An overhaul mod based on material progression. Expanded crafting system; hundreds of original sprites and icons; new buildings, technologies, toys, mechanics.
Large total conversion mods.
Version: 3.1.30
Date: 23.8.2024
Fixes:
- Addressed a violation of the Geneva Convention (#446).
- "Hide military technologies" map setting now includes scatterbot tech (#448).
- Low tech drills, derricks and labs were unintentionally affected by beacons (#450).
Assets:
- Assets 1 updated to 1.1.11 (icons).
Compatibility:
- Factorio stable version 1.1.109 or above is required.
Version: 3.1.29
Date: 19.7.2024
Changes:
- Added an option for stone walls to use IR3 brick style.
- Added a Manifesto page on modules.
Compatibility:
- A custom event is raised when items are moved via transfer plate or hotkey (#445).
Version: 3.1.28
Date: 28.6.2024
Changes:
- "Paint trains" map setting now paints wagons as well; new option for just locomotives.
Fixes:
- Validate train stops correctly when "Paint trains" map setting is on (#439).
- Analysis packs can no longer be scrapped, due to exploits (#441).
- Productivity bonuses removed from stone bricks, concrete tiles, liquid concrete from scrap (#441).
Compatibility:
- "Paint trains" map setting won't visibly affect vanilla fluid wagons (no colour mask).
- For colour-masked fluid wagons and copy-paste support, see "Fluid Wagon Color Mask" by yeahtoast.
Version: 3.1.27
Date: 21.6.2024
Changes:
- Crude oil processing tech no longer depends on electric furnace tech.
- Ambient heat exchanger: batch rate for liquid helium increased.
- Starting area "ancient symbols" removed.
Compatibility:
- "All Vanilla Recipes" mod was marked as incompatible.
Version: 3.1.26
Date: 14.6.2024
Changes:
- Heavy picket: can equip shields.
Fixes:
- Rocket turret: prevent description overflow with biter variant mods e.g. Rampant (#430).
Version: 3.1.25
Date: 10.6.2024
Fixes:
- Steam derrick recipe was mistakenly locked (#429).
Version: 3.1.24
Date: 8.6.2024
New:
- Rocket turret: steel tier 3x3 barrage turret with toggleable target filter.
Changes:
- Photonic cannon damage technology: now requires explosives analysis.
- Atomic artillery technology: now requires explosives analysis.
- Spidertron: recipe change.
- Starting area: ruined walls.
Compatibility:
- Factorio stable version 1.1.107 or above is required.
- Text Plates: if installed mid-game, update IR3 tech unlocks (#424).
- Text Plates: unlock plastic plates (#424).
- Text Plates: versions before 0.6.8 are no longer compatible, latest is 0.6.10 (#424).
Assets:
- Assets 1 updated to 1.1.10 (icons).
- Assets 2 updated to 1.1.2 (entities).
- Assets 3 updated to 1.1.7 (entities).
Version: 3.1.23
Date: 17.5.2024
Changes:
- Blast furnaces gain a 20% productivity bonus.
- Analysis pack icons differentiated by small markings.
Fixes:
- Workaround for other mods that specify ingredient counts as strings (#418).
Assets:
- Assets 1 updated to 1.1.9 (icons).
Version: 3.1.22
Date: 19.4.2024
Changes:
- Chests and pallets: health and resistances adjusted (#408).
Fixes:
- Missing description for advanced battery charger (#416).
- 2x2 transfer plates no longer interact with chests beyond the visualised range.
Version: 3.1.21
Date: 22.3.2024
Changes:
- Added a steam derrick to the "Copper"-level starting technology kit.
- Added a "None" option (no items, no research) to the starting technology level option.
Fixes:
- Very small correction to pipe sprite shifts (#405).
Compatibility:
- Factorio stable version 1.1.104 or above is required.
Version: 3.1.20
Date: 19.1.2024
Changes:
- Added warning about fluid requirement to descriptions on ore washer, electroplater, blast furnace.
- Warn again when trying to place a cursor stack into empty entities listed above (#383).
- Tweaked the effect of the belt item brightness variation setting.
Compatibility:
- Factorio stable version 1.1.101 or above is required.
- Please note that experimental releases of Factorio are no longer supported: use them at your own risk.
Version: 3.1.19
Date: 13.1.2024
New:
- Mod setting: slight belt item brightness variation for common products (off by default; tooltip has details).
Fixes:
- Remove smoke plume when fissure is destroyed by event-raising scripts (#380).
Version: 3.1.18
Date: 12.1.2024
Changes:
- Forestry: fluid consumption is always required again, even with no trees; now scales 15-30 (was 0-30).
- Forestry: new trees will not grow if the forestry has insufficient fluid or (if applicable) no electricity.
- Transfer plate: trigger radius increased very slightly (#377).
Fixes:
- Forestry: crafting progress is no longer lost when the tree population changes (#374).
- Inventory transfers now ignore items which are damaged, partly depleted, or have special data (#375).
Version: 3.1.17
Date: 5.1.2024
New:
- Fossil gas: can be cryogenically separated into natural gas, nitrogen, and helium.
- Fossil gas fissures: can be found in newly generated chunks.
- Bitumen upgrading technology: dispose of unwanted bitumen for a moderate return of oil products.
Changes:
- Fissures now have map generator settings and are visible in the preview, coloured per gas type.
- Fissure and gem rock occurrence are now consistently determined by map seed and settings.
- Fissure clusters can be larger and more common than before at default frequency, about the same at 33%.
