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.