Mods introducing new content into the game.
Version: 0.2.5
Date: 2026-10-01
Features:
- Magma power, the island's answer to fusion. The Magma Reactor burns magma cells and draws 100 MW to drive cold molten salt up into magma plasma - 1000 MW of it, which runs four Magma Turbines, one on each of its plasma nozzles. The turbine is fifteen tiles long, turns the plasma into 250 MW and lets the salt back down hot, and two chemical plants a reactor cool the salt with water for the reactor to take again. Reactors built side by side run hotter, as fusion reactors do, and plasma only passes straight from a reactor into a turbine or from one turbine into the next
- Magma cells are made from a magnetite, two olivine, a pyrite and molten iron, 40 GJ each: 90 an hour for a working reactor, which keeps one crystal hearth busy on its own. Salt melting fills the loop from limestone, slag and lava
- Both machines are built from the crystal line. The reactor takes 100 olivine, 50 magnetite, 5 diamonds and 20 crystal circuit boards, the turbine four geothermal turbines and 100 magnetite. Olivine and magnetite have a use at last
- All of it is the Magma Power technology, after the Geothermal Turbine, Magnetite growing, Limestone processing and utility science
Changes:
- Needs LavaBlock-graphics 0.2.5, which carries the two new models
Version: 0.2.4
Date: 2026-09-28
Features:
- Added the Laser Cutter, a ruby laser over a cutting bed with its own model: the rod glows along the back and a boom swings the cutting head over the blank, which takes the colour of what is being cut. It is built from two crystal circuit boards, two rubies, a diamond, four quartz lenses and advanced circuits
- Molten quartz, melted from silica crystal with lava in an oil refinery, and cast into quartz lenses
- The Laser Cutter slices silica crystal into silicon wafers and sapphire into sapphire substrate. Wafers make a second solar panel recipe - 6 wafers, or 3 silica crystals, against 12 - and substrate a second processing unit recipe: 2 units from a crystal circuit board, 2 substrate, 10 electronic circuits and sulfuric acid, with no advanced circuits
- All of it is the Laser Cutting technology, on chemical science, after Crystal circuit board, Processing unit and Solar energy
Balancing:
- Steam Generation makes 1000 steam from 2000 lava, a wood and 2 coal every 10 seconds - 3 MW a chemical plant. It made 5000 steam a second from 5000 lava, a wood and 5 coal: 150 MW from one plant, which left every other source of power in the mod with no reason to exist. It is still ahead of a boiler, which needs water. A base that ran on it needs about fifty times the chemical plants after this update
- The Geothermal Turbine burns 4 lava a tick instead of 1: 6 MW instead of 1.5, a steam turbine's worth from lava alone
Changes:
- Removed the Enchanted Science Pack, its recipe and its technology. No technology ever asked for it, so its research unlocked a pack with nothing to spend it on. Packs already made disappear when a save is loaded
- With Pyroclast installed, the Pyroclast science pack technology no longer takes enchanted science packs; it needs the lava science pack technology directly instead
- Obsidian is gone from the crystals and magnetite takes its place. Pyroclast has an obsidian of its own, found only on that planet, and LavaBlock's overwrote it - and grew it on Nauvis. Obsidian already made in a save without Pyroclast disappears on load
- Magnetite is not rolled for: Magnetite Growing makes 2 from 50 molten iron and 5 slag on the crystal hearth, after Crystal growing and Advanced lava smelting. Crystal growing now gives five crystals at random, about one and a half a craft
- Needs LavaBlock-graphics 0.2.4, which carries the magnetite and laser cutter pictures and the new technology icons
Graphics:
- New icons for Crystal growing, the Air Cooler, Advanced Lava Cooling and Basalt Casting technologies
Version: 0.2.3
Date: 2026-09-28
Features:
- Added lava slag, skimmed off standing lava in a chemical plant. Two new lines start from it
- Crystal growing: slag, sulfur and coal on the crystal hearth grow six crystals at random - pyrite, obsidian and olivine one craft in two, ruby and sapphire one in five, diamond one in twenty. Every crystal can be crushed to basalt gravel, so the ones not in use never stop the hearth. Researched after Lava crystallization, Stone crushing and Oil processing
- Added the Crystal Circuit Board, from a sapphire, a ruby, two pyrite, circuits and wire. Nothing is built from it yet; it is the part the next crystal technology will ask for. On chemical science
- Limestone processing: slag leached with water gives a calcium solution, carbon dioxide from burnt coal sets it into limestone, a furnace burns that to quicklime, water slakes it, and the pug mill mixes it with gravel into lime mortar. Lime concrete makes 15 concrete from mortar and gravel, against vanilla's 10 from brick and iron ore. After Adobe bricks and Concrete
Balancing:
- Uranium from Lava takes 2000 purified lava and 50 sulfuric acid for 10 ore in 10 seconds, instead of 5000 and 100 in 20. It cost more acid an ore than uranium extraction from stone, and more machine time, behind a much dearer technology
- Explosives (Lava) takes 1 sulfur and 1 coal, as the vanilla recipe does, instead of 2 and 2. Lava in place of the water is what it is for; at double the sulfur and coal it lost to vanilla everywhere else
Changes:
- Simple coal liquefaction is unlocked by Sulfur processing instead of the first Calcite Processing, which came long before there was any sulfuric acid to run it on
- The first Calcite Processing no longer unlocks Acid neutralisation. It is a Vulcanus-only recipe, and vanilla Calcite processing unlocks it there
- Needs LavaBlock-graphics 0.2.3, which carries the new icons
Version: 0.2.2
Date: 2026-09-27
Features:
- Added the Island Link Pole, for carrying power across the lava so every island does not need a power plant of its own. It reaches 64 tiles, the longest wire the game allows, and takes two wires only - one in, one out - so a line of them is a transmission line and not a second grid; an extra wire is cut. Its supply area is small on purpose. Unlocked with the big electric pole
- Solar panel output is a startup setting, in percent of vanilla. 100 by default
Balancing:
- Oil from coal gives 50 crude oil every 10 seconds instead of 200 every 5. It was four pumpjacks in one chemical plant at about 12 lava a unit; it is now half a pumpjack at about 48
- Removed Extract Iron from Air and Extract Copper from Air. There is no metal in air, and at about 28 lava an ore the route was seven times cheaper than lava extraction and made every other ore source pointless. The air line is for argon and blue algae now; the centrifuge's concentrated ore is the step up from lava extraction
- Cryogenic cooling of molten iron and copper gives 50 plates for 200 melt instead of 80. At 80 it turned one ore into four plates; 50 is 2.5 plates an ore against water cooling's 2, and far faster on one machine
- Solar panels take 10 steel, 15 electronic circuits, 10 copper, 5 glass and 2 silica crystal, and Solar energy needs Lava crystallization
- The cargo wagon takes 2 condenser coils and a pump, the fluid wagon 2 coils and 2 pumps, and the locomotive 4 coils and 2 pumps. Railway now also unlocks the condenser coil and needs Fluid handling