- Natural gas fissures no longer spawn in new chunks (replaced by fossil gas).
- Previously discovered fissures in your saved games are not affected by the changes above.
- Gem-bearing rocks can no longer be distinguished from other rocks on the minimap.
- Ambient heat exchanger: can now also condense steam to water and polluted steam to polluted water.
- Atomic artillery shell: additional reload time reduced from 120s to 30s; mentioned on tooltip.
- Atomic artillery shell: artillery shooting speed research no longer applies (effect was already negligible).
- Added new map generator presets.
Fixes:
- Photonic cannon: high health target preference reverted, to avoid sticking on worms/nests at edge of range (#369).
Compatibility:
- Remote interfaces: allow-surface-fissures, allow-surface-gems, and set-surface-gem-radius calls were deprecated.
- The deprecated interfaces above now do nothing and return nil; to be removed in future.
- Remote interfaces: allow-non-crate-spawns now also affects the start location steam fissure.
- Apart the start location steam fissure, fissure and gem rock placement is now controlled by autoplace.
Assets:
- Assets 1 updated to 1.1.8 (icons).
Version: 3.1.16
Date: 28.12.2023
Changes:
- Concrete, tarmac, cliff explosives, waterfill explosives all moved to "complex components" tab.
Fixes:
- Previous version accidentally created collision layer conflicts with other mods (#365).
Version: 3.1.15
Date: 27.12.2023
Changes:
- Forestries consume fluid inputs in proportion to the number of managed trees.
Fixes:
- Forestry recipes: avoid using zero amount fluid ingredients due to breaking Factorio API change (#358).
- Forestry recipes: added filters to advanced forestry fluidboxes (#358).
Compatibility:
- Loading order issue was sometimes preventing airships from being able to cross water (#359).
Version: 3.1.14
Date: 15.12.2023
New:
- Valves can now be toggled between three modes: one-way, overflow, top-up.
- Valves now accept circuit wires for reading contents.
Changes:
- Steel analysis pack: concrete blocks reduced from 5 to 4.
Fixes:
- Explosion shrapnel did not take explosion height into account (#351).
- Damage shrapnel was not being generated properly (#351).
- Prevent script errors when handling recipes without an explicit category (#354).
Assets:
- Pipe sprites re-rendered with more ground integration.
- Assets 1 updated to 1.1.7 (icons).
- Assets 2 updated to 1.1.1 (pipes, valves).
- Assets 3 updated to 1.1.6 (pipes, tanks).
Version: 3.1.13
Date: 8.12.2023
Fixes:
- Entity teleport calls now raise script_raised_teleported where appropriate (#344).
- Forestries now cope with entities being moved by other mods as long as script_raised_teleported is raised (#344).
- Tweaks to pipe covers on electric alloy furnace and blast furnace (#346).
Compatibility:
- New remote interfaces, including one for getting custom event IDs.
- A custom event is raised when a forestry chunk is updated.
Version: 3.1.12
Date: 24.11.2023
Changes:
- Battery charging: inserters no longer overload input slots (#332).
- Copper battery: vehicle speed bonus reduced from 105% to 100%, acceleration unchanged.
- Hydrogen cell: vehicle speed bonus increased from 110% to 115%, acceleration unchanged.
- Advanced engines: tech separated from electroplating, freeing chrome from dependency on brass (#338).
- Electroplater: increased fluid storage buffer slightly (#339).
- Inventory transfers: large item transfers drawn as fewer but bulkier flying items; shadows improved.
- Inventory transfers: updated/added sounds.
- Manifesto: added simulation camera for transmats.
Fixes:
- Spider vehicle death explosions are no longer small and drawn on the ground (#335).
- Entity death explosions no longer include fireballs if no power source or purely steam-powered (#335).
- Manifesto: reduced UPS spike on opening by around 90%, and other optimisations (#337).
Compatibility:
- Added a remote interface for drawing inventory transfer item projectiles.
- Added remote interfaces for opening and adding Manifesto pages (WIP, subject to change).
Assets:
- Assets 1 updated to 1.1.6 (sounds, sprites).
Version: 3.1.11
Date: 10.11.2023
Fixes:
- Previous version should have required updated Assets 3 resources.
Assets:
- Assets 3 updated to 1.1.5 (entities).
Version: 3.1.10
Date: 10.11.2023
Changes:
- Small assemblers: new sprites/icons.
- Repair kits: new icons.
- Delivery plates: now known as transfer plates.
Fixes:
- Internal: many redundant crafting categories removed; a few recipes changed category (#326).
- Inventory transfers no longer destroy items if a slot contains a different item to its filter (#327).
- Reduced excessive fluid storage in several crafting machines, notably electroplaters and metal casts (#329).
- Removed unused extra output slot on electroplaters (#329).
- Fuel manager no longer bugs out on modded vehicles with a void power source and no equipment grid (#330).
Assets:
- Assets 1 updated to 1.1.5 (icons, entities).
Version: 3.1.9
Date: 3.11.2023
Changes:
- Cubic press: added 2 module slots, accepts efficiency and speed effects.
- Module programmer: added 1 module slot, accepts efficiency and speed effects.
- Geothermal exchanger: added 1 module slot, accepts efficiency and speed effects.
- Depleted uranium magazine: added piercing power.
- Photonic cannon: uses half the energy per shot; prioritises enemies with more health.
- Arc turret: prioritises enemies with more health.
- Settings: new setting for inserter icons (overlays for burner/steam/long/filter on or off).
- Settings: new setting and sprites for delivery plates (default grey or logistics colours).
