenanigans).
Version: 2.1.1 Date: 08.02.2021 Changes: - Paper: ingredients halved; can be now be burned as fuel. - Icon changes and some crafting menu reorganisation. Fixes: - The fuel value of wood chips was double what it should have been. - Stopped weird unlockable "water" and "dirty water" recipes from being generated. - Reduced the lead scrap returned from spent uranium cell reprocessing to the correct ratio. - Scatterbot capsules were missing an "activation type" attack parameter (undocumented? only seemed to affect the tooltip). - Aetheric lamps had several exploits with the entity toggle key, all fixed. - Shifted electric and advanced mining drill alt-mode module icons so that they do not obscure status lamps. Localisation: - Added an Informatron page about mining and gems. - "Copper" has been replaced by either "Burner" or "Steam" in the naming schemes for multi-tier machines/equipment. - "Iron generator equipment" is now localised as "Burner generator equipment MK2". - Internal names for machines/equipment did not change. Compatibility: - The tech tree builder now checks both short and long ingredient forms when reading existing science pack costs. - Some old IR1 item subgroups were removed as part of the menu reorganisation.
Version: 2.1.0 Date: 27.01.2021 Compatibility: - This is the "stable" version of IR2 for 1.1. It requires Factorio 1.1.19 or above. Changes: - Converted IR2 "tips and tricks" to pages in the optional "Informatron" add-on mod. - Removed all attempts to cope with vanilla "tips and tricks". - Added a mod setting which allows for selection of rail block colour sets. Graphics: - Polluted water cleaner status lamp now pulses when working, and minor fixes/tweaks to other working animations.
Version: 2.0.5 Date: 22.01.2021 Changes: - "Tips and tricks" additions. - Arc furnaces now produce molten fluids at a temperature above their minimum. Fixes: - Molten metals/glass were not being treated as polluting fluids when flushing pipe systems. - Fixed some issues/exploits with molten glass recipes (thanks to InappropriatePenguin). Graphics: - Added an extra detail to copper tier grinders. - Fixed misalignment of shadows on 3x3 copper tier machines. Compatibility: - This version of IR2 requires base game version 1.1.14 as a minimum. - The scrap calculator now halts loading if it gets stuck in a circular crafting loop from another mod.
Version: 2.0.4 Date: 17.01.2021 New: - Added a few "tips and tricks" to explain some of the less obvious features of IR2. Balancing: - Ore washing: fluid input/output for both water and acid washing reduced from 60 to 10. - Carbon steel ingots from alloy mix: pollution penalty corrected to standard 125%. - Stainless steel alloy mix: iron replaced with carbon steel, carbon removed; this now matches the equivalent molten metals recipe. - Stainless steel ingots from alloy mix: pollution penalty removed. - Molten stainless steel from molten metal mixing: gas byproduct removed. - Yellow science packs: chromed pistons replaced with stainless steel beams; this also moves the technology back a few steps. Fixes: - Fixed a typo which was causing Furnaces 3 tech to be placed further down the tech tree than it should. - Fixed that molten metals were not being assigned the defined temperature and showing as 15°C. This also now varies per metal. Changes: - Molten metals and molten glass now count as polluting fluids. Graphics: - Transmats are now only lit at night when in operation. - A few icon/signal updates. Compatibility: - Some of IR2's magazine and shotgun ammo items were renamed internally to replace vanilla equivalents. See migrations folder for name mappings. - The pistol item is now hidden, as it is unlockable in IR2.
Version: 2.0.3 Date: 08.01.2021 Changes: - The fuel slot was removed from charcoal kilns due to inserters making unfortunate life choices. - Added invar and cupronickel scrap. Graphics: - Changed charcoal kiln floor flicker to an animation (required by the energy source change). - Transmat GUI: transmat state indicator colours now use the mod's colour settings; plus other minor tweaks and fixes. - Status indicators in entity GUIs and tooltips now also use a custom tintable sprite that picks up a subset of the mod settings. - Icon tweaks. Fixes: - Removed scrapping recipe icon overlays, as they were too easily broken by other mods and rarely seen in any case. Balancing: - The input/output/time multiplier for charcoal recipes changed from 24 to 25, for roundness. - Scrap stack size increased to 100 (scrap used to be worth a lot more metal than it is now). - Glass scrap is now worth 2 glass. (This also reduces the proportion of glass particles in damage/explosion effects.) - Gems are now scrapped as gems rather than powdered gems. - Increased the smelting time of graphite and silicon to the standard smelting time. - Plastiglass: reduced sulphuric acid from 10 to 5, increased glass from 1 to 2. - Electronics, yellow science and rare metals stuff all need a balance pass but I am back at work so it will take a while.