Changes:
- The starting island has a natural, ragged coastline that differs from seed to seed, between 28 and 52 tiles from spawn. It was meant to all along, but the noise that should have shaped it never reached above sea level, so it was a perfect circle on every map
- The small islands out in the ocean are now real land rather than grass painted over the lava, so the tile and everything that checks for land agree. They are as many and as big as before
- On an existing save, technologies that were already researched now hand over what they gained in an update - the condenser coil from Railway and the Island Link Pole from Electric energy distribution 1. Recipes switched off by a technology, such as wood extraction after the Arboretum, stay off
Bugfixes:
- Fixed the cliffiness noise expression, which referred to variables that do not exist in Factorio 2.0 and failed to compile on every map load
- Fixed the lava tile's probability on Nauvis being ignored: the planet gave it an inline expression, which the engine drops, instead of the name of one. This is what left patches of lava inside the islands
Graphics:
- The vapour line on top of the Distillation Column is bent round in swept elbows instead of straight lengths meeting at right angles, and rises a little higher off the head to make room for the first bend
Version: 0.2.1
Date: 2026-09-27
Features:
- Added the Pug Mill and a brick route with no kiln in it. Crushed rock and water are mixed and pressed into wet adobe bricks, which dry into ordinary stone bricks in two minutes wherever they are standing - on a belt, in a chest, or in the machine that made them. Three gravel give two bricks, the same as crushing and firing them does, so what the mill actually saves is the furnace and the fuel it burns; the price is the wait and somewhere to stack the bricks while they dry. A second recipe mixes in straw, the way real adobe is made, and gets three bricks from the same three gravel - the first place in the mod where the Arboretum feeds the stone line. Unlocked after Stone Crushing
- Added a bio-ethanol fuel line. The Fermentation Tank ferments straw, wood or green algae with water into fermented wash; the Distillation Column, a tower nearly four tiles tall, boils the wash with steam from its reboiler and takes ethanol off the top and water off the bottom, three quarters of which can go straight back to the tanks. Four tanks feed one column. Unlocked by Bio-ethanol, after the Arboretum
- Added the Fuel Plant. It makes ethanol the other way, from petroleum gas and steam over a catalyst (Synthetic ethanol, after Oil processing), and charges ethanol with oxygen into rocket fuel - 200 ethanol and 100 oxygen for one, which is what the V-2 flew on (Ethanol rocket fuel, after Rocket fuel and Oxygen processing)
- Ethanol carries a fuel value of 500 kJ, so anything that burns fluid can burn it
- The Arboretum grows grass. Grass Cultivation turns 100 water into 10 straw every ten seconds, with no seed - grass grows back from the root - which keeps one Pug Mill on the straw recipe running with some to spare. Unlocked with the Arboretum
- Added the Quench Pit, a sink for fluid you do not want. Pipe anything into it and it goes down into the lava the island floats on, at 1200 per second - exactly one pump, so a pump and a pit are a matched pair. It takes any fluid in the game, including ones added by other mods, and you pick which one it drinks so a misplumbed pipe cannot quietly swallow something valuable. The cost is smoke: it pollutes about as much as three chemical plants while it runs, and efficiency modules are the only way to make it cleaner. Unlocked early, just after fluid handling, because a pipe with nowhere to go turns up long before chemical science
Changes:
- The Industrialised Chemical Plant is built from an ordinary chemical plant instead of a biochamber, and its research no longer needs Biochamber. A building for the lava island should not wait on a trip to Gleba
Graphics:
- The Fermentation Tank, the Distillation Column and the Fuel Plant have their own models. The tank is a stainless vessel with a coned roof, cooling jacket bands, an agitator turning on the roof and a sight glass that shows the brew in the colour of whatever is fermenting. The column is a clad tower with tray seams, platforms and a reboiler at its foot, next to a fin-fan air cooler whose fan turns. The Fuel Plant is a white oxygen sphere, a red lagged reactor and a filling press charging rocket fuel canisters
- The Air Compressor's icon is rendered from its own model. It was a photo-style picture of a workshop compressor on a tank, which matched nothing on the map
- Air Extraction and Air Electrostatic Adsorption have icons drawn the way base-game fluid recipes are: the product, with a small input in the corner. Air Extraction was a swirl symbol and Electrostatic Adsorption was a line diagram out of a physics textbook
- The Pug Mill has its own model: a fired-clay tub with an iron paddle turning through the mix, a timber bench of moulds beside it with bricks standing in them, and a press working over the bench. It is deliberately the least mechanical building on the island - everything else here is plate and pipe, and this one is a crock, a bench and one paddle
- The Quench Pit has its own model: a lined shaft sunk in black basalt, ringed with hazard yellow, with cooled crust floating on the melt at the bottom and the glow coming up through the cracks. Four metering rams work in opposite pairs on the kerb and a flywheel turns on one of the corner piers, but nothing is built over the hole itself - the light coming out of it is the point of the machine
- The Gas Combiner's blower turns in every direction the machine can face. It was a wheel standing up facing the camera, which works looking north and south and goes edge-on the moment the machine is rotated - facing east it disappeared altogether and facing west it was a single line. It is now a centrifugal blower with an upright shaft, so the impeller lies flat and is seen turning from all four sides
- The lava science pack has been repainted. It was a flat orange gradient, which both stood out from a row of flasks that all share the same angular highlights and sat close enough to the automation pack's red to be mistaken for it in a toolbar. It is now cooled black rock with the melt glowing up through the cracks - the one pack in the set that is not a bottle of bright liquid - while keeping the set's highlights and its steel collar
Version: 0.2.0
Date: 2026-09-24
Features:
- Added the Air Filter. The air line's second building, and the one it has always been missing: the air compressor used to compress the air, filter it and then pull the metal back out of it, which is three jobs in one box. Filtering moves out to a machine of its own, so the compressor compresses and separates and the filter filters. It runs the cleaning step at the speed the compressor did, on well under half the power, because charging a plate is cheap next to squeezing steam
- Chlorine can finally be obtained, and it finally does something. Like argon it has been in this world from the start as a fluid you could barrel and unbarrel and nothing else. A chemical plant now scrubs it out of the gas the lava gives off - a real volcano vents hydrogen chloride along with the steam, and this island is one enormous vent
