Overhauls Factorio with increased difficulty, complex recipes, and intricate research trees. This mod is currently work in progress, feedback is appreciated!
Large total conversion mods.
Version: 0.0.25
Date: 12. 10. 2025
Features:
- Added borax, a boronic compound that is extracted from concentrated brine
- Added borosilicate glass and various boron-based intermediates
- Added silicone oil and silicone rubber
- Added observatory and various observation recipes that will be used for the final tier of science before space science
- Added depleted fuel cell reprocessing and PUREX process to recycle spent fuel cell
- Added MOX (mixed oxide) fuel cell to reuse plutonium from PUREX process
Minor Features:
- Added stepper motor; adjusted multiple recipes using electric engine to use stepper motor instead, mostly equipments
- Added hydraulic fluid and hydraulic cylinder
- Added neon cryogenic recipes
- Added liquid natural gas (and variations) expansion recipe to allow easy transport
Changes:
- Changed centrifuge item/technology texture
- Added radioactive icons on many nuclear related items and fluids
Balances:
- Lowered uranium hexafluoride yield from yellowcake
- LEU and HEU fuel cells now takes a lot more enriched uranium pellets
- Halved coal gas cooling refrigerant amount
Bug fixes:
- Fixed cryogenic purified natural gas using normal natural gas sprite
Version: 0.0.24
Date: 07. 10. 2025
Features:
- Added flotation cell and froth flotation after industrial science that can further increase material yield per ore
- Added 3 flotation agents for different ores, and new processing chain to manufacture and recycle them
- Added biofuel, which can be created from canola seeds
- Added biodiesel that is manufactured by mixing biofuel with diesel or methanol
- Added the direct coal liquefaction (DCL) process to convert coal into petrochemical products; this process benefits a lot from productivity
Minor Features:
- Added cumene, which changes the cumene process ingredients and added alternative gasoline recipe involving cumene
- Added a biodiesel generator which directly burns biodiesel for electricity
Changes:
- Cryogenic fluids and recipes now have its own icon (previously shared with refrigerated fluids and recipes)
- Added hydrogen compression and Hampson-Linde process for liquid hydrogen
- Rearranged some grouping and order
Balances:
- Increased distilled water consumption for phosphoric acid recipe
Bug fixes:
- Fixed "Cumene process" recipe being unavailable in tech tree
Others:
- Removed legacy locale file
Version: 0.0.23
Date: 02. 10. 2025
Features:
- Added ash, burnt result from wood, coal and lignite, or byproduct from coking
- Added ash processing, players can dispose them by mixing with water, or centrifuge into useful byproducts
- Ash now takes place in creating concrete and fertilizer
- Added phosphorus pentoxide and phosphorus compounds; advanced lubricant chain now requires phosphoric acid
- Added cellulose acetate production and RO membrane production, unlocking reverse osmosis for water
- Added industrial science pack and simulation recipes, which are the next tier science after utility and electronic
Minor Features:
- Added high temperature alloy, which can be used in nuclear reactor and thermal insulation
- Added composite frame, an advanced item for various structural production, including cheaper LDS
- LNG turbine is now renamed to "Gas turbine" and accepts LNG/syngas and their clean/purified variant
- Turbine fuel can be selected in the turbine GUI. The fuel selected will be set as default for subsequently placed turbines.
