JJtorio --ALPHA--


An SE-style space overhaul for Factorio. Procedurally generated planets, light early game, depth in space. Work in progress. Still in ALPHA, be careful. Put bugs in GitHub issues.

Overhaul
a month ago
2.0
82
Planets Transportation Logistics Combat Armor Enemies Environment Mining Fluids Logistic network Circuit network Manufacturing Power Storage

Changelog

Version: 0.1.41
Date: 2026-07-25
  Features:
    - Orbit is a real starfield now. A community made space texture becomes a
      jjt-space tile, and the void around the orbit platform shows stars instead
      of flat black. Thanks to the Discord member who made the texture.
Version: 0.1.40
Date: 2026-07-25
  Features:
    - Orbital Science tier built, the second real 0.2 slice. An orbital truss
      intermediate feeds the pack, and the tier techs unlock an orbital
      construction hub and a deep survey array plus real productivity payouts.
    - Planets have ambience. The custom tiles gained wind, walking, and build
      sounds, each class blows its own wind speed (barren howls, fertile is
      calm), and the surface wind drives cloud drift.
  Changes:
    - Rebuilt the main menu simulations. Real ground under the scenes, tighter
      framing, slower cameras, and four dense scenes, an assembly hall, a
      smelting bank, a defense line, and a rocket launch.
    - Added the Discord invite to the mod description.
Version: 0.1.39
Date: 2026-07-25
  Changes:
    - The BRAIN companion now exposes a bridge attach point. Calling
      remote.call("jjt_brain", "locate", player_index) returns the companion unit
      number, position, and surface, so the external agent drives the spawned
      companion instead of spawning its own. The spawn message shows the unit
      number too.
Version: 0.1.38
Date: 2026-07-25
  Features:
    - A BRAIN companion character now spawns next to you at game start. It is the
      in game body for the Project BRAIN co-op agent, which is driven externally
      over RCON by the Claude Agentic Player bridge. Without the bridge it just
      stands with you. Use /brain to spawn or respawn it in an existing save.
Version: 0.1.37
Date: 2026-07-25
  Changes:
    - Refined the Rocket Science tier. Launch throughput now doubles rocket part
      productivity, Heavy lift also boosts the thrust assembly on top of unlocking
      the Heavy silo, and Ascent refinement adds more rocket fuel productivity.
Version: 0.1.36
Date: 2026-07-25
  Features:
    - Planets look like real terrain. Ground is now a per class palette of tiles
      blended by smooth noise instead of one stamped tile, with class trees and
      scattered decoratives. Oceanic worlds are organic seas with sand beach
      islands, not a checkerboard.
    - Orbit is reshaped into a round dark platform with a hazard rim floating in a
      black void under a dark sky, so it reads as space instead of a bare square.
  Bugfixes:
    - Planet and orbit terrain now paints out to any distance you explore, instead
      of reverting to Nauvis past 256 tiles from the origin.
    - Discovering a planet no longer builds its surface until you travel there, so
      discovering many worlds no longer bloats the save.
    - Planet ore richness now covers uranium ore and crude oil, not just the
      starter ores.
    - Exotic Munitions now requires uranium ammo, so it can no longer unlock before
      its uranium rounds ingredient exists.
    - Guarded the exo armor grid lookup against a missing armor or grid prototype.
    - Removed the planet day length and gravity facts, which had no effect.
  Changes:
    - Housekeeping. The description drops the dash style, the infrastructure doc
      drops the removed comms file, jjtest is refreshed, a leaked local path was
      scrubbed from the team docs, and the release build now zips only git tracked
      files so uncommitted work cannot ship.
Version: 0.1.35
Date: 2026-07-24
  Features:
    - Rebuilt the main menu simulations into five animated scenes, an assembly
      hall, a smelting row, a belt superhighway, a defense line holding off biter
      waves, and a rocket launch. Machines are powered and running, belts flow,
      and the camera drifts. The old vanilla scenes are gone.