- The Lava Centrifuge takes a chlorinated purification recipe. The plain pass throws away half the melt, because the iron and sulphur it is shedding leave as part of the fraction it spins off; chlorine carries them away as chlorides instead and the melt they were suspended in stays. A thousand lava and fifty chlorine give 750 purified where a thousand alone give 500. Counted back to raw lava that is one and a half in for one out instead of two, a quarter less lava through the pumps for every drop of purified. It runs slower than the plain pass, so a plain centrifuge is still worth keeping where throughput matters more than plumbing
- Added the Gas Combiner, a 3x3 blending skid: two receivers, a mixing drum with a lit sight glass, and a blower. It meters two gases together in a fixed ratio and pipes out the blend
- Argon can finally be obtained. It has been in this world all along as a fluid you could barrel and unbarrel and nothing else - no recipe in the game produced a single unit of it. The air compressor now separates it out of air, at the poor yield a gas that is one per cent of the atmosphere deserves
- The Crystallizer takes a third recipe, its best. Argon blended with a trace of oxygen makes a shielding gas, and a hearth grown under one yields seven crystals where clean melt alone gives five. Pure argon would be wrong here: silica is an oxide, and a melt blanketed in nothing but inert gas comes back reduced. The machine has a second inlet for it, a thin brass one on the opposite flank from the melt
- Added the Water Condenser, a 3x3 machine that condenses steam back into water at two to one. There is no water anywhere on the lava island, so the only supply was the vanilla steam condensation recipe in a chemical plant, which hands back less than a tenth of the steam you feed it and made liquid nitrogen and smelting coolant far dearer than they were meant to be. Unlocked by a technology of its own once you have Calcite Processing and chemical science
- Added the Arboretum, a 5x5 glasshouse that grows timber. Tree seeds and water go in, logs come out, and the same building also turns logs back into seeds, so one machine closes the whole cycle. Four planting beds sit under magenta grow lamps with an irrigation boom turning slowly overhead. Researching it hands over a batch of seeds, so the first crop can always be started
- Added the Algae Tank, a sealed photobioreactor that grows algae. Three strains live off three different solutions, and each concentrates something worth pressing back out of the harvest: green algae feeds on mineral-rich water and presses into timber at about the same cost as the Arboretum, blue algae fixes nitrogen out of plain air and makes liquid nitrogen roughly a third cheaper than the lava route, and red algae grows on hot water and lays down calcite for well under half what synthesising it costs. Which strain you grow is decided by what you pipe into the second inlet, and the culture in the columns takes on that strain's colour. Green and red come with the technology; blue waits for a Nitrogen Fixation technology alongside the air compressor line, because until then there is no air to feed it
- Added the Bio Garden, which presses the harvest. Growing and pressing are different jobs and each got its own building: the tank raises the culture where you can watch it, the garden squeezes it for what it grew on. All three extraction recipes run there
- While it runs, the Bio Garden scrubs pollution out of the air around it, about as much as seventeen trees would - which matters on an island that has none, and where the only thing soaking up a factory's smoke is the lava itself. It only cleans while it is actually crafting, so an idle garden does nothing
- Oxygen is now made by electrolysing water in a chemical plant, and it is worth making: oxygen-enriched iron and copper smelting produce the same molten metal from half the lava. Lava was never scarce, but 5000 of it per craft is what forces a wall of pumps behind every smelter, so this trades a gas line against half the plumbing. Unlocked by an Oxygen Processing technology of its own
- Added the roll crusher, and with it a second source of stone. Until now every single stone came from ore clearing, which burns an iron ore and a copper ore apiece, so expanding the island cost around a hundred thousand lava in stone alone. Lava can now be quenched into basalt in a chemical plant and a crusher grinds it down: about a hundred and seventy lava a stone instead of four hundred, at the price of a second machine, water and a hungry motor. It takes two passes - the first breaks basalt into gravel, the second grinds the gravel to stone - so a rock line is a bank of crushers feeding another bank rather than one machine bolted to a belt. Unlocked early, by Basalt Casting and then Stone Crushing on red and green science, because land expansion is available from the first minute and should not wait for chemical science
- The crusher comes in three. The Burner Roll Crusher burns fuel and needs no power line at all, so the first stone can be crushed before the grid reaches that corner of the island; the Roll Crusher runs on electricity at twice the speed and takes two modules; and the Industrial Roll Crusher is faster again with four module slots. Each is built out of the one below it and fast-replaces it, so upgrading never means tearing out the belts
- The Industrial Roll Crusher takes a lubricant line, and with it a grinding recipe that gets half again as much stone out of the same gravel - six instead of four. That drops the cost of a stone to about a hundred and ten lava, a bit over a quarter of what ore clearing charges. There is deliberately no lubricated version of brick crushing: at that yield the brick round trip would break even and start printing stone out of nothing
- The new machines are built out of parts of their own rather than a pile of plates. A crusher roll is a toothed drum, and two of them are what a roll crusher crushes with; a culture column is what algae is grown in, and the tank stands four; a grow lamp is the magenta tube the arboretum's beds and the tank's columns sit under; a condenser coil is the finned copper tube that pulls the heat out of steam. Each is something you can point at on the finished machine, each is hand-craftable, and each arrives with the technology of the first machine that wants it
- Surplus stone brick can still be ground back into stone, but it now has a technology of its own, Brick Reclamation, that follows Stone Crushing. It is a side door you only want once cryogenic lava cooling is running and the brick is piling up, and it no longer arrives with the crusher itself
- Added the Crystallizer, a 3x3 hexagonal hearth that grows crystal out of molten rock. Lava is held just under the temperature it freezes at and stirred slowly, and silica crystal grows on the shelf around the pan. Remelt the crystal fast in an ordinary furnace and it cannot crystallise again - that is glass, and it is the first transparent material the island has ever had