- Added alternative vacuum tube recipe which uses carbon electrode and trace amount of neon
Changes:
- Gas turbine recipe is now cheaper to fit its position in tech treatment
- Nuclear reactor now requires high temperature alloy
- Advanced LDS recipe now uses composite frame, takes longer to craft, and yields more
- Concrete production now requires mixing concrete mixture and casting with iron sticks and stone bricks
- Added a new alternate recipe of fertilizer which yields more
- Added burnt inventory to various burner machines
- Changed uranium hexafluoride enrichment output ratio: Tier +1/0/-1 ratio is changed from 1:1:2 to 1:2:1
- Nuclear fuel casing now requires high temperature alloy but takes less zirconium
- Arc furnace now takes high temperature alloy instead of nickel
Balances:
- Wood value have been increased to 400kJ
- Made LDS recipe slightly more expensive
- Slightly lowered syngas energy value
- Slightly increased all natural gas variant energy value
- Gas turbine is moved earlier inside tech tree
- Synthetic corundum is now slightly cheaper and much faster to craft, but requires argon
- Make the original fertilizer recipe more expensive and require ash
- Make the thermal insulation recipe much more expensive, but enabled productivity
- Lowered supercomputer coolant consumption
Setting:
- Added setting for all burner efficiency (default 75%)
- Added setting for all fluid burner efficiency (default 85%)
- Added setting for gas turbine efficiency (default 150%)
- Added setting for vanilla nuclear reactor efficiency (default 50%)
Bug fixes:
- Rebound laser technology to correct prerequisite
- Fixed missing carbon dioxide flare stack recipe since WGS is removed
- Fixed manufactory being unable to craft some of the assembler recipes
- Fixed supercomputer being unable to craft anything due to misconfigured max ingredient count
- Fixed coal gas rectisol process resulting in clean syngas instead of clean coal gas
Others:
- Added a natural gas processing menu simulation for testing
Version: 0.0.22 Date: 29. 09. 2025 Bugfixes: - Fixed incorrect file name
Version: 0.0.21
Date: 29. 09. 2025
Features:
- Added carbon electrode, a "catalyst" for some high power electrolysis recipe and arc furnace alloying recipe
- Added purified carbon, precursor of high-yield graphite production and carbon electrode
Changes:
- Increased arc furnace crafting speed, energy usage, and pollution
- Now all arc smelting alloy recipe requires carbon electrode
- Filter now takes purified carbon instead of graphite
- Arc furnace recipe now takes electrode instead of graphite
Balances:
- Greatly increased graphite smelting time
- Changed solder recipe which uses 1 more lead plate but output 4x solder
- Lowered graphite-requiring electrolysis recipe yield to encourage the use of electrode
Modding:
- Added compatibility with Bob's inserters: Rebound technology and moved long-handed inserter unlock
- Added compatibility with Elevated Pipes: Rebound technology and changed recipe of elevated pipe
- Added compatibility with Advanced Fluid Handling: Rebound technology and changed recipe for all pipe components and pumps
- Added compatibility with Warehousing: Rebound technology and changed recipe for logistic warehouses and storehouses
Version: 0.0.20
Date: 29. 09. 2025
Features:
- Added lignite, a brown variant of coal with lower energy density that has lower carbon content
- Lignite's low carbon content means it can be broken down into more gaseous product during pyrolysis
- Added natural gas and its variant, a new resource that can be extracted at gas fields similar to crude oil
- Natural gas is suitable of syngas production and power generation; trace amount of helium can also be separated
- Added new coal processing chain that starts with pyrolysis of coal and lignite
- Reworked cryogenic cycle to take advantage of the Hampson-Linde cycle for cryogenic temperatures that cannot be reached via refrigeration
Minor Features:
- Added a LNG turbine which is a boiler that consumes liquified purified natural gas with high efficiency bonus
- Added rectisol process which can scrub sulfur and carbon dioxide from gaseous products using methanol
- Added new chain to reprocess bitumen (formerly tar) back into desulfurized oil
Changes:
- Changed some fluid groupings to make the item list cleaner
- Cryogenic fluids temperature are now uniform at -200 degree
- Added more syngas production routes using coal gas, methane and ethane
- Added an ammonia recovery recipe to recover gaseous ammonia from its aqueous counterpart
- Removed direct coal gasification
- Added copper wire as catalyst for syngas production
Balances:
- Adjusted emission multiplier for many burnable fluids, mostly increase to encourage processing before combustion
- Removed WGS reactions, will be re-implemented with process changes
- Doubled gas compressor power consumption and disabled efficiency module to prevent possible positive energy loop
- Increased gas compressor emission to positive
- Lowered time requirement for refrigerant compression recipe
- Lowered crude oil desulfurization output
