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: 0.0.23 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