Version: 2.0.2 Date: 29.12.2020 Changes: - Transmat names are now preserved in blueprints and copy-pastes, and restored when transmat ghosts are revived. Fixes: - Fixed that using a transmat could leave the player indestructible. Whoopsie. - For the next few versions, any player updating a saved game or logging in to a multiplayer session will be made destructible if transmat technology is unlocked. - A typo was causing the silent skipping of script_raised_destroy events for transmats. - The generator manager shortcut state is now updated if a player changes driving state or reconfigures vehicle grid equipment. - Prevented weird unlockable crushing and washing recipes being created for uranium. - Productivity bonuses were mistakenly enabled for the sulphur gas-to-solid recipe, now disabled (caused a loop exploit). Graphics: - Air purification towers changed. - Steel pipes cleaned up. - A few technology and item icon tweaks. - Reverted barrelling icons to vanilla, as a lazy fix for conflicts with other mods. Balancing: - This pass mostly focused on machine recipes. One aim was to get the number of different ingredients in frequently produced recipes down to 4. - These intermediate product recipes changed: junction boxes; large frames from iron onwards. - These machine recipes changed: oil refinery; radar; accumulator; substation; beacon; arc furnace; quantum lab; chemical plant; both forestries; artillery turret; artillery wagon. - All three electric turrets also had their recipes reworked. A new tiered turret frame component was added to help with this, unlocked by Military 3 and 4. - Air purification towers now consume charcoal more rapidly (but not gold foil). - The sulphur solid-to-gas recipe now requires more water than the gas-to-solid recipe releases. - In rocket fuel, powdered iron replaces the iron rod. Modding: - Added a remote interface for enabling between-surface transmat connections and created a variant of the cutscene that can cope with it. - Background: by default, IR2 only allows transmats on the same surface to connect, for reasons. - But third party mods can now link surfaces to each other if they wish, using "tags" to group surfaces together (e.g. interiors of buildings, underground, low orbit etc.) - Mods can also now ban and unban transmat connections on specific surfaces. Transmats can still be placed on a banned surface but the GUI will show a customisable error message. - This feature is experimental and internal details may change. However the interface isn't expected to change (but no promises before version 2.1.0). - See control-remote.lua for instructions/examples.
Version: 2.0.1 Date: 24.12.2020 Changes: - Removed the player reach restriction from the train mode toggle key (since train GUIs can be opened from anywhere in other ways). - Reduced monowheel turning speed (was too hard to steer at max velocity). Maybe too much, will review. Sound: - Fixed that the volume of pipe flow sounds were not matched to activity (i.e. always played even if static or empty). - Valves are now silent as tanks don't use the activity property. Fixes: - Graphite electrodes are now unlockable. Doh. - Fixed control script error when flushing pollutants from pipe systems. - Ore washing technology icons had broken overlays. - Scrap icon variants now shuffled for different materials as intended. - The correct iron rod icon was misnamed and not being used. - Fixed that iron powder was unintentionally generating an arc furnace recipe. - Generator manager notifications from power armour and vehicle grids were being shown side by side, are now merged. Compatibility: - Dectorio: fixed that tiles were not consistently being moved to the Dectorio crafting tab if enabled. - Text Plates + Dectorio: fixed a startup error if the Dectorio crafting tab was disabled. - AAI Containers & Warehouses: adjusted the recipes of logistics containers to match IR electronics progression.