- Reduced coal coking sulfur output from 4 to 2
- Increased amount of drilling fluid needed to mine bauxite
- Adjusted generation of fluorite, galena and tin ore
- Adjusted vanilla crude oil yield and richness
Bugfixes:
- Adjusted multiple incorrect fluid default temperature at 25 degree
- Fixed sprite of tetrasodium EDTA that used EDTA acid sprite wrongly
- Disabled some missed slurry barreling recipe
- Fixed digital advanced circuit recipe using the vanilla circuit instead of custom circuit
- Refrigeration recipes will only take 15 degree compressed refrigerant now
Locale:
- Fixed some incorrect description and names
- Tar is now renamed to bitumen as a uniform byproduct for both petrochemistry and coal processing
Version: 0.0.19
Date: 26. 09. 2025
Features:
- Inserted cellulose fiber chain before utility science
- Added ethylenediamine production for advanced chemical processes
- Added formaldehyde, ethylene glycol, and diethylene glycol production
- Added EDTA and NMMO as an intermediate for cellulose fiber; more uses will be added in the future
Minor Features:
- Added reinforced glass production for laser emitters
- Added distilled water voiding recipe for water treatment
- Added cellulose fiber mesh recipe as alternative to fiber mesh
- Added proper recipe for T3 modules
- Added distilled water voiding process for water treatment plant and steam venting for flare stack
Changes:
- Replaced propylene glycol for industrial coolant to ethylene glycol to reduce single-use compounds
- Improved some entity descriptions for better clarity
- Repositioned modules T2/T3 in the tech tree to introduce them earlier
- Utility science pack now requires cellulose fiber
- Removed ferric chloride solution from microchip recipe
- Adjusted laser emitter ingredient requirements
Balances:
- Adjusted industrial coolant volume per craft
- Increased % of magnesium return as chloride in titanium/zirconium production
- Increased fiber mesh input per reinforced fiber sheet
Bugfixes:
- Fixed various localization entries
- Fixed auto-barrel recipes not appearing after researching "fluid handling"
- Moved epoxy back to product category in inventory menu order
Modding:
- Added compatibility with Valves
Version: 0.0.18
Date: 23. 09. 2025
Features:
- Added arc furnace, a high-temperature smelting machine for advanced metal processing
- Added titanium/zirconium production and advanced alloy with arc smelting
- Added epoxy resin production chain with bisphenol A and related chemicals
- Reworked the processing unit production chain to use epoxy and include PCB etching
Minor Features:
- Added advanced module tiers (speed, productivity, efficiency modules 4-5) for future use
- Added aromatic separation methods to produce more aromatics from mixture
- Added aromatic production directly from methane
- Added new cobalt steel recipe to increase production yield per unit iron via arc furnace
- Added argon and neon flare stack recipe
- Added an advanced coking recipe to increase coal coking yields but produces hydrogen sulfide as byproduct
Changes:
- Moved synthetic rubber production to polymers 1, adjusted multiple early-mid game recipes to use rubber
- Nuclear fuel cell casing now uses zirconium and is more expensive, but allows productivity
- Changed nuclear fuel cell recipes to use new pellet system, to add an extra processing step
- Reorganized technology tree with new advanced alloying technologies
- Moved alternate low density structure recipe after arc furnace to use new alloys and fiber sheet
- Rebound personal roboport to suitable technologies
- Changed various recipe dependencies, technology prerequisites, and research unit requirements
- Adjusted some vanilla recipes
Balances:
- Adjusted nuclear fuel cell fuel value
- Rebalanced the existing uranium production chain to balance uranium drain and waste management
- Increased maximum output of nuclear reactor and added a 10% neighbour bonus
- Halved productivity effectiveness on some recipes, including syngas and methane dehydroaromatization to avoid possible abuse; more similar changes will be added in the future
- Increased flare stack recipe speeds
Bugfixes:
- Fixed some incorrect localization
Version: 0.0.17
Date: 18. 09. 2025
Bugfixes:
- Adjusted each silicon wafer recipe result counts
- Added a wafer recipe without liquid to fix a dependency chain around assembling machine 2 and fast inserter requiring wafers
- Rebound fast inserter to correct technologies
Version: 0.0.16
Date: 16. 09. 2025
Features:
- Added mid-tier goal in-between electronic science and utility science, which is supercomputer, a structure that will be required for progressing to space science
- Supercomputer will takes in data cards and chilled coolant, which is cooled down through radiator and refrigeration
Minor Features:
- Added synthetic rubber styrene-butadiene; in the future this may be moved earlier in the tech tree
- Added another synthetic ethanol route based on sugarcane, which is now growable in greenhouse using fertilizer; expect more use of ethanol will be added later