- Settings: turret colour can now be picked, in addition to the previous options.
- Settings: research notification option removed, since the base game has now duplicated it (#302).
- Long-handed steam inserter: arm is now red-orange, to help identify it in the arms/pipes tangle.
- Small tanks can no longer be fast-replaced by pipes, to reduce accidental wastage/spills (#314).
- Sprite and icon updates.
Fixes:
- Manifesto safe-to-spill list was displaying hidden fluids (#301).
- Geothermal exchangers held in the cursor weren't rotatable (#308).
- Heavy pickets weren't triggering delivery plates or land mines (#312).
- Delivery plates were invisible to hostile players (#313).
- Arc turrets had no electricity input flow limit (#316).
- Entity toggle key wasn't preserving "products finished" count on crafting machines (#317).
Compatibility:
- Factorio base version 1.1.94 or above is required.
- The set-fluid-pollution remote call was removed; now handled in the data stage (see data-stage.txt).
Assets:
- Assets 1 updated to 1.1.4 (icons).
- Assets 3 updated to 1.1.4 (entities).
Version: 3.1.8
Date: 22.9.2023
Fixes:
- Don't bother with icons for entity explosions; overwrite vanilla explosions (#296).
- Fix above resolves a three-way issue with Recursive Blueprints and AAI Containers & Warehouses.
Compatibility:
- Where possible, copy non-vanilla recipe unlocks in disabled vanilla techs to an enabled IR3 tech (#296).
Version: 3.1.7
Date: 15.9.2023
Changes:
- Barrelling extended to plating solutions and liquid concrete.
- Construction, logistics and combat robots are 100% resistant to fire.
Fixes:
- Some toggle hotkey actions did not check that the entity belonged to a friendly force (#292).
- Blast furnace recipes were incorrectly listed as supporting productivity (#293).
Compatibility:
- Remote Configuration: with this mod installed, most IR3 toggle hotkey actions will ignore player reach (#292).
- Beacon Overhaul: marked as incompatible, use Beacon Rebalance (#138, #295).
Assets:
- Assets 1 updated to 1.1.3 (fluid and barrelling icons).
Version: 3.1.6
Date: 8.9.2023
Fixes:
- Avoid a script error when a named transmat is blueprinted using the "Select new contents" button (#291).
Known issues:
- Transmat names cannot be stored in blueprints using "Select new contents" due to a base game API issue (#291).
Version: 3.1.5
Date: 4.8.2023
Changes:
- Roboport: charging stations increased from 4 to 8 (#282).
- Roboport: construction area size increased from 128 to 192; fixes logistic zone edge issue (#282).
- Further tweaks to transmat animation.
Fixes:
- Removed crafting-with-fluid recipe category from steam assembler; removed related log spam (#244).
- Handle both icon formats on fluids when barrelling; fixes loading issue with Rampant Arsenal (#281).
- Removed tech unlock requirement for all construction-related quickbar shortcuts (#283).
Assets:
- Assets 3 updated to 1.1.3 (transmats).
Version: 3.1.4
Date: 28.7.2023
Changes:
- Transmat animation adapted to use game engine particles.
Assets:
- Assets 3 updated to 1.1.2 (transmats).
Compatibility:
- Warehousing Mod: recipes now use concrete blocks instead of tiles (#280).
- AAI Containers: recipes now use concrete blocks instead of tiles (#280).
- Dectorio: recipes now use concrete blocks instead of tiles (#280).
- Dectorio: decorative gravel unlocks all moved to Crushing 2 (#280).
- Dectorio: steel replaced with iron in chain link fences.
Version: 3.1.3
Date: 21.7.2023
Changes:
- Big wooden poles are upgradable/replaceable with steel pylons (again).
- Medium steel poles were slightly retextured to help distinguish them from iron poles.
- Opt-in research completion notifications printed to chat console instead of flying text.
- Robotower: advanced computer replaces basic computer.
Fixes:
- Don't create workaround cruft items just for rich text (#269).
- Coke isn't a vehicle fuel any more, shouldn't have vehicle fuel modifiers (#271).
- Petroleum and ethanol barrels were missing tier-appropriate vehicle fuel modifiers (#274).
- Pallets didn't collide with loose items (#275).
- Try to enforce upgrade/fast-replace property restrictions where known third party mod issues exist (#276).
Assets:
- Assets 1 updated to 1.1.2 (icons).
- Assets 3 updated to 1.1.1 (medium steel pole / oil refinery flame).
Compatibility:
- Remote call support for add-ons.
- AAI Industry: marked as incompatible.
Version: 3.1.2
Date: 17.7.2023
Fixes:
- Delayed flying text calls did not validate surface (#266).
Version: 3.1.1
Date: 16.7.2023
New:
- Added a map setting for hiding military technologies.
Changes:
- Fuel manager: added a setting for the preferred inventory for spent fuel (default is now player's).
- Crushing & mixing 2: no longer dependent on electric furnace tech.
Fixes:
- Inventory transfer flying text details were sometimes cut off (#264).
- Inventory transfer item projectiles were sometimes incorrectly staggered (#264).
- Prevented some non-buildable entities from appearing in the deconstruction planner filter menu.
Assets:
- Assets 1 updated to 1.1.1 (icons).
Version: 3.1.0
Date: 14.7.2023
New:
- Ore washing overhaul: dual temperature washing replaces acid washing.
- Alloy furnaces: smelt alloys and compounds directly from constituents, without the extra mixing stage.