- Glass goes into a glazed panel, and the glazed panel is what the glasshouses are actually built from. The Arboretum, the Algae Tank and the Bio Garden's dome are all described as glass and were all made of steel plate; now they are made of what they look like. Culture columns take raw glass rather than a flat panel, because a column is a tube
- The Crystallizer takes a better recipe once the Lava Centrifuge is running. Clean melt seeds far fewer grains, so purified lava grows five large crystals where raw lava gives two small ones - a little over three times the yield counted all the way back to raw lava. Unlocked by Refined Crystallization
Balancing:
- Shielded crystallizing is an addition, not a replacement. Forty per cent more crystal costs a whole gas line - argon off the air compressor, a combiner to blend it, and a pipe run to the hearth's second inlet - so a base running well on purified lava is under no obligation to build any of it
- The rock line is longer but no dearer. Two basalt still make four stone end to end; what changed is that it takes two passes to get there instead of one, so the cost of the extra step is a second crusher and the belt between them rather than a worse ratio
- The glasshouses cost the same steel they always did. Each building's plate count drops by roughly the steel its new glazed panels carry, so glass lengthens the road to a glasshouse rather than putting a toll on it
- Lava Crystallization sits in front of the Arboretum, which is a new step on an existing path. It is deliberately one of the cheapest researches in the mod - 75 on red and green science, no new science pack - for exactly that reason
- Researches that used to hand over several machines at once have been split up. Basalt Casting, Stone Crushing and Brick Reclamation were one technology that dropped a machine and three recipes in one go; Algae Cultivation and the Bio Garden were one that dropped two buildings and six recipes. Each now arrives on its own, cheaper, and in the order it is used in
Changes:
- Electrostatic adsorption now runs on the Air Filter instead of the Air Compressor. Existing compressors set to that recipe will come back with no recipe selected and their ingredients returned - set them to something else, or replace them with a filter and carry on
- Wood is now grown rather than conjured. The makeshift extraction recipe that produced a log every 15 seconds from no ingredients at all is switched off once the Arboretum is researched
Graphics:
- The Geothermal Turbine has its own model at last. It wore the vanilla steam turbine's picture and icon, which said the one thing about this machine that is not true - there is no steam anywhere in it. It is now a lava-fired engine: a lagged barrel with a glowing feed running up one flank, scorched ochre at the hot end and clean steel at the generator end, three rams working in sequence up the other flank, a spoked flywheel standing clear above the casing and an extractor turning flat on the generator can
- The XP Lab is no longer a violet copy of the vanilla lab. It is cut stone with amethyst growing out of it: crystal-tipped buttresses at the corners, a reading desk at the front, and a six-sided crystal floating and turning over the central pedestal with four smaller ones orbiting it. The only building in the mod that is not industrial, and the amethyst is the same stone the Crystallizer grows
- The Air Filter is built to the shape the mod had been carrying a drawing of all along: an eight-sided furnace tower, widest at the ground, with tall grey pilasters standing on its corners, louvred rust panels recessed between them, arched pipes over the throat, and a cleft down the front face that opens onto a lit interior with a small impeller turning at the foot of it. A second impeller turns in a dark hood at the very top. Rust red against the Air Compressor's cold grey, so the two can be told apart at a glance where they stand side by side
- The Air Filter's plates hang from their caps rather than being bolted on, and the draught through the machine rocks them - each one swinging a little out of step with the next, so the movement travels round the tower instead of every plate flapping at once
- The Air Compressor shows its own icon everywhere now. It has had a rendered icon since it got its model, but only the inventory used it: on the map, in alt-mode and in Factoriopedia it was still drawing a vanilla assembling machine
- The Gas Combiner is brass and deep blue against the Air Compressor's cold grey, because the two stand next to each other in any gas build. Two upright receivers of different heights at the back, a mixing drum lying across the front with a lit cyan sight glass in it, a blower wheel standing up on the right and a metering plunger working up and down between them
- The Crystallizer now shows both of its feeds. The melt arrives in a heavy pipe on one flank and the gas in a thin brass one on the other, so which line goes where can be read off the machine. Its product chute moved to the front, where it can actually be seen
- The Crystallizer is an open hexagonal hearth: a glowing pan of melt with broken crust floating on it, three rabble arms ploughing slowly through, and six clusters of amethyst crystal standing on the shelf round the rim. The clusters grow and are taken away on staggered schedules, so the ring always has something at every stage. Nothing is drawn over the pan, and the crystals are the only violet in the mod, so the machine can be picked out at a glance among the orange and grey ones
- The technologies that hand over this release's new machines now show the machine itself instead of a borrowed base-game picture. Stone Crushing, Powered Rock Crushing, Lubricated Rock Crushing, Water Condensing, the Arboretum and the Bio Garden each carry a rendering of what they unlock, shot the way base-game technology icons are - a lower three-quarter view with a soft shadow under it, rather than the flat overhead angle the machine has on the map. The three crushers are told apart here too, because each technology shows its own tier
- The Lava Centrifuge now has its own animated model instead of reusing the vanilla centrifuge: a squat armoured vessel on a bolted plinth, with cooling fins, a perforated basket spinning behind the drum cage, and three counterweight arms turning on top. The basket is drilled with a staggered grid of holes and the molten charge glows through every one of them, so you can see it turning rather than just guessing. It casts its own shadow, spins while it is working and stands still when it is idle, turns to face the way you rotate it, and throws an orange glow onto the ground around it while it runs
- The Lava Centrifuge and the Industrialised Chemical Plant now smoke while they work. The plume rises from the tallest point of each machine - the centrifuge's spindle, the chemical plant's tallest column - and thins out as it goes. It only shows while the machine is actually crafting, and it does not speed up when the machine is beaconed
- The Lava Centrifuge now has a matching icon, so it can finally be told apart from the vanilla centrifuge in the inventory, the crafting menu and Factoriopedia
- The Air Compressor now has its own animated model in place of the flat, shadowless placeholder image it shipped with: a pressure receiver on saddles along the back, an eight-blade intake fan spinning behind a guard ring, and a finned motor driving it. Deliberately cold grey next to the Lava Centrifuge's orange, so the air route and the lava route can be told apart at a glance on a crowded base. It casts a shadow and turns to face the way you rotate it