Version: 2.0.0 Date: 23.12.2020 NOTICE: - A new game is required. Saved games from IR1 are not supported and will break: too much has changed for migration. - This is not a 100% stable release. There may be minor/moderate balance issues or mistakes that require changes over the next couple of versions. - That said, the gameplay is tested and fairly well balanced up to yellow science. After that, things are sketchier at the moment. New: - Copper tier: copper pipes/pump/boiler, steam-powered machines, charcoal kiln. - Bronze tier: clockwork scatterbots. - Iron tier: air cleaning tower, sulphurous gas, new electronics. - Steel tier: nickel alloys, graphite, silicon, molten metals and casting. - Chrome tier: cubic press, transmats. Removed: - Titanium. Replaced with various nickel alloys. - Platinum. Indirectly replaced with tellurium. - Duranium, the Future Age, and the extra satellites. Not replaced. - Liquid plastic. Not replaced. - Diluted sulphuric acid. It may as well have been diluted with tears. - Chromic acid. Electroplating now uses sulphuric acid and powdered metals. - Air filter modules and crushed coal. Replaced with charcoal and air filtering towers. - Flare stacks. Indirectly replaced with gas vents. - Carbon fibre. Replaced with plastiglass. - Saplings. See changes to forestry. - Electric locomotives. Regular locomotives (and all vanilla and IR vehicles) now accept batteries as well. - Petrocoke grades. There is only one grade of solid fuel again. - Miniguns, the minigun turret and ammo belts. For reasons. Not replaced. - Watchtowers. For reasons. Not replaced. - Depots. UPS concerns. "AAI Containers & Warehouses" is supported if you want big storage. - The racing monowheel. Surplus due to vehicle fuel changes. The copper monowheel got a minor buff. - The burner inserter leech setting was removed. It is now always enabled. - Lootable scrap option. More annoying than useful on 99% of maps. - The chat-based "tips". Not replaced. - Inserter lane toggles were disabled. The API feature that allowed it in 0.17 was screwed up and made exploitable for 1.0. - Any startup setting that isn't purely cosmetic. - Anything else that was surplus, clutter, garbage, or a pain in my specific arse. Changes: - Starter technology now includes hydraulic steam. The first tier of assemblers, crushers and labs run on steam produced by copper boilers. - Only copper drills, burner inserters, bronze incinerators, boilers, and furnaces are "burner" machines now. - Steam inserters were also added. The long-handed steam inserter replaces the long-handed burner inserter. - Stone, bronze and iron tier furnaces now select their recipes automatically, as in vanilla. The price for this was that alloying has an extra stage. - On the plus side, furnace lines can now be rigged to switch between crushed and washed ores automatically (or any other "smart furnace" set-up). - Crushers, ore washers and forestries also select their recipes automatically now. In these cases there was no downside. - The number of materials increased but the number of basic and intermediate component types was reduced (e.g. tubes and bearings are gone). - Most crafting times were standardised to a multiple of the 12:15 belt speed ratio, resulting in a mild buff to crafting speeds in many cases. - Stone bricks are crafted (i.e. they are not a smelting recipe). - Engines are no longer a tiered component type. The steel tier advanced motor now has the role of vanilla's electric engine. - Mixers are a new type of crafting machine, similar to a crusher but with a manual recipe selection for handling multiple ingredients. They can also mix ingredients with water. - To allow glass and bronze to be bootstrapped, the first crushing and mixing machines are now copper tier, right after basic automation. - Bronze furnaces buffed from speed 1.5 to 2, making the upgrade from stone worthwhile. Electric furnaces are the same speed but have module options. - Ingot smelting recipes are always 1:1 now (not 12:12, 9:12 etc.). The "ore doubling" chain (actually 2.25x) comes from processing bonuses. - Powders are no longer part of the ore doubling chain. Powder mixes are now used for alloying and other processes. - The polluted water cleaning machine shrank down to a 1x1 electric filter, steel tier. Don't forget to empty it. - The largest furnace is now a stainless steel tier arc furnace. It only produces molten metals and glass. It needs a manual recipe selection, to avoid pipe shenanigans. - Molten metal can be piped to foundries and cast as ingots or directly into plates and gears. - Arc furnaces can also create molten alloys directly from molten metals as input, without any powders (except for carbon). - Arc furnace and foundry recipes work in batches of four, so they are four times as productive as other machines with the same crafting speed. - However, arc furnaces draw a disproportionately large amount of power and only support efficiency modules. - For processes that would have a pollution penalty in a regular furnace, arc furnaces pipe it out as sulphurous gas instead. - Arc furnace and foundry recipes are hidden from the player crafting tab. There are a lot of them and they only echo existing recipes. - Drills were rebalanced. They mine faster, have more health, consume more energy, are more expensive to make. - Burner drills are now 5x5. Their pollution looks massive but it is based on vanilla, scaled for speed. - Electric drills now have better efficiency than burners for energy and pollution. - Water is no longer required