- Delivery plate: a floor marker that triggers filtered inventory transfers when walked or driven over.
- Steam cells: run your pre-electric equipment, vehicles, and outposts on portable bottled steam.
- Medical packs: craftable healing capsules, more effective than fish but with a longer cooldown.
- Short underground pipes: reduces cost of short hops.
Changes:
- NOTICE: This is a rebalancing update. For 3.0.x saved games, your factory is likely to break and need repairs.
- NOTICE: If you don't feel like fixing a lot of small things and you don't want to start afresh, you should stay on 3.0.19.
- Vehicles: ground vehicles and locomotives will not run on basic burner fuels; they require canisters, barrels or batteries.
- Worldgen: gas fissures can appear in small clusters.
- Worldgen: diamond-bearing rocks can be found with coal patches as well as iron ore.
- Worldgen: gold and uranium ores only spawn further out from the world centre.
- Worldgen: ore patch richness increase with distance has a shallower slope than vanilla.
- Worldgen: size settings in the IR map preset were reduced; the preset is now described as challenging.
- Component class removed: alloy mix (5x), made redundant by alloy furnaces.
- Component class removed: pump units (2x), replaced in recipes with motors or rotors.
- Component class removed: radio/sensor (3x), replaced in recipes with standard electronics.
- Component class removed: framed glass (4x), replaced in recipes with glass or nanoglass and metal.
- Component removed: steel cable, replaced in recipes with rods or rivets.
- Component removed: superconducting cable, replaced in recipes with gold-plated wire or graphene.
- Component removed: lead pellets, replaced in ethanol production with nickel pellets.
- Component removed: copper foam, replaced with a crafted copper heatsink intermediate.
- New cable component: tinned wire; not hand-craftable.
- New engine components: copper and chromed engines replace motors in some larger machines.
- New block component: refractory brick, used in blast furnaces, arc furnaces and casts.
- New block component: concrete block, replaces concrete tiles in all recipes.
- Ore washing: acid washing was removed from the mod and replaced with a dual temperature washing scheme.
- Ore washing: all washing recipes produce 1 primary mineral product.
- Ore washing: water below 60°C has a 10% chance of producing a secondary mineral; above 60°C, the chance jumps to 50%.
- Ore washing: electric boilers and geothermal exchangers can produce water at 90°C; circuit controlled pumps can be used to switch a washing plant between hot and cold.
- Ore washing: washing plant automatically selects a recipe based on input.
- Ore washing: washing plant has pass-through inputs for water, perpendicular output for polluted water.
- Ore washing: washing plant internal fluid buffer size reduced so that temperature changes propagate faster.
- Electroplater: has pass-through inputs for plating solutions; automatically selects a plating recipe based on inputs.
- Alloy furnaces: stone, bronze and electric furnaces have alloy furnace counterparts.
- Alloy furnaces: require a recipe selection, but can process alloys and compounds directly from constituents without a mixing stage.
- Gas furnace: built-in energy efficiency increased to 80%; module slots removed (see Fixes).
- Blast furnace: no longer electric; requires coke as fuel; module slots removed.
- Blast furnace: automatically selects a recipe based on input.
- Blast furnace: can now process copper and silicon in addition to iron and steel.
- Blast furnace: reduction recipes (steel, silicon) do not require additional coke.
- Blast furnace: can no longer process scrap.
- Blast furnace: has pass-through inputs for air, perpendicular output for carbon dioxide.
- Arc furnace: has molten metal recipes that are counterparts to both regular and alloy furnace recipes.
- Arc furnace: recipes re-batched so that they all produce the same amount of molten metal.
- Arc furnace: recipes that melt pre-processed or pure forms of metal (ingots, scrap) are fast and pollute less.
- Arc furnace: experience with processing hydrogen for rocket launches leads to an advanced method of producing steel without coke.
- Petrochemical generator: steel components replaced with iron; technology downgraded to green science.
- Mixers: steam mixers were removed from the mod, made redundant by alloy furnaces; electric mixers kept for concrete, tarmac and landfill.
- Steam cells: copper tier portable steam fuel; filled or emptied at a steam pipe interface, a low-tech barrelling machine.
- Fuel canisters: iron tier fuel canisters can carry steam or petroleum.
- Barrelling: barrelling machine moved back to iron tier / green science (fluid handling tech); steel barrels stay in blue science.
- Portable steam engine (formerly "iron burner generator equipment"): only accepts steam cells/canisters; power output slightly increased.
- Copper burner generator equipment: removed from the mod.
- Steam roboport equipment: now has built-in fuel slots; only accepts steam cells/canisters; won't take power from other equipment.
- Steam roboport equipment: robots supported and construction radius both halved (but there is now space in grids for double the roboports).
- Liquid natural gas (LNG): cryogenics plant can liquefy natural gas; pressurised canister version can fuel vehicles and locomotives.
- LNG can't be used as fuel in generators or gas furnaces directly, but you only have to stick a heat exchange block on the machine's connector.
- To reduce clutter, unbarrelling and HX recipes are not shown on the player crafting menu; extra context is given in the main recipe's tooltip.
- Reduction recipes (steel and silicon): coke amount reduced.
- Silicon: now a separate precursor technology to Electronics 2.
- Explosives: moved from mixer to chemical plant; water added.
- Ethanol 1: postponed to blue science; recipe moved from mixer to chemical plant; copper pellets replaced with acid.
- Plastics 1: coke replaced with steam.
- Plastics 2: new tech tier, providing alternative routes to plastic and rubber via ethanol.