  Changes:
    - Trigger techs no longer clutter the tech tree root. Each now hangs off the
      base tech that unlocks its item, so they appear near related content and
      arm once you have the tech.
Version: 0.1.34
Date: 2026-07-24
  Features:
    - Exo flamethrower, a handheld weapon with 100 range, behind a new Exo Weapons
      tech. Cloned from the base flamethrower.
    - More menu simulations. Reach for space, a factory line, a mining row, and a
      defense line. The old vanilla menu scenes are removed so only these play.
Version: 0.1.33
Date: 2026-07-24
  Features:
    - Added a reach for space menu simulation, a rocket silo with a feeder line
      and labs, to the main menu background rotation. Uses base entities only and
      guards its setup, so it cannot crash the menu. Placeholder scene to tune.
Version: 0.1.32
Date: 2026-07-24
  Features:
    - Tier 1 Rocket Science built as the first real 0.2 slice. A ground chain, not
      a gateway. A Thrust assembly intermediate feeds the pack, and the tier techs
      pay out for real, rocket part productivity, a Heavy silo that needs fewer
      rocket parts and builds faster, and more rocket part and fuel productivity.
  Changes:
    - Resprited the tier 4 content so it no longer looks identical to the base
      items it clones. Assembling machine 4, the turbo belts and inserter, the
      reinforced frame, the exotic circuit, and the exotic magazine each get their
      own placeholder icon. Data stage verified with a headless load on base 2.0.
Version: 0.1.31
Date: 2026-07-23
  Changes:
    - Added the GitHub source and issues link to the mod description.
Version: 0.1.30
Date: 2026-07-23
  Changes:
    - Heavy turret range trimmed from plus 6 to plus 4, so it stays a clear
      upgrade over the gun turret without matching the laser turret reach.
Version: 0.1.29
Date: 2026-07-23
  Changes:
    - Recon Network trigger tech now wants 40 radars instead of 20, so it fires
      when the base is scaling, not in the first hour.
  Internal:
    - Three agent review pass. Defined the reinforced frame and exotic circuit
      before the machine 4 recipe that uses them and guarded on them, so the
      recipe can never point at a skipped intermediate. Removed dead terrain data
      (moisture, aux, water) and its misleading comment, since planet paint only
      reads trees, ground, and water_world. Dropped an unreachable code branch in
      the trigger techs.
Version: 0.1.28
Date: 2026-07-23
  Changes:
    - Item labels use sentence case to match vanilla, so Assembling Machine 4
      reads as Assembling machine 4 and the same for the turbo belts, inserter,
      intermediates, and the exotic magazine.
    - Dev commands dropped the jjt prefix, so use /new-planet, /planets, /goto,
      and /orbit.
    - Declared incompatibility with the major overhauls (Space Age, Space
      Exploration, Krastorio 2, and the Bob, Angel, Pyanodon, and other packs) so
      the portal and the game flag the clash instead of loading a broken mix.
Version: 0.1.27
Date: 2026-07-22
  Features:
    - 24 trigger techs. These research themselves when you hit a milestone like
      crafting 2000 belts or building 200 assemblers, no science needed, each
      granting a small bonus. They reward scaling the factory up.
    - New late game gear. A Heavy Tank, a Heavy Turret with more range, Exo Armor
      with a bigger equipment grid, an Exo Shield, and Exo Legs. Cloned from base
      gear and buffed, unlocked by three new techs.
  Bugfixes:
    - Painted planets no longer keep Nauvis grass decoratives, rocks, and cliffs
      on top. Trees are kept so fertile stays lush.
  Changes:
    - Oceanic is now a sea with sand islands. Fertile paints green ground.
    - The exotic magazine hits harder, double round damage on top of the double
      magazine size.
