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.
Large total conversion mods.
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.