- High octane fuel: now a real fluid; the vehicle fuel canister can be both filled and emptied; energy bonus increased.
- Light oil: fuel value removed.
- Coal: can be crushed; crushed coal has 75% pollution.
- Coal liquefaction: requires crushed coal.
- Coke: requires crushed coal.
- Graphite: postponed to blue science; smelted from graphitic coke.
- Graphitic coke: made in a mixer from coke plus either heavy oil or bitumen.
- Plating solutions: now based on diluted acid (sulphuric acid and water), ethanol removed.
- Chrome plating solution: nickel to chromium ratio now equal.
- Sulphur production: sour gas requirement decreased from 25 to 20.
- Light oil processing: sour gas output increased from 30 to 60.
- Advanced battery: sulphuric acid reduced from 80 to 30.
- Field effect nano-mesh: sulphuric acid reduced from 10 to 5.
- Semiconducting triode: copper wire replaced with tinned wire.
- Basic circuit: copper foil replaced with copper wire.
- Advanced circuit: gold foil replaced with tinned wire.
- Revolutionary circuit: 3 superconducting cable replaced with 1 gold wire.
- Copper analysis pack: tin gears increased from 2 to 3.
- Chrome analysis pack: chromed beams reduced from 4 to 3.
- Electrum analysis pack: copper foam replaced with advanced battery; steel foam reduced from 4 to 2; null plates reduced from 4 to 2.
- Hull sections: reinforced plates now chrome-plated; nanoglass reduced from 4 to 2; heavy copper cables added.
- Rocket control unit: radio removed; tinned cable added.
- Rocket parts: liquid hydrogen and oxygen canisters reduced from 10 to 5.
- Steel foam: moved from blast furnace to alloy furnace; compressed air replaced with nitrogen; chromium added at 1:7 ratio; no gas output.
- Lead shielding: now includes concrete, replacing the concrete in recipes which had both.
- Liquid concrete: gravel and silica doubled.
- Concrete is now a scrap source; alternative liquid concrete recipe from scrap, allowing lower tier concrete tiles to be upcycled.
- Wood chips density doubled (i.e. one chips item is now worth half of one raw wood's mass/energy, was a quarter).
- Advanced forestry: now consumes carbon dioxide in proportion to oxygen output / number of trees.
- Geothermal exchange tech: now depends on hot water ore washing; also provides an alternate route to hot water.
- Energy shield MK1: field effectors replaced with additional EM coils; this moves the tech way back from yellow to blue science.
- Slot filters enabled for all vanilla and IR3 non-logistic 1x1 chests.
- Added a relative GUI button to containers and wagons that support filters, which sets a filter on the whole inventory at once.
- Inventory transfers: hotkey function was re-written; it now also "pushes", letting you automatically transfer items into filtered chests. See Manifesto.
- Inventory transfers: automatically triggered by walking or driving over delivery plates, for all containers in range; per-player container setting only affects hotkey.
- Fuel manager: change of behaviour when fuel slots are empty; now tops up the slot with the first compatible fuel found, checking filtered slots first.
- Fuel manager: new per-player setting allows turning off the flying text that shows the number of items transferred.
- Heavy roller: collects wood from smashed trees if there is space in the trunk.
- Manifesto pages have a star icon in the title if the contents have been updated "recently".
- Other minor recipe tweaks to ingredients and crafting times.
Fixes:
- Iron underground pipe ingredients did not reflect length (#242).
- Air pipe cover sprites were not being used (#243).
- Check for steam assembler recipes that require non-water fluids (#244).
- Gas furnace is not electric, so should not have electric SFX/VFX or module slots (#245).
- Forestries should not grow trees that collide with ghosts; check potential tree collisions more efficiently (#246).
- Refresh technology effects when adding Dectorio to an existing IR3 save (#247).
- Reduced working sound volume of electroplater and ore washing plant (#252).
- Issues with games saved before the intro cutscene completes (#255).
Assets:
- All four packs updated to 1.1.0.
Compatibility:
- Factorio base version 1.1.87 or above is required.
- IR3 will halt loading if it detects that its tile protoypes have been deleted by another mod.
- IR3 Squeak Through: marked as incompatible because it breaks several fluid handling machines (#256, #199).
Version: 3.0.19
Date: 2.6.2023
New:
- Cryogenic carbon dioxide, canisters.
Fixes:
- Clockwork bots are no longer listed in movement speed bonus tooltips (#201).
- Forestries count large mixed tree populations correctly (#233).
- Forestries detect artificial tiles correctly (#235).
- Starter crates always have wood and rubber wood if trees are disabled in map settings (#237).
- Rubber wood added to starter crates for Copper and Bronze starting tech levels (#237).
- Tree bed recipes wrongly had reduced wood amount, intended only for loot results (#238).
Assets:
- Assets 1 updated to 1.0.9 (icons).
Version: 3.0.18
Date: 28.4.2023
Fixes:
- Handle invalid entities in Manifesto simulations (#226).
Compatibility:
- Dectorio: glowing lamp recipe adjusted to match other small lamps (#225).
Version: 3.0.17
Date: 14.4.2023
Changes:
- Bullets are easier to see in the dark.
Fixes:
- Entities destroyed by script in Manifesto simulations now raise an event (#221).
- Corrected locale string for transmat virtual signal (#222).
- Reduced module programmer working sound volume (#223).
Compatibility:
- Disco Science: marked as incompatible (#221).
- Geothermal: marked as incompatible.