to mine gold ore. Since water is so easily available it was just a pointless chore. - Spawning frequencies were tweaked for tin ore (a bit less) and gold ore (a bit more), god knows if it's any better, that resource_autoplace stuff is like a Dadaist tone poem. - Gems are no longer obtained from ore processing. They are a rare bonus from ore mining. Look carefully. - Gems can also be synthesised in the late game now (but you need at least one). - Crude oil refining and the petro/plastic/sulphur chains were heavily tweaked. Sulphurous gas management is now a thing. - Electric incinerators now destroy all items, including any fuels. - Burner incinerators are now bronze tier. They still won't incinerate fuels (they run on them). - Forestry is now an energy-positive loop, especially if directed towards charcoal. Think of it as "early game solar", i.e. it's free power but worse than solar. - Bronze forestries no longer require any power or fuel at all. Their low key ability to work against pollution has returned. - Saplings were removed: they were an annoyance, infiltrating your inventory like pests and slowing bot clearance down. The forestry cycle is simply wood + time -> more wood. - Many pollution changes. Some things are much worse polluters, but many electric machines are now low or zero emissions. - Electronics was reworked yet again. Controllers are gone. Circuits are now made from "boards" and "gates". Red and blue gates and circuits cannot be handcrafted. - Chassis are now frames. Large frames from iron tier onwards include the electronics and cabling previously repeated in almost every electric machine recipe. - Battery chargers were buffed to 100% energy efficiency (was 80%). There is still a chance of battery fizzle. - Fixed the stack size of copper batteries to match the charged version. - Quantum labs are chrome tier now and don't require space science. Their speed was reduced. They are a bit cheaper. They no longer detonate if destroyed. - All research times were increased, but milestone research time multipliers were removed. - There are more alloys so there are more material milestone technologies. - Electric labs are now faster than copper labs. - Science packs are now themed by material tier (except for military and space science). I still don't like science packs. - Clockwork punkbots are now copper tech, available to research immediately. Light armour now has an equipment grid. - Construction bots of both tiers have a basic cargo capacity of 5 instead of 1. This only buffs construction of tiles and deconstruction of filled belts/inventories. - All worker bots have a slightly higher basic movement speed. Copper bots are still capped at that speed. Movement speed research is more accessible. - Copper bots have a much smaller energy buffer so they recharge more often but for shorter periods. - Equipment grid generators and copper roboport equipment were also rebalanced for energy use/production. - Upgrade technologies (techs with no recipe unlocks, just bonuses) have largely been reverted to vanilla, with the following exceptions. - Scattergun turrets are still added to physical projectile damage research. - Worker robot battery capacity research was merged with robot movement speed research, up to a cumulative maximum of +200% battery. - Inserter throughput bonuses remain split into two branches (regular vs. stack inserter). - Transmats are a new quantum field ring technology that can teleport small groups of engineers to other transmats. - Transmat energy cost is fixed, i.e. distance travelled and number of engineers transported do not affect the energy required. - To make a connection, the transmats at both ends must (a) have enough energy (b) belong to the same force (c) be on the same planet/surface (d) not be blocked. - At least one engineer must be standing on the departure transmat. Destinations are blocked by engineers. Both ends are blocked by vehicles. - Small buffer tanks now only have two pipe connections and can be rotated. - Pipes and some pipe-like devices now release pollution if they are deconstructed or destroyed with polluting fluids in them. In IR1 it was only storage tanks that did this. - Manual flushing also releases pollution (oil-derived fluids, acids, polluted water). - One-way valves are available for all four pipe types. They don't connect from the sides. - Scrapping machine output slots were increased from 5 to 8. The cap on scrappable material types per item was raised to match. Scrap is now worth 1 ingot. - Repair kit speeds were OP so were nerfed. - All combat robot capsules produce 5 robots. Got really bored of having to click 15-20 times to get a full defender swarm in the mid-game. Costs and stack size rebalanced. - Manual deconstruction (picking up built entities) standardised at 0.2s for all IR buildings (faster in nearly all cases). - Scripted entity adjustments are all bound to a single control now (Shift-E by default). - The automatic mode of trains can be toggled with the entity toggle key (Shift-E by default). If you are riding a train, it is toggled; otherwise point at a friendly train within reach. - The pistol is no longer available in IR. Players spawn with a shotgun. - The "atom bomb" (nuclear rocket) is not unlocked in IR. The technology unlocks an atomic artillery shell instead. It has a similar effect but with massive pollution fallout. - The atomic artillery shell has a very long reload time so that the gun has time to acquire new targets. Otherwise, it would waste a lot of nukes. - Enemies affected