Version: 0.1.26
Date: 2026-07-22
  Changes:
    - Debug and improve pass from a three agent review. Trimmed the per tier
      boost techs to the documented count and lowered and varied their bonuses
      so they no longer stack into absurd totals. Moved the research discount to
      run last so it reaches the new tech tree. Wired reinforced frame and
      exotic circuit into the assembling machine 4 recipe so they are not dead
      ends, and made the exotic magazine cost two magazines.
  Bugfixes:
    - Dropped the invalid moisture and aux map gen overrides that did nothing on
      2.0. Coerced a zero planet seed to one. Removed a dead surface name export.
Version: 0.1.25
Date: 2026-07-22
  Bugfixes:
    - QC pass fixes. Rocket launch discovery no longer reads a cargo pod absent
      on base 2.0, it now gates on the Planetary Survey tech. Bounded orbit and
      planet retiling to a region around the origin. Guarded the nauvis lookup
      and dev commands against a missing player.
Version: 0.1.24
Date: 2026-07-18
  Changes:
    - Icons get a faint surface grain so the fill reads as material, not flat
      plastic, matching the tiles. Kept subtle so glyphs stay crisp.
Version: 0.1.23
Date: 2026-07-18
  Changes:
    - Thumbnail hints at the core loop. A subtle ascent streak rises toward orbit
      past the planet, reinforcing the reach-space identity.
Version: 0.1.22
Date: 2026-07-18
  Changes:
    - Beveled icon frames. The border is light on top and left, dark on bottom
      and right, so it reads as a raised edge instead of a flat outline.
Version: 0.1.21
Date: 2026-07-18
  Changes:
    - Nicer thumbnail. The planet gets a soft atmospheric glow and top-left
      shading so it reads as a lit sphere against the starfield.
Version: 0.1.20
Date: 2026-07-18
  Changes:
    - Richer placeholder tiles. A coarse mottle pass under the flecks so snow,
      ash, sand, and basalt vary at a larger scale and read as natural material.
Version: 0.1.19
Date: 2026-07-18
  Features:
    - Techs now unlock new tiers of content. Advanced Fabrication (assembling
      machine 4 and two intermediates), Turbo Logistics (a faster belt set and a
      turbo inserter), and Exotic Munitions (an upgraded magazine). Cloned from
      base prototypes, draft balance.
Version: 0.1.18
Date: 2026-07-18
  Changes:
    - More depth on placeholder icons. A bottom-right inner shadow matches the
      top-left highlight so each icon reads as a rounded lit form.
Version: 0.1.17
Date: 2026-07-18
  Changes:
    - Removed the 1000 placeholder tech web, empty filler. The late game is now
      the science tier chain plus per tier upgrade techs that grant real bonuses.
Version: 0.1.16
Date: 2026-07-18
  Bugfixes:
    - Fixed the non-contiguous technology levels warning. Per tier techs were
      named like the gateway plus a number, so Factorio read them as its levels.
      Renamed to their own base name.
Version: 0.1.15
Date: 2026-07-18
  Features:
    - Added a large draft tech web, over 1000 placeholder techs across about 69
      feature families off every science tier (launch systems, radiators, core
      tapping, warp coils, stellar collectors, and more). Structure only for now.
Version: 0.1.14
Date: 2026-07-18
  Changes:
    - Nicer placeholder art. Item icons carry a soft top-left highlight so they
      read as lit, and the custom tiles gained a fine grain pass.
Version: 0.1.13
Date: 2026-07-18
  Features:
    - Fuller late game tech tree. Each tier now has several intermediate techs
      that consume its pack and grant real bonuses (lab speed, mining
      productivity, inventory).
  Changes:
    - Science pack recipes now vary per tier instead of sharing two ingredients.
Version: 0.1.12
Date: 2026-07-18
  Features:
    - Late game science tree drafted in game, tiers 1 to 8. Rocket, Orbital, six
      planet sciences, Resonance, Core, Exotic, three force sciences, and
      Stellar, each a pack plus a gateway tech. Placeholder draft balance.
  Changes:
    - Folded the standalone Rocket Science draft into the full tree.