Version: 3.0.16
Date: 24.3.2023
Fixes:
- Uranium fuel cell stack size increased from 10 to vanilla's 50, to match used-up cells (#213).
- Used-up cell reprocessing returns a more appropriate amount of lead and steel scrap (#218).
Version: 3.0.15
Date: 17.3.2023
New:
- Added cryo plant air separation variants which focus on a specific element and auto-vent the rest.
- Added a setting for tinting ghosts.
Changes:
- Added white as an option for machine status lights.
- Added optional trilinear filtering to several more entities.
Fixes:
- Improved recipe/signal GUI dimensions when there are more than 8 groups (#207).
Assets:
- Assets 1 updated to 1.0.8 (icons).
Compatibility:
- Noxy's Trees: marked as incompatible (#208).
Version: 3.0.14
Date: 24.2.2023
Fixes:
- Small/medium electric poles now "track coverage" when building while moving (#198).
Version: 3.0.13
Date: 23.2.2023
Fixes:
- Minor issue with mod setting icons (#192).
- Tree beds returned too many bricks if deconstructed (#197).
Version: 3.0.12
Date: 10.2.2023
Fixes:
- Transmat cutscene sounds no longer missing when arriving at uncharted areas (#109).
Version: 3.0.11
Date: 27.1.2023
Fixes:
- Transmats will not engage if a passenger is hand-crafting (#178).
- Air compressors had to lose their module slot, due to a broken interaction between efficiency and negative emissions (#182).
- High octane fuel stack size reduced to 10, to match empty canisters (#183).
- Some electric pole/pylon/substation hit points were corrected, to form a better tier sequence (#185).
Version: 3.0.10
Date: 20.1.2023
Changes:
- Grenades are unlocked in Military 2 instead of Military 3 (#172).
- Military 2 and Explosive Rocketry require explosives analysis packs (#172).
- Rocket launchers no longer need brass, allowing Rocketry to be unlocked earlier (#172).
Fixes:
- Corrected minor visual issue with north-facing pipe connections on iron boilers (#170).
- Corrected some military upgrade tech dependencies (#172).
- The amount of wood chips returned by scrapping was much less than it should have been (#174).
- Rubber wood is now also a source of wood chips for scrapping (#174).
Compatibility:
- Dectorio: gravel tiles are now made in mixers, to avoid conflicts with ore crushing (#175).
Version: 3.0.9
Date: 13.1.2023
Changes:
- Some minor breaking changes to concrete and ethanol production (see Fixes).
- Heavy pickets are no longer affected at all by tile friction; default friction increased slightly.
- The water tile friction modifiers added in version 3.0.6 were removed again (#145).
Fixes:
- Scripted sound prototypes were put into more appropriate mixer categories (#158).
- Tooltip tweaks for ammo recipes (#159).
- Cosmic analysis (satellite) tech no longer references vanilla icon or description (#160).
- Ethanol from wood chips now requires an electric mixer, as intended (#162).
- Ethanol 1 tech is unlocked earlier; now depends on Crushing/Mixing 2 instead of Washing 1 (#162).
- Concrete production now requires electric mixers and assemblers (#163).
- Concrete 1 tech is unlocked later; now depends on Automation 2 and Crushing/Mixing 2 (#163).
- Aetheric lamps no longer lose steam when toggled (#167).
- Aetheric lamps try to maintain pipe connections when toggled to the pipe ending version (#167).
- Barrelling machines were missing from the Manifesto entity toggle key page (#167).
Assets:
- Assets 1 updated to 1.0.7 (icons).
Version: 3.0.8
Date: 6.1.2023
Changes:
- Techs which unlock an analysis pack now have an icon overlay.
- Container hotkey: container target search radius halved.
Fixes:
- Techs which unlocked a special analysis/project pack could end up unlocking it twice (#151).
- Stone brick recipe allows decomposition (#153).
Assets:
- Assets 1 updated to 1.0.6 (icons, sound).
Compatibility:
- Added vanilla's "advanced-crafting" recipe category to electric and advanced assemblers (#154).
- DIR.name_overrides no longer exists; name exceptions are all in component data now.
Version: 3.0.7
Date: 3.1.2023
Changes:
- High pressure canisters were moved out of cryogenics tech into a new dedicated tech (#147).
- Graphene tech no longer depends on electrum tech.
- High octane fuel recipe time reduced from 24s to 18s.
- Electric derricks now support circuit network wiring.
- Barrelled fuels no longer have pollution modifiers (vehicles don't pollute).
- Barrelled light oil no longer has vehicle bonuses.
- Labs and transmats added to the "More" trilinear filtering option.
- Fissures remove overlapping decoratives when spawned.
- Container hotkey: filtered vehicle ammo slots are now also handled.
- Container hotkey: if items are fetched, feedback is given on which and how many.
- Container hotkey: if items can't be fetched, feedback is given with the reason.
- Container hotkey: for simplicity/consistency, unfiltered partial ammo stacks are no longer treated as filtered.
Fixes:
- High octane fuel and cryogenics techs had incorrect dependencies (#147).
- High octane fuel tech also had badly wrong analysis pack tier/cost (#147).
Assets:
- Assets 1 updated to 1.0.5 (icons).
- Assets 2 updated to 1.0.4 (heavy picket tweaks).
Version: 3.0.6
Date: 1.1.2023
Changes:
- Added a mod setting which controls the use of trilinear filtering for sprites and animations.
- Increased heavy picket's braking power and slightly increased friction (#145).
- Increased heavy picket's collision box to better reflect size (#145).
- Water tiles are given some vehicle friction if they don't already have it (#145).