- The Water Condenser has an animated model of its own: two disc-finned cooling columns standing across the back, a six-blade fan pulling air through them behind a square shroud, and a condensate tank with a lit sight glass at the front. Four things move rather than one: the big intake fan, a small extractor on top of each cooling column turning the opposite way, and a condensate pump between them whose ram rides up and down. Light steel and teal, so it can be told apart at a glance from the Air Compressor's cold grey and the Lava Centrifuge's orange. It casts its own shadow and turns to face the way you rotate it
- The Arboretum is a glasshouse rather than a machine: a walled planter box with a glazed clerestory, an open roof so the four beds of young conifers are visible from above, pink grow lamps under the eaves, and a three-armed irrigation boom sweeping over the beds. The only building in the mod you can see inside. It casts its own shadow and turns to face the way you rotate it
- The Industrialised Chemical Plant has a proper model at last. What it had before was four entirely different buildings, one per facing, drawn at a camera angle and in a palette of their own - so rotating the machine rebuilt it into something else, and it never looked like it belonged next to the rest of the mod's machines. It is now one building seen from four sides, and a properly crowded one: five hooped vessels of different heights, a spherical accumulator on legs, a reactor drum lying across the front, a three-tier pipe rack threading between them, round galleries with handrails, ladders, valve handwheels and a big elbow dropping to the deck. The drum's drive fan and a smaller extractor on the tallest tower turn against each other while it works, and a feed ram rides up and down
- The Industrialised Chemical Plant's sight glasses are tinted by the recipe, the way the vanilla chemical plant's are, so you can see what a plant is making from across the base. The windows are spread around the vessels and one sits in the top of the drum, so the colour stays visible whichever way the machine is turned
- The Algae Tank is four tall culture columns behind glass with nothing standing over them, a circulation pump at one corner and a dosing ram at the other. The columns visibly fill as the algae grows and drain when it is harvested, each on its own schedule, so there is always one nearly full and one nearly empty. The culture is tinted by the recipe, so a tank growing green algae looks green from across the base and a red one looks red
- The roll crushers are two toothed rolls standing side by side and turning towards each other, with the rock going down the gap between them and the crushed product coming out on an apron at the front. Two rolls rather than one drum, because one drum turning could be a mixer or a kiln, while two turning into each other say in a single frame that whatever goes between them comes out smaller. Nothing at all is drawn over the rolls, so the pair and the gap between them stay visible from every angle
- Each roll is driven by its own little engine: an eccentric on the end of the shaft, a connecting rod with a round big end wrapped around it, and a crosshead sliding in a cylinder that leans out into the corner. Because the two rolls turn opposite ways the two rods swing in mirror image, which is what makes it obvious at a glance that the rolls are working against each other rather than just spinning. The rods do not move on a simple back-and-forth either - they lean as they go, so the crosshead dwells longer at the bottom of its stroke than at the top, the way an engine actually runs
- The three crushers are painted apart as well as built apart. The burner's casing is dark rusted iron, the electric one keeps the mod's steel grey and the industrial one is ochre, so you can see which tier a machine is from across the base without zooming in. The three differ in brightness as well as in colour, so they stay apart at night and for a colourblind player. Each also carries its own tell on the drive bed: a firebox with a lit door and a chimney, which is the tallest thing on any of them; a finned motor; an oil tank and a lubricant port. The rolls and their teeth are the same steel on all three, because that is the part that says what the machine does, and three tiers with different rolls would read as three unrelated machines. None of this survives at the size of an inventory slot, so each icon carries a badge in the corner as well - a flame, a lightning bolt, a drop of lubricant - and the three can be told apart in the inventory, the crafting menu and Factoriopedia too
- The Bio Garden is a ribbed glass dome over a thickener pan, with a rake bridge turning slowly over the pulp inside, a guided press working up and down on one near corner and a discharge hopper on the other. The pulp in the pan is tinted by the recipe and read straight down through the glass, so the colour of what is being pressed shows whichever way the machine is turned, and it churns under the bridge as it goes round. Round and small against the Arboretum's big square glasshouse, so the two read as the same family of building without being the same shape
- The Air Cooler has been rebuilt. It was the oldest custom model in the mod, drawn without a shadow and at a camera angle of its own, and it had come to look flat beside everything built since. It is now a louvred plant box with two big axial fans turning against each other on the roof, a rime-covered expansion drum lying across the front and a compressor beside it whose piston works up and down under a frosted cap. The frost is the point: this is the only machine in the mod wearing any, which is what marks where the liquid nitrogen line starts. It casts its own shadow and turns to face the way you rotate it
Version: 0.1.7
Date: 2026-09-12
Features:
- Added the Industrialised Chemical Plant technology, which finally unlocks the machine of the same name
Changes:
- Sulfur on the Lava Block world now uses a dedicated surface property instead of one cloned recipe per known planet, so the vanilla sulfur recipe keeps working everywhere else, including on planets added by other mods
- Removed 34 leftover Pyroclast prototype files that were split out into the standalone Pyroclast mod back in 0.1.1 and have been unreachable dead code ever since
- Pyroclast is now an optional dependency instead of a required one. LavaBlock no longer ships any Pyroclast content, and the integration in data-updates.lua was already guarded, so there is no reason to force every player to install it. Load order is preserved, so the integration still applies when Pyroclast is present
Bugfixes:
- The Industrialised Chemical Plant was impossible to obtain and would have been useless anyway: no technology unlocked its recipe, the recipe used an invalid crafting_category key, and the entity was restricted to a recipe category that no recipe in the mod uses
- Fixed the sulfur recipe migration, which used a name-to-name object instead of the list of name pairs the migration format requires; Factorio rejected the whole file, so machines set to the old per-planet sulfur recipes were not migrated