by an arc turret now count as "burning" and are de-prioritised by other arc turrets. - Circuit network connection removed from burner and steam inserters (matching the same treatment of burner drills in IR1). - Chest capacities were nerfed or returned to rounded vanilla values (UPS concerns). The gold chest was removed. However cargo wagons keep their buff. - Cars, tanks, locomotives and monowheels can all run on either chemical fuels or charged batteries. - The copper monowheel had a refit and lost a bit of friction. - Large wooden poles can now be fast-replaced by / upgraded to steel pylons. - Added a dummy blocker item with a clear "prohibited" icon that has no recipe, so you don't have to block splitters with fish. - The generator manager now maintains vehicle equipment grids as well (if the player is driving/riding the vehicle). - Stack sizes of some vanilla items were increased (train stops, chemical plants, medium poles, etc.) to fit in with similar IR entity sizes. - Robotowers are now steel tier but their slots were reduced from 3 to 2. - Many other small changes and fixes lost in the mists of time. Graphics: - 250+ hours on sprite, icon and animation updates, and some completely new models. Almost everything got at least a tweak. - All craftable entities get material-based particle damage/explosion effects, automatically calculated from the raw resources that made them. - Most of IR's electric crafting machines colour their activity lights by status (idle, working, blocked/starved, disabled, low power). Zero script overhead (Factorio 1.0). - Added mod settings so that players can customise status light hues to their own preferences / needs. - Homebrew ore patch sprites to match the new ore icons. - Buildings with negative pollution highlight the affected chunk when moused-over in alt-mode. - Hit effects for bullets and photon projectiles improved. - Cartridge ammo has more of a scatter effect (minor variation on range). - Vanilla and IR floor tiles (stone bricks, concretes, gravels) have a 100% chance of removing "decoratives". Obviously. - Coloured gravel tiles were removed, but the stone and carbon variants remain and they were smartened up a bit. - IR flying robots now have death spirals and remnants (Factorio 1.0). - Monowheels were tweaked, and now have terrain-specific dust trails (Factorio 1.0) and proper headlights (Factorio 1.1). - IR technology and tab icon resolution increased/mipmapped (Factorio 1.1). A couple are upscaled placeholders pending base game icon updates. - IR's "tech unlock" icons for 0.17 removed in favour of the new vanilla ones (Factorio 1.1). - Custom main menu "simulation" added since IR breaks most of the vanilla ones (Factorio 1.1). - Glows and reflected light effects reworked for many entities (Factorio 1.1). - Added a mod setting to tone weird blue trees from 0.18 down to green. - Fixed misaligned alert icons on assemblers. Sounds: - New sounds for a handful of entities. - Fade in/out added to many working visualisations and sounds. Less jarring when flow is erratic. - Entity rotation sound removed since the vanilla game now provides one (Factorio 1.0). - Removed the generic "idle1.ogg" drone from every IR machine that had it. - Fixed that vehicle impact sounds were poorly specified on most IR entities. - Volume adjustments. Compatibility: - IR no longer specifies any conflicting mods. There are likely hundreds. Overhauls gonna conflict. Feel free to write your own patches. - "AAI Industry" and "Deadlock's Crating Machine" are no longer supported. Feel free to write your own patches. - Display plates were moved into a separate optional mod, "Industrial Display Plates", public version currently maintained by Wyrrrd. - Most of vanilla 1.1's new "tips and tricks" are broken by IR's entity changes. Apparently this is the modder's job to fix. I fixed it by deleting them. - Non-vanilla "tips and tricks" created by other mods are left alone. - IR's procedural tech tree builder now only reorganises technologies it knows about (vanilla techs and IR's own), unless mods that create other ones opt in. See code comments under technology. - The only exception to the above is that IR will still replace prerequisites in any non-hidden tech created before IR's data-updates stage, if and only if the prerequisite has been hidden and a known alternative exists. This helps prevent unlockable branches. Supported mods: - Dectorio - Text Plates / Even More Text Plates - AAI Containers & Warehouses - AAI Vehicles: Hauler (IR overhauls the hauler to act as a mobile construction platform) - Deadlock's Stacking Beltboxes & Compact Loaders (additional patch mod required) - Deadlock's Larger Lamps Known issues / to-do: - Factorio 1.1.6 introduced a bug where the entity tooltip for transmats shows an incorrect power consumption rate of 0 watts. Reported. At the time of writing the rate is 8 megawatts. - The foundry working sound is a placeholder until I find something better. - 1.1 introduced the possibility of glowing belt items but lights currently ignore render layers and produce X-ray glitches, e.g. when passing through splitters or behind tall entities. For the time being, no IR item glows on belts. - Related to the above: transmat animations currently can't use any of the new light rendering features because of the same render layer issues. The old method of "spotlight spam" is in place at present. - There is a minor "latency hiding" issue with the transmat GUI for multiplayer clients only (not the host). Nothing I can do about it at present.