Fixes:
- Fixed a couple of issues with Dectorio integration (#146).
Compatibility:
- Updated support for Informatron element name change in version 0.3.1.
Version: 3.0.5
Date: 31.12.2022
New:
- Heavy picket: a high tech construction vehicle; good speed and equippability; can cross water; no weapons.
Changes:
- The toggle hotkey no longer blocks game inputs (#137).
Fixes:
- A subset of vanilla achievements were disabled because they were unachievable or imbalanced (#112).
- Entities in Manifesto simulations will not show up in future pollution production statistics (#134).
- Steam drill entity had the wrong icon overlay, e.g. in upgrade planner filter GUI (#135).
- Several pipe-related entities and some toggle hotkey variants are no longer "upgrades" of each other, can still fast-replace (#136).
- Battery generator high priority mode was not being preserved when upgraded with the default planner (#136).
- Updated an old function used to format energy values (#139).
- Petrochemical generators now allow fuel to flow through to pipes, not just other generators (#140).
- Character crafting category additions deferred to data-final-fixes; applied to any character found that can handcraft (#141).
- Cosmic analysis packs wrongly had the default stack size of 100, is now 1000 (#142).
Assets:
- Assets 1 updated to 1.0.4 (new icons, sound).
- Assets 2 updated to 1.0.3 (vehicles).
Compatibility:
- Beacon Rebalance by wretclaw120 is now directly supported.
Version: 3.0.4
Date: 28.12.2022
Changes:
- The "bottomless pit" map setting can now be changed mid-game (in multiplayer games, only by admins) (#130).
- Rubber tree exclusion area is no longer tied to the starting area size slider but uses a fixed radius instead (#133).
- Gem rock exclusion area is no longer tied to the starting area size slider but uses a fixed radius instead.
Fixes:
- Mining particles (visual fragments from hand mining) for different ores were all defaulting to iron ore (#123).
- "Bottomless pit" map setting is no longer lost on mod version change or reset_technology_effects() calls (#130).
- Fixed an oversight that could make it impossible to unlock certain techs in other mods, e.g. AAI Loaders (#131).
Assets:
- Assets 1 updated to 1.0.3 (improved some icons).
- Assets 2 updated to 1.0.2 (updated mining particles).
Compatibility:
- AAI Loaders: marked as a hidden optional dependency, to make loading order and tech integration consistent.
- Loader Redux: marked as incompatible.
Version: 3.0.3
Date: 26.12.2022
Fixes:
- Derricks no longer display the yellow arrow indicator used by drills to show a solid item drop location (#121).
- The fluid connector on derricks is now output only (#121).
- Really deactivated the "maximum scrap" item tooltips this time (#117).
Version: 3.0.2
Date: 26.12.2022
Fixes:
- Prevented a script error triggered by running away from the starting transmat as fast as you can (#111).
- Added missing dark icons to Manifesto and transmat GUI header button styling (#114).
- Fixed a conditional event registration oversight which could cause multiplayer connection issues (#116).
- Deactivated the "maximum scrap" item tooltips, which was a debugging tool left on accidentally (#117).
Assets:
- Assets 1 updated to 1.0.2 (new icons).
Compatibility:
- Squeak Through: marked as incompatible.
- For the freeplay scenario, if the freeplay intro cutscene has been disabled, then the IR3 intro cutscene is now disabled by default (#113).
- For any other scenario, both the IR3 intro cutscene and extra starting resources are now disabled by default.
Version: 3.0.1
Date: 24.12.2022
New:
- 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.
- 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.
Fixes:
- Various minor/internal/cosmetic issues (#90-108).
- Laser turrets and arc turrets were missing a power input limit (#104).
- Improved various render layer and tile alignment issues (e.g. the drop points on drills).
Changes from IR2:
- Stainless steel, invar and cupronickel were removed.
- Tellurium was removed; platinum metal and "electrum" crystal alloy replace it.
- "Brass" alloy (leaded bronze) was added.
- Sapphires, paper, and gunpowder were removed.
- Electroplating mix items were replaced with fluids.
- Incinerators were removed. You can opt-in to have a "bottomless pit" instead: see Map generator > Mod settings > Map.
- Gems are no longer mined with drills.
- Previous versions of IR set up whole even numbers of machines to compress belts perfectly (12 machines : 15 items/s) by setting recipe speeds to multiples of 0.8.
- IR3 achieves the same result by adjusting machine speeds to the inverse ratio instead (multiples of 1.25), making recipe times easier to read and compare.
- Pollution emissions were rebalanced.
- Pollution spills were reworked and now have accurate equivalence to venting the same amount of fluid.
- Flare stacks were removed (made obsolete by liquid fuel generators).
- The "ore multiplying" bonus from crushing and washing is now only reflected in the final ingot output rather than in every processing stage.
- Forestry buildings shrank to 3x3 but they now work with entire chunks, managing local trees (see Manifesto).
- Bronze and electric forestries require water. Advanced forestries (chrome tier) require liquid fertiliser and carbon dioxide.
- Tree beds allow trees to be "built" by hand, bot or blueprint.
- Arc furnaces were substantially reworked and now form the final stage of the completely optional ore tripling chain (see Manifesto).
- Arc furnaces are smarter about configuring their input/output connectors to fit the recipe.
- Arc furnaces now accept productivity and speed modules as well as efficiency. Productivity only works for mineral recipes.
- Foundries were replaced with metal casts. These are simple unpowered 1x1 dispensers which form solid components from molten metals.