Balancing:
- The starting kit now contains 6 solar panels, 3 accumulators and 4 small electric poles. Two panels produced 120 kW while the starting chemical plant and offshore pump together draw 270 kW, so the first factory never ran at full speed and stopped completely every night
- Air extraction now consumes steam instead of creating compressed air out of nothing, takes 4 seconds instead of 2, and the air-to-ore recipes yield 5 ore instead of 10. The air route no longer makes the entire lava economy redundant
- Air compressors now draw 1.5 MW explicitly instead of inheriting the assembling machine 3 value, so pulling ore out of thin air trades power for lava as intended
- Cryogenic lava cooling now produces 1500 steam at 500 C instead of 2000 at 1000 C. The old output contained several times more energy than the lava put into it, which also made the Geo Thermal Turbine pointless. Stone brick byproduct chance reduced from 80% to 50%
Version: 0.1.6
Date: 2026-07-02
Graphics:
- The Air Cooler now has its own custom animated model its a 3x3 cryogenic cooler with counter-rotating fans
Changes:
- The Air Cooler is now a 3x3 building with centred fluid connections (inputs on the north and west sides, output on the south)
Version: 0.1.5
Date: 2026-07-01
Bugfixes:
- Pyroclast science pack no longer requires Military Science Pack 2 (which was gated behind railgun/tesla/artillery/uranium/EM plant), restoring Pyroclast to a mid-game planet after Vulcanus instead of an end-game one
- Advanced Lava Smelting no longer re-unlocks Brick Smelting, which is already available from the start of the game
Features:
- Added two XP Lab quest lines that reward the player directly: Handcrafting Mastery (increases character crafting speed) and Mining Mastery (increases character mining speed), both fuelled by XP Science Packs earned through hand-crafting
Balancing:
- Advanced Lava Smelting now unlocks the basic water-based iron/copper cooling recipes, giving it a complete lava-to-plate loop on its own instead of being inert; the high-throughput cryogenic (liquid nitrogen) cooling recipes remain on the Air Cooler line as an upgrade
- Rebalanced the air extraction chain (air extraction, electrostatic adsorption, extract iron/copper from air) into a throughput-matched chain that out-produces chemical-plant lava extraction per tile, at a high energy cost, so its large footprint is justified
- Lava module recipes now replace advanced circuits with lava rather than costing the same circuits plus a lava tax, delivering on the "using lava instead of standard materials" promise
Changes:
Version: 0.1.4
Date: 2026-06-25
Bugfixes:
- Fixed Lava Block Island generating a full land planet carpeted in biter nests and worms instead of an island
- Island terrain (elevation + lava ocean fill) is now applied to the Nauvis planet itself, not only the map-gen preset, so it generates correctly under Space Age's planet-based new-game flow
- Rewrote the lava elevation expression: it now produces a guaranteed starting island surrounded by a lava ocean (the previous formula was always below sea level and could never form land)
- The lava tile now fills the ocean on Nauvis via a per-planet probability override (the base lava tile only autoplaces using Vulcanus-specific noise)
- Clamped enemy-base map-gen size from an invalid 200 to the maximum valid value of 6
- Removed Vulcanus demolisher territory settings from the Lava Block Island preset (they don't belong on a Nauvis start)
Changes:
Version: 0.1.3 Date: 2026-06-24 Changes:
Version: 0.1.2 Date: 2026-02-23 Changes:
Version: 0.1.1
Date: 2026-02-23
Features:
- Extracted Pyroclast planet into its own standalone mod ("Pyroclast")
- Pyroclast mod works independently with just base + Space Age (no LavaBlock needed)
- When both mods are installed, LavaBlock integrates Pyroclast into its custom tech tree (lava-science-pack, enchanted-science-pack, military-science-pack-2)
- Standalone Pyroclast uses standard Space Age science packs (metallurgic, utility, military)
Changes:
- LavaBlock now requires Pyroclast as a fixed dependency
- Moved all Pyroclast content out of LavaBlock: planet, tiles, geysers, items, recipes, technologies, locale
- Foxhole-style materials (Bmat, Cmat, Emat, Rmat, Hemat, Assembly Materials I-IV) and their recipes/technologies are now part of the Pyroclast mod
- Base game recipe modifications (artillery shells, radar, railgun turret, vehicles, etc.) moved to Pyroclast
Version: 0.1.0 Date: 2026-02-22 Changes:
Version: 0.0.35
Date: 2026-02-22
Bugfixes:
- Fixed missing display names for map generation noise expressions (lava cliffiness, Pyroclast cliffiness, Pyroclast biome)
Version: 0.0.34
Date: 2026-02-22
Features:
- Added Pyroclast (WIP): a hyper-volcanic late-game planet reachable from Vulcanus, with even more extreme pressure and gravity than Vulcanus
- Added Obsidian: a volcanic glass mineral unique to Pyroclast, extracted from lava in chemical plants under its intense surface conditions
- Added Pyroclast Science Pack: a late-game research pack crafted exclusively on Pyroclast using obsidian, lava, and advanced electronics; accepted by all labs and biolabs
- Added sulfuric acid lakes to Pyroclast, pumpable with offshore pumps for sulfuric acid
- Added minable volcanic rocks to Pyroclast (huge and big variants), yielding stone and ores
- Added Molten Iron Geyser and Molten Copper Geyser to Pyroclast: natural vents of superheated metal extractable with offshore pumps; cluster size, frequency, and richness configurable via map generation sliders
Changes:
- Nauvis lava terrain and island positions now vary with the map seed, producing a unique layout in every new game
Version: 0.0.33
Date: 2026-02-16
Features:
- Added Military Science Pack 2: advanced military research pack with darker tint
- Military Science Pack 2 recipe uses cutting-edge weaponry: railgun ammo, tesla ammo, artillery shells, uranium-235, and electromagnetic plant
- Military Science Pack 2 unlocked via new technology requiring railgun, tesla weapons, artillery, uranium processing, and electromagnetic plant technologies
- Added Circuit Science Pack: electronics-focused research pack
- Circuit Science Pack recipe: 3 electronic circuits + 2 advanced circuits + 1 processing unit → 3 circuit science packs
- Added Circuit Crafting Productivity technology: improves electronic circuit (+10%), advanced circuit (+10%), and processing unit (+5%) productivity
Changes:
- Space Age: Split asteroid productivity technology into separate "Simple" and "Advanced" versions for better specialization
- Space Age: Asteroid Productivity (Simple) affects basic asteroid crushing recipes only
- Space Age: Asteroid Productivity (Advanced) affects advanced asteroid crushing recipes only
- Space Age: Both technologies have the same research cost but must be researched separately
- Space Age: Both asteroid productivity technologies now require Military Science Pack 2 and Lava Science Pack
Bugfixes:
- Fixed Military Science Pack 2 not being accepted by labs and biolabs
- Fixed Circuit Science Pack not being accepted by labs and biolabs
Version: 0.0.32
Date: 2026-02-15
Changes:
- Added subtle hint to XP Lab technology description: "Automation is the law, but manual practice never hurts. Sometimes the old ways teach us new tricks."
- Added warning message to Foundation Platform Exhaustion technology: warns players about upcoming recipe changes
Bugfixes:
- Fixed Foundation Platform Exhaustion not triggering properly when foundation craft count reached 10,000 (removed technology prerequisite dependency)
Version: 0.0.31
Date: 2026-01-26
Features:
- Added XP Research System with experience-based progression
- New XP Science Pack: automatically earned through crafting activities
- New XP Lab building: dedicated research station that only accepts XP Science Packs
- Crafting Mastery technology chain (5 levels): provides +5% productivity per level to iron gear wheel recipe
- Smelting Mastery technology chain (5 levels): provides +5% productivity per level to iron and copper plate recipes
Balancing:
- XP is earned at force level (shared between all players in multiplayer)
- 100 XP converts to 1 XP Science Pack (automatic conversion)
- Different items grant different XP amounts based on complexity (1-50 XP per craft)
- XP Lab unlocks after crafting 50 iron gear wheels
Version: 0.0.30
Date: 2026-01-25
Features:
- Added Foundation Catalyst item (required ingredient for foundation crafting)
- Added Foundation Catalyst recipe: 1 stone -> 1 foundation catalyst
Changes:
- Foundation Exhaustion technology now disables Foundation Catalyst recipe instead of Foundation Platform recipe
- Foundation Platform recipe remains enabled after researching Foundation Exhaustion (allows auto-foundation in blueprints)
- Players can still use blueprints with foundations after exhaustion, but cannot manually craft new foundations
Version: 0.0.29
Date: 2026-01-18
Features:
- Added Lava Centrifuge machine (based on centrifuge, 500kW, 4 module slots)
- Added Purified Lava fluid (higher quality lava for advanced recipes)
- Added Lava Purification recipe: 1000 lava -> 500 purified lava
- Added Concentrated Ore Extraction recipe: 2500 purified lava -> 50 iron + 50 copper ore
- Added Uranium from Lava recipe: 5000 purified lava + sulfuric acid -> 10 uranium ore
- Added multi-step Tungsten processing chain (Space Age only):
- Hot Tungsten Ore item (intermediate)
- Liquid Tungsten fluid
- Hot Tungsten Ore from Lava: 10000 purified lava + 500 molten iron + 50 coal -> 40 hot tungsten ore (Centrifuge)
- Liquid Tungsten from Hot Ore: 10 hot tungsten ore -> 500 liquid tungsten (Centrifuge)
- Tungsten Plate from Lava: 250 liquid tungsten + 100 molten iron -> 5 tungsten plate (Foundry)
- Lava Centrifuge technology (requires lava-science-pack + advanced-circuit)
- Rare Mineral Extraction technology (requires lava-centrifuge + uranium-processing)
- Tungsten from Lava technology (Space Age only, requires lava-centrifuge + tungsten-steel)
Bugfixes:
- Fixed Concentrated Ore Extraction recipe appearing in "unsorted" section (added subgroup)
- Fixed Lava Purification recipe appearing in "unsorted" section (added subgroup)
Graphics:
- Added custom sprite sheet for Liquid Tungsten fluid
- Added custom sprite sheet for Concentrated Ore Extraction recipe
- Added custom icon for Purified Lava fluid
- Updated Geo Thermal Turbine icon to use composite icon (steam turbine + lava overlay)
- Updated Iron Extraction recipe icon to use composite icon (iron ore + lava overlay)
- Updated Copper Extraction recipe icon to use composite icon (copper ore + lava overlay)
Balancing:
- Uranium Extraction yield reduced from 5 to 3 uranium ore per batch
- Tungsten Plate from Lava recipe now enabled by default (was disabled)
Changes:
- Added English translations for new items, fluids, recipes and technologies
- Lava Mech Armor movement speed penalty reduced from 90% to 80%
- Removed entire Enchanting system (Enchanter machine, enchanted trains, circuit enchanting)
- Removed Enchanted Lava, Fusioning Lava, Stronger Fusioning Lava fluids
- Removed Base Magma Ball item
- Removed all enchanting recipes and technologies
- Enchanted Science Pack kept but simplified: now requires lava + multiple science packs
- Enchanted Science Pack technology now requires lava-science-pack and chemical-science-pack
Version: 0.0.28
Date: 2026-01-12
Changes:
- Artillery shell recipe reworked for Vulcanus: calcite replaced with sulfur (10) + coal (10) + lava (500)
- Artillery shell crafting time reduced from 15s to 10s
- Radar recipe changed to batch production: 500 electronic-circuit + 100,000 lava -> 100 radars
- Railgun turret recipe now requires 100 lava
Features:
- Added new Explosives from Lava recipe (Vulcanus only): 2 sulfur + 2 coal + 100 lava -> 2 explosives
- Explosives from Lava recipe unlocked by explosives technology
Version: 0.0.27
Date: 2026-01-10
Features:
- Added "Foundation Exhaustion" technology that disables foundation-platform-nauvis recipe
- Technology triggers after crafting 5,000 foundations (craft-item trigger)
- Prerequisite: foundation-platform-productivity-30
Changes:
- Foundation recipe is now disabled via technology research instead of production statistics
- Players can see progress in technology tree before reaching the limit
- Multiplayer compatible: recipe is disabled per-force when researched
Version: 0.0.26
Date: 2026-01-10
Features:
- Added new Enchanter building (based on centrifuge/uranium enricher model)