- Added Raney nickel, a technology that unlocks nickel catalyst that catalyses some old hydrogenation recipe and are required for some new recipe
Changes:
- Express belts and related items now require synthetic rubber
- Re-structured some of the technologies, with most of them being moved deeper into the tech-tree
- Migrated bulk inserter to override vanilla recipe instead of a new recipe
- Renamed technology "Greenhouse" to "Agriculture"
- Manufactory now requires advanced lubricant to craft
Bugfixes:
- Adjusted missing essential prerequisites for some technologies
- Fixed some missing locale for fluid crafting recipes
Balances:
- Adjusted tier 2 module requiring 3 of the previous tier; this will be the case for all subsequent modules
- Adjusted crafting ratio for many electronic components
Version: 0.0.15
Date: 13. 09. 2025
Graphics:
- Changed brine series fluid sprite
- Adjusted chilled fluid icon position
- Adjusted some fluid colors
Features:
- Added phase transfer catalyst for selective extraction at ore slurries
- Added pentlandite processing, a mineral which can be processed to nickel, with trace of cobalts inside
- Added cobalt, a side product that can be separated from pentlandite processing
- Added lithium cell, a high-end battery that is created with cobalt, nickel
Minor Features:
- Added multiple salts for magnesium and calcium
Changes:
- Deprecated magnesium brine and replaced it with magnesium chloride solution
- Removed silver sulfate from galena extraction output
Bugfixes:
- Adjusted methanol research prerequisites
- Fixed kovarex enrichment process not being disabled correctly
Balances:
- Changed some magnesium brine related liquid to be nothing since it will be phased out
- Adjusted some vanilla military recipe to be more expensive and lock behind other advanced technologies
- Moved battery mk.2 and personal laser defense to after lithium cell
- Adjusted some generated recipe crafting time
- Adjusted the lead-zinc ratio in lead-acid battery recipe to reflect the actual ore ratio better
- Doubled ethylbenzene crafting time to encourage use of catalyst after unlocking
- Galena sorting now requires water, and ore ratio is adjusted
GUI:
- Adjusted description on PRC GUI to make the heat requirement clearer
- Added missing subgroup to some fluids
Version: 0.0.14
Date: 12. 09. 2025
Graphics:
- Added Space Exploration Graphics 4 as a dependency
- Adjusted the recipe icon size on machines at Alt mode
Features:
- Added radiator, a 3x3 structure specialized in cooling things to ambient temperature
- Added refrigerant R-134a and related cycles for cooling cryogenic processes
- Added liquid air fractionation and trace gas separation cryogenic recipes
Minor Features:
- Rebound T2 modules to the tech tree
- Added gasoline research, an efficiency fuel after advanced chemical plant
- Added oil desulfurization, which can extract sulfur from crude oil and slightly increase yield at fractionation
- Added catalytic oil cracking, which uses zeolite as a catalyst to increase yield and speed for cracking reactions
Changes:
- Gas collectors are renamed to Gas compressors
- Added and adjusted fuel values and emission multipliers for various hydrocarbons, in case someone want to burn them
Bugfixes:
- Fixed manufactury and PRC not having correct working graphics
Balances:
- Slightly adjusted oil processing time
- Adjusted air centrifuging recipe outputs
- Increased cryogenic refinery crafting items
Version: 0.0.13
Date: 11. 09. 2025
Graphics:
- Adjustment to Ziegler-Natta polymerization technology sprite
- Added layered icons to multiple recipes with same main product to make them more distinguishable
Minor Features:
- Added crude explosives to the mod as early game replacement of explosives, with limited use
- Added explosive production chain after material science via nitroglycerin
- Added chemical formulas to some of the items and fluids in description
Changes:
- Adjusted multiple recipes related to explosives
- Disabled vanilla Koverax enrichment process
- Adjusted prerequisites for multiple explosive related technologies
- Organic chemistry 1 now requires chlorine chemistry to reflect the unlocked recipes
Bugfixes:
- Fixed incorrect prerequisites for exoskeleton tech
- Fixed missing polyethylene recipes in tech tree
Version: 0.0.12
Date: 11. 09. 2025
Graphics:
- Adjusted creosote oil sprites
Minor Features:
- Added energy value and pollution multiplier to tar
- Added zeolite and its precursors, a new catalyst which will be used in WIP recipes
- Added creosote oil distillation to convert excess creosote into basic aromatic compounds
- Nuclear reactor now glows different color based on fuel used (yes I unfixed the reactor color)
Bugfixes:
- Fixed incorrect prerequisites on multiple technologies
- Added some missing locale
Balances:
- Nuclear reactor now also requires electronic science
- Adjusted materials needed to craft a nuclear reactor, mostly increase in cost
- Halved solid fuel energy but doubled all the solid fuel recipe outputs
- Increased burner and electric mining drill energy consumption and halved its speed (Both are still faster than vanilla!)