- Rods are now castable as well as ingots, plates and gears.
- Metal casts are crafted as a single item. These become ingot casts by default when placed manually. The component to be cast is changed using the entity toggle key.
- The casting type of a placed cast is preserved in blueprints and copy-paste (but not pipetting, game engine issue).
- Air compressors consume air filters and produce clean compressed air, reducing pollution in their chunk (like an air purifier).
- Compressed air is used by blast furnaces and cryogenics plants. Otherwise it can be safely vented.
- Blast furnaces are modified electric furnaces which require additional compressed air. They are fast, but can only produce iron and steel ingots and pure metal foams.
- Gas furnaces are modified electric furnaces which consume natural gas instead of electricity.
- Oil processing was completely overhauled and has five main stages with several side branches. Refineries were returned to supporting multiple recipes.
- Natural gas is the fourth fluid product of the main cracking chain. Pure hydrogen is the fifth and final product.
- Natural gas is also available in the world from fissures (very rarely).
- Ethanol can be produced by fermenting wood chips or converting natural gas.
- Lubricant is back to being produced from heavy oil without having to make any other oil byproducts.
- Vanilla "solid fuel", which was called "petroleum coke" or "petrocoke" in IR2, is referred to as just "coke" in IR3.
- Coke is still a byproduct of petroleum processing, but can also be made without oil via pyrolysis of coal.
- Coke has half the fuel value of vanilla solid fuel (i.e. 150% that of coal, not 300%).
- Coke replaces carbon powder in reduction recipes (e.g. steel, silicon) and polymerisation (plastic bars).
- Graphite replaces carbon powder or charcoal elsewhere (e.g. air purification, diamond pressing).
- Graphite is still made from coke, but there is also the option of converting bitumen as well (slower and dirtier).
- The beige gravel floor covering was removed. The dark gravel was replaced with tarmac (bitumen and gravel).
- Sulphurous gas is now referred to as "sour gas" and is now only produced from oil processing and sour gas fissures. The sulphur chain is no longer reversible.
- Vanilla rocket fuel is now referred to as "high octane fuel" and is an optimal mix of petroleum and ethanol; it is only used as vehicle and locomotive fuel.
- Rocket launches require liquid hydrogen and oxygen canisters instead of rocket fuel.
- Barrelled liquid fuels can be used in vehicles and locomotives, returning an empty barrel.
- Vanilla nuclear fuel (the magical burner fuel, not the reactor cells) is not unlocked in IR3.
- Battery chargers and generators are now 3x3 buildings; a higher tier of each is now also available with double the energy rating.
- Battery generators can have their output priority raised and lowered using the entity toggle key.
- Hydrogen cells are a new tier of renewable battery, filled with hydrogen gas in an assembler rather than being charged with electricity.
- The laser assembler is now a specialist high energy crafting device, reserved for specific late-game recipes.
- A conventional "advanced assembler" now fills the steel tier gap where the laser assembler used to be.
- Laser crafting requires liquid nitrogen coolant; the nitrogen is returned as gas for venting or re-liquifying.
- Blank circuit boards, tin solder and optical discs were all removed. Circuit ingredients were reorganised. Revolutionary (blue) electronics was overhauled.
- Plastiglass is now referred to as "nanoglass" and is essentially graphene-coated glass.
- Graphene is also used with electrum to make field effect nanomeshes, the computational substrate for revolutionary electronics.
- Rocket control unit tech was disabled; rocket control units are now unlocked by rocket silo tech as IR does not use them for anything else.
- Transmats are now 4x4 buildings.
- Transmat GUI: a map marker toggle was added; the map label is auto-updated when the transmat name is edited or the transmat is removed.
- Transmat GUI: clicking on the destination minimap opens your main map at that location.
- Transmat GUI: transmat list is sorted by name order rather than distance.
- Wooden and tin pallets are containers with 1 and 3 slots respectively, for use as small, cheap buffers without the hassle of slot barring.
- Modules can still be programmed/formatted by hand, but not in assemblers; a 2x2 programmer machine is available for automated module production.
- Most machine hit points were standardised, based on size and material tier.
- Braking force technology was condensed from 7 tiers to 3 (same total bonus).
- You can suck items out of containers to automatically fill filtered inventory slots, as a kind of early-game personal logistics; see Manifesto / per-player mod settings.
- Added a per-player setting to display a flying text notification when research completes (default is off).
- Added a per-player setting to nudge vehicle direction towards the nearest compass point while driving on artificial tiles (default is off).
- Added a mod setting which can change the map colour of belts/undergrounds/splitters to indicate their tier (default is vanilla).
- Added a suggested map generation preset.
- Many, many other recipe and tech changes, and some new intermediate products.
- Manifesto updates.
Assets:
- Graphics and sound were split out into several asset packs.
- A bunch of new entity sprites and item icons; some older sprites and icons were improved.
- New transmat ring sequence and intro cutscene.
Compatibility:
- Factorio base version 1.1.74 or above is required.
- IR3 does not support IR2 saved games.
- Added a remote interface for disabling the IR3 intro cutscene.
- Added a remote interface for setting per surface whether or not fissures are randomly spawned in new chunks (default is Nauvis only).
- Added a remote interface for setting per surface the radius from coordinate origin within which gem-bearing rocks are excluded (if enabled).
- The IR2 remote interface which enabled the spawning of gem-bearing ores per surface now refers to gem-bearing rocks instead (default is Nauvis only).
- Added a remote interface for setting or overwriting the spilled pollution value of a fluid.