Industrial Revolution 3
IR3 is a remix/overhaul of IR2 (2020). It might be a momentary diversion for folks who:
- Aren't challenged by launching vanilla rockets any more and want a slower, longer and quirkier game;
- Need more crafting and materials complexity without it getting bonkers or feeling like a chemistry lecture;
- Like things to be pretty and nice.
New or changed features
- Gas and steam fissures: rare natural resources with rich output that ebbs and peaks.
- Oil processing and hydrocarbons overhaul: continue cracking oil products down to natural gas and hydrogen; bitumen; ethanol; coke gasification.
- Liquid fuel generator: generate power directly from flammable fluids.
- Cryogenics: distil pure liquid oxygen, nitrogen, and helium from the atmosphere; liquefy or boil elemental gases.
- Forestry overhaul: manage real trees as resources and protect them from pollution disasters; boost production with fertiliser.
- Furnaces: gas furnaces run on natural gas; blast furnaces specialise in iron, steel, and metal foam production; arc furnace overhaul.
- Geothermal exchange: use polluted steam from fissures to boil clean water.
- Small assemblers and barrelling machines: 1x1 crafting machines that can handle a subset of small component recipes.
- Bronze telescope: steam-powered radar; same sector scanning range as electric radar but a smaller area reveal.
- Waterfill explosives: extend existing water tiles.
- Fewer materials and tiers than IR2 but more components; gems are no longer mined from ores; rocket launches reworked.
- Pollution and anti-pollution were rebalanced.
- New QOL settings and gimmicks.
- A metric buttload of original sprites and animations. That's 0.9 imperial buttloads.
- Extended early game burner/steam phase, where getting to electricity and iron-working is the goal (skippable in map options).
- New materials such as tin, rubber, glass, bronze, gold, lead, and chrome.
- Internal component/processes generator, including crushing, ore washing, alloying, metal-casting, electroplating.
- New machines, vehicles, and equipment, including primitive construction bots from almost the start of the game.
- Great big drills from day one, because who likes building mining outposts anyway.
- Built-in status lights on most electric machines, without any UPS-eating scripts.
- Trains, vehicles and personal equipment that can run on rechargeable batteries.
- A personal fuel manager that will automatically top up fuel in your power suit generators and vehicle.
- Expanded defence options, including additional turret types and reinforced walls.
- Scrapping system for recycling unwanted products.
- Proper teleporters with proper balance and things that go "wom wom wom".
- Easily missable details like recipe-based building damage shrapnel.