Version: 0.1.11
Date: 2026-07-18
  Bugfixes:
    - Fixed a load error in 0.1.10. The Rocket Science pack is a tool and needed
      a durability field, now added.
Version: 0.1.10
Date: 2026-07-18
  Features:
    - Rocket Science tier drafted. A new pack, a gateway tech off the rocket
      silo, and a first branch of draft techs.
  Bugfixes:
    - Fixed a rocket launch crash from a wrong cargo pod call in the discovery
      hook. It now reads the silo cargo pod safely and no ops on base 2.0.
    - Planet name collisions no longer overwrite an existing world.
Version: 0.1.9
Date: 2026-07-18
  Changes:
    - Custom placeholder tiles. Frozen, volcanic, rocky, and barren worlds use
      their own tiles (snow, ash, sand, basalt) instead of base tiles. Flat
      stand-ins for now.
Version: 0.1.8
Date: 2026-07-18
  Bugfixes:
    - Frozen and volcanic planets paint with base tiles (concrete and nuclear
      ground) instead of looking like Nauvis. Oceanic water reduced so there is
      land to stand on.
Version: 0.1.7
Date: 2026-07-18
  Changes:
    - Planets look like their class. Each class sets tree density, water, and
      biome bias, so a barren world is dry and treeless. Frozen and volcanic get
      custom tiles later.
Version: 0.1.6
Date: 2026-07-18
  Bugfixes:
    - Orbit reads as space. The surface voids its terrain to out-of-map and
      clears clutter, so it is a platform in space instead of a concrete square
      on Nauvis.
Version: 0.1.5
Date: 2026-07-18
  Changes:
    - Honest scope. The description no longer implies planets are playable. 0.1.x
      is the foundation and early game. Planets, orbit, and orbital science are
      planned for 0.2.
Version: 0.1.4
Date: 2026-07-18
  Info:
    - Integration of work from four worker agents.
  Bugfixes:
    - Fixed a crash on rocket launch. 2.0 removed the rocket inventory, so the
      hook reads the cargo pod and no-ops safely if it's absent.
  Changes:
    - Rocket-silo gate trimmed to a ~10-tech mature base (dropped pure
      optimization techs like tier-3 modules, beacons, and kovarex).
    - Starting inventory is now +20 (80 to 100).
    - New placeholder art, distinct per-item icons, a survey-satellite icon, and
      a 144x144 thumbnail.
  Internal:
    - Added an un-wired orbital science design and prototype for the next tier.
Version: 0.1.3
Date: 2026-06-13
  Changes:
    - Cheaper, faster early game, quicker labs, tier-1 miners, furnaces, and
      assembling machine 1. The first two science packs craft in batches of 2.
Version: 0.1.2
Date: 2026-06-13
  Changes:
    - Easier early game, larger starting inventory and slightly faster movement,
      on top of the existing tweaks.
    - Fuller in-game description and a contact address for feedback.
Version: 0.1.1
Date: 2026-06-13
  Features:
    - Rocket silo research now requires late-game megabase staples first (bulk
      inserters, express belts, beacons, all tier-3 modules, logistic system,
      personal roboport 2, exoskeletons, assembling machine 3, nuclear, kovarex,
      refined concrete), pushing space to well after a mature base.
    - Planetary Survey tech unlocks a Survey Satellite. Launching one discovers a
      new procedurally generated planet.
    - Dev: /jjt-orbit creates and visits a placeholder orbit surface.
  Changes:
    - QoL, longer build, reach, mining, and item pickup range.
    - Research costs reduced ~40% across the board.
Version: 0.1.0
Date: 2026-06-13
  Info:
    - Initial mod skeleton and procedural planet foundation.
  Features:
    - Procedurally generated planets as runtime surfaces (SE-style), each with
      random facts, name, class, ore richness, day length, gravity.
    - Dev commands: /jjt-new-planet, /jjt-planets, /jjt-goto <name>.
  Changes:
    - Early game, doubled starting character hand-mining speed.