- Halved calcium cyanamide crafting time and doubled the amount of ingredients it can process at once
- Solid fuel from coal or coke now requires an assembler
- Multiple recipes are banned from hand crafting, mostly intermediates after chemical science
- Reduced crafting time of coke from coal
Version: 0.0.11
Date: 10. 09. 2025
Bugfixes:
- Fixed incorrect recipe type on coke from coal/wood resulting in a dependency loop
Version: 0.0.10
Date: 10. 09. 2025
Features:
- Added red mud (aluminum production byproduct) reprocessing chain to produce rutile, which is titanium oxide
- Added titanium tetrachloride production from rutile, which can be used in Ziegler-Natta polymerization to increase plastic yield
- Added new ore beneficiation process by acid leaching to produce concentrated slurry
Minor Features:
- Added cryogenic refinery, which will be used to progress through utility science in next patch
- Metallic magnesium can be produced through brine processing chain, which is reserved for future use
Changes:
- Rebound multiple military, equipment and endless vanilla technologies to correct prerequisites
- Correct the cost of multiple vanilla technologies
- Adjusted the order for some items, mainly in raw-metal category
- [BREAKING] Simplified the brine processing chain, removed depleted brine concentration step
- Renamed technology "Calcium derivatives 2" to "Alkali earth metal separation" to cover the production of magnesium
- Renamed "Ferric chloride heptahydrate solution" to "Ferric chloride solution" since it is already in water
Bugfixes:
- Fixed material science pack going in front of chemical science pack in ordering
- Swapped back plastic circuit board and circuit board substrate
Balances:
- Adjusted multiple military and equipment recipes for Industrial Rewired progression
- Adjusted item/fluid ratio and energy (mostly decrease) of various electrolysis recipe
Version: 0.0.9
Date: 09. 09. 2025
Features:
- Added HEU fuel cell as another fuel type for reactor with higher energy density
- Added uranium waste reprocessing back into byproducts and uranium slurry, also produces small amount of non-disposable nuclear waste
Minor Features:
- Added capacitor as T2 electronic components and adjusted multiple electronic recipes
- Added laser emitter as a crafting component for laser turrets after aluminum
- Added soda ash for use in uranium waste reprocessing and glass making
- Added a new research to make aluminum into cheaper LDS
Changes:
- Removed crushed coal from the recipe of quicklime
- Technology "Nuclear power" now requires "Air separation" and "Fluid combustion"
- Disabled vanilla nuclear fuel reprocessing
- Rebound multiple military technologies to correct prerequisites
- Adjusted stack size for multiple electronic components
- Adjusted fine sand recipe to be unlocked via pulveriser
- Separated fine sand glass making to its own technology
Bugfixes:
- Fixed inserter capacity bonus 7 research incorrectly using electronic science pack
Balances:
- Adjusted electronic components ingredients and products per recipe
- Adjusted energy use for multiple recipes
Version: 0.0.8
Date: 09. 09. 2025
Features:
- Added Haber process after production science
Changes:
- Rebound some military technologies to correct prerequisites
- Changed some power armor and equipment recipes to fit the mod progression
Bugfixes:
- Fixed pressurized reaction chambers does not interact with inserters correctly
Version: 0.0.7
Date: 09. 09. 2025
Graphics:
- "Fixed" the glow when nuclear reactor is running, based on Cherenkov radiation (which is blue!)
- Updated mechanical component graphic (AI generated placeholder)
Features:
- Added a new uranium processing chain, including enrichment and fuel production
- Added LEU fuel for nuclear reactor, with much higher energy value compared to vanilla fuel
- Rebound utility science to the end of uranium processing chain
- Added cryolite, a (now) synthetic material used in Hall–Héroult process to greatly increase aluminum production efficiency
Changes:
- Removed nuclear reactor neighbour bonus
- Greatly increase reactor output power, max temperature, heat capacity, and halved the efficiency
- Removed many auto barrel recipes for fluids, especially gaseous products and highly corrosive product
Bugfixes:
- Fixed burner inserter initial fuel issue
- Fixed some missing locales
- (Once again) fixed incorrect sprite dimension issues (hopefully this is fixed for now and ever)
Balances:
- Slightly increased pollution of the electrolyzer
- Greatly increases alumina electrolysis energy consumption to encourage the use of Hall–Héroult process
Version: 0.0.6
Date: 08. 09. 2025
Graphics:
- Changed utility science icon to keep it align with electronic science, which will be at the same tier
- Updated some item graphics with a better one
Features:
- Added a few post-electronic science researches, including beacon and speed module 2
- Added uranium refining process to yellowcake
- Note: uranium production chain is unfinished and nuclear power cannot be used properly for now
Changes:
- Added fluorite deposits as a source of hydrofluoric acid and fluorine
- Reconfigured all of the intermediates and fluids subgroup (recipes included)
- Rearranged bulk inserter capacity bonus research
Bugfixes:
- Fixed some missing locales
- Fixed some technology requiring their successor in order to progress normally
Balances:
- Adjusted some recipe for ingredients
Version: 0.0.5
Date: 07. 09. 2025
Graphics:
- Made a new thumbnail
- Updated brine graphics and color to not be confused with newly added red mud
Features:
- Introduced new technology tier up to electronic science pack, first successor to production science
- New researches including aluminum processing, microchip and processing unit
- Added new ore beneficiation process to increase yield after production science
Changes:
- Added pentlandite ore, an ore for nickel (currently have no use)
- Mining bauxite ore now requires mining fluid and related research
- Disabled some deprecated vanilla research
- Adjusted pulveriser pipe fluid box behaviors to allow more input/output per recipe
- Crafting lead plate now no longer requires smelting ingots
Bugfixes:
- Fixed incorrect icon resolution for some graphics leading to crash in 4k
- Fixed some missing locales
Balances:
- Reduced wood energy value for 150kJ to prevent overpowered tree power
Version: 0.0.4
Date: 06. 09. 2025
Graphics:
- Minor update to item graphics
Minor Features:
- Added starting inventory to give player a greenhouse and a few mechanical components to start with
Changes:
- Increased small electric pole coverage
- Adjusted some military technology prerequisites
- Added gunpowder as ingredient for some military technology
- Adjusted flamethrower useable ammo
- Adjusted various machine hitbox size
- Enabled basic greenhouse recipe at the start of the game
Bugfixes:
- Fixed some technology requiring their successor in order to progress normally
- Fixed missing science input for labs
- Fixed incorrect icon resolution for some graphics leading to crash in 4k
Balances:
- Lowered minimum crude oil output
- Adjusted various early game recipe crafting time and resource consumption.
- Reduced the crafting time for some alloying recipes, including steel and coking
Version: 0.0.3
Date: 05. 09. 2025
Bugfixes:
- Fixed some technology requiring their successor in order to progress normally
- Fixed missing science input for labs
- Fixed incorrect icon resolution for some graphics leading to crash in 4k
Changes:
- Adjusted some military technology prerequisites
- Added gunpowder as ingredient for some military technology
- Adjusted flamethrower useable ammo
- Adjusted advanced chemical plant hitbox size to allow placing them side by side
Version: 0.0.2
Date: 05. 09. 2025
Bugfixes:
- Fixed incorrect dependencies
Version: 0.0.1
Date: 05. 09. 2025
Major Features:
- Initial Release