- New "enchanting" recipe category for enchantment recipes
- New Enchanter technology (requires advanced-circuit and lava-science-pack)
- Added Base Magma Ball item (fuel, 8MJ)
- Added 3 new fluids: Fusioning Lava, Stronger Fusioning Lava, Enchanted Lava
- Added 21 new enchanting recipes for the Enchanter machine
- Added alternative Lava Science Pack recipe using Enchanted Lava (mass production)
- Added alternative Low Density Structure recipe using Enchanted Lava
- Added 3 new Enchanted Train items (Enchanted Locomotive, Enchanted Cargo Wagon, Enchanted Fluid Wagon)
- Added Enchanted Train recipes that produce unique enchanted train items
- Added Circuit Enchanting system with 3 tiers (Basic, Advanced, Ultimate)
- 3 new technologies: Circuit Enchanting Basic/Advanced/Ultimate
- Added new Enchanted Science Pack (for future advanced technologies)
- New Enchanted Science Pack technology (requires enchanter + railway)
- Added alternative Uranium Ore enchanting recipes (basic and advanced)
Balancing:
- Base Magma Ball: 1000 lava + 10 coal -> 5 base magma balls
- Fusioning Lava: 500 lava + 5 base magma balls -> 500 fusioning lava
- Stronger Fusioning Lava: 500 fusioning lava + 10 base magma balls -> 500 stronger fusioning lava
- Enchanted Lava: 500 stronger fusioning lava + 20 base magma balls -> 500 enchanted lava
- Lava Science Pack (Enchanted): 100 enchanted lava + 5 iron gear wheels -> 10 lava science packs
- Low Density Structure (Enchanted): 200 enchanted lava + 10 copper + 5 steel + 25 plastic -> 5 LDS
- Enchanted Locomotive: 1000 enchanted lava + 5 circuits + 10 engines + 200 gears + 50 steel -> 1 enchanted locomotive
- Enchanted Cargo Wagon: 500 enchanted lava + 200 gears + 5 iron chests + 30 steel -> 1 enchanted cargo wagon
- Enchanted Fluid Wagon: 500 enchanted lava + 1 storage tank + 100 pipes + 200 gears + 30 steel -> 1 enchanted fluid wagon
- Enchanted Science Pack: 500 enchanted lava + 1 enchanted locomotive + 1 enchanted cargo wagon + 1 enchanted fluid wagon + 10 lava science packs -> 5 enchanted science packs
- Uranium Enchanting Basic: 2000 lava + 20 coal -> 5 uranium ore (15s)
- Uranium Enchanting Advanced: 500 enchanted lava + 10 coal + 5 sulfur -> 15 uranium ore (10s)
Changes:
- Circuit Enchanting Basic (40->41, 2.5% bonus): uses fusioning-lava
- Circuit Enchanting Advanced (20->22, 10% bonus): uses stronger-fusioning-lava
- Circuit Enchanting Ultimate (10->13, 30% bonus): uses enchanted-lava + base-magma-ball + extra materials
Info:
- Enchanter machine: 500kW energy usage, 4 module slots, 1x crafting speed
- Recipe requires: 100 steel plates, 100 iron gear wheels, 200 electronic circuits, 50 pipes
- Technology costs 500 science packs (automation + logistic + lava)
- All enchanting recipes unlocked by Enchanter technology
Version: 0.0.25 Date: 2025-12-24 Changes:
Version: 0.0.24
Date: 2025-12-23
Changes:
- Sulfur recipe rework: created planet-specific sulfur recipes
- Nauvis uses new sulfur-lava recipe (petroleum gas + lava, no water required)
- Other planets (Gleba, Fulgora, Aquilo, Vulcanus) use the original base game recipe
- Original sulfur recipe is now hidden, replaced by planet-specific variants
- This fixes a bug where 3 fluid inputs were required but chemical plants only support 2
- Water removal on Nauvis also serves as a balance buff since water is hard to produce
Version: 0.0.23
Date: 2025-12-20
Changes:
- Added calcite synthesis recipe improvements
- Build system improvements with dotenv support
Version: 0.0.22
Date: 2025-12-18
Features:
- Added lava-based module recipes (efficiency and speed modules)
- Added lava-based flying robot frame recipe
- New technologies: Lava Modules, Lava Efficiency Module, Lava Speed Module, Lava Flying Robot Frame
Changes:
- Oil gathering technology now requires lava-science-pack prerequisite
- Oil gathering technology cost changed to 100 automation + 100 logistic + 500 lava science packs
- Oil processing technology now unlocks oil-refinery recipe (removed chemical-plant)
- Sulfur recipe modified: now requires 15 water + 30 petroleum gas + 1000 lava
Version: 0.0.21
Date: 2025-12-18
Features:
- Added "Start with Mech Armor" setting (enabled by default)
- Added custom Lava Mech Armor item with mech-armor functionality (flight, animations)
- Lava Mech Armor is heavily nerfed: 90% slower movement, weak resistances, small equipment grid, no inventory bonus
Changes:
- Disabled freeplay crashsite and intro cutscene for cleaner start
- Incompatible with any-planet-start mod (conflicts with startup sequence)
Bugfixes:
- Fixed starting items not appearing in player inventory
- Fixed settings not showing in mod settings menu
- Fixed Lava Mech Armor animations not displaying (registered with mech-armor animation system)
Version: 0.0.20
Date: 2025-12-17
Features:
- Added lava-science-pack technology (requires steel-processing and fluid-handling)
- Lava science pack can now be used in both lab and biolab
- Air cooler and geo-thermal-turbine technologies now require lava-science-pack
Scripting:
- Unified recipes.lua structure with return style and organized categories
- Unified technologies.lua structure with comments and grouