Industrial Revolution 3 Patchset for 2.0 (Unofficial, BETA)

by Shemp

Deadlock989's classic overhaul with a unique art-style and age-based progression. This is a command-line script which installs additional code and patches into the original mod files, as well as the add-ons, to make them compatible with Factorio 2.0. Requires manual assembly.

Overhaul
3 days ago
2.0
455
Transportation Logistics Environment Mining Fluids Manufacturing Power

b [Fixed] cursed machine gun turret

8 days ago

I found out that modded IR3 projectiles go through asteroids :D :O poor space platform :D

8 days ago

I did it for you 48 hours without bugs :D

7 days ago

Projectiles are one of the things that I haven't touched at all. The code just seemed to work perfectly on Day 1, but now you've made me curious. I suspect something is going on with collision masks.

I want to ask you, is there any interest in the community for Industrial Revolution 2, or even 1? I'm thinking of Python 2 vs 3 where Python 2 has a few stalwart users after all these years. There's no way I'm going to start working on them soon, I'm just curious.

Going through my memory, I (and probably most of us) first read about the mod in this FFF post, where in the second half, Bilka describes its game design in some detail. At this point, I had only heard of some "Angel Bob" thing; I didn't know such comprehensive overhaul mods existed.

I did try IR2 very briefly and bounced right off of it. It was my first time installing a Factorio mod and it was too hard for me. Even Space Age has been a bit stressful, but I did find Krastorio 2 to be around the right level of difficulty.

Also somewhat amusing is all the previous times where Deadlock has said he's finished with the mod and isn't coming back, and then he returns months later with IR2. And then the same thing again with IR3 in 1.1.

One last thing which I noticed: IR3's first version was released on Christmas Eve 2022, and I uploaded this Patchset to the portal on Christmas Day 2025, 3 years later. I didn't know, I swear it!

7 days ago

I think so too, even though I haven't been able to solve the problem by tweaking here and there. If it can be useful, I found this overhaul of Ownly's bullets that solves the problem. It probably replaces everything on IR3.

https://mods.factorio.com/mod/ownlys_tracers?from=search

As for IR1, unfortunately it's no longer available anywhere. 2 is there, but I don't think anyone uses it. 3 is a natural evolution of the more complete 2. I'm only keeping 2 to take away some forgotten icons :P.

I initially played Bob's mods, then Angel, and I tried some Mix, but always with poor results. I like coherent things, and Deadlock is unbeatable. Space Age disgusts me. It has nothing of Factorio, a jumble of bad recipes and a gameplay made difficult just to waste your time. I bought it sight unseen and I bitterly regret it. Only now that you've unlocked IR3, I'm slowly modding it to my taste.

I don't like Krastorio graphics, I'm spoiled unfortunately I only like the IR graphics without which I don't play anything in Factorio anymore

As for Deadlock, he had a Ko-Fi account for IR3 where I was a supporter and he had some projects underway, but when he said he would stop making mods for Factorio, he closed the whole account as well.

Yours was a fantastic Christmas present :D

7 days ago

Shemp I have a favor to ask you I wanted to change the horrible icon of vanilla sulfur with an IR2 one but it only changes the item icon but not the recipe one, do you have any advice?

7 days ago
local newIcon = "..."
data.raw.item.sulfur.icon = newIcon
data.raw.recipe.sulfur.icon = newIcon

It should be as simple as running this in data-updates, no?

6 days ago

I'm going through the mod list on the latest save you gave me, and replacing a bunch of recipes with my own fiendish creations.

I could use a bit of help with Realistic Reactors, it seems like the mod has a lot of settings, a lot of potential recipes and I'm not really sure how to use it at all.

6 days ago

What do you need? I replaced the nuclear reactor with the deadlock recipe, the breeder has the deadlock recipe plus the production modules... I have no imagination :D
I made the cooling tower out of concrete, the electric motor, the heatsink, and reinforced steel-plate, and the sarcofacus out of a mountain of concrete and steelrod. It's not much different from the vanilla reactor except that it explodes :D

6 days ago

Guess this mod is a bit bigger than I thought it was, I'll leave it for another update. If you've already made recipes, post them and I'll put them in.

The breeder reactor doesn't seem to accept any items.

6 days ago
(updated 6 days ago)

I have used it a few times because we have to throw away the uranium but it uses the same cells but produces less energy but more spent fuels to recycle

you don't see what it accepts because it's completely scripted

this is really a great mod,More complex is better than build 10 reactors in a row to produce 10 tW and then using 50 kW. I'll send you the recipes, but evaluate them.

5 days ago
(updated 5 days ago)

congratulations on the BETA!

Great job with the built in mods

I had made the same change to the layout of the modules in my mod :D obviously written much worse :D

10 hours ago

I've been experimenting with Space Age. No idea how you managed it, but I've got the Patchset to load with it. The issue with projectiles seems to be solved by adding the "object" layer to their hit_collision_mask, but I don't know if that will have any consequences...

Do you think I should make projectiles homing? Some of the slow ones like photon torpedoes have trouble hitting asteroids at long-range.

I'll take a look at Ownly's tracers and see what approach they used.

8 hours ago

You are unstoppable ;P I solved it ignorantly I loaded the Ownly's mod after IR3 and something did something :D

I'm 3/4 of the way through the game again...... and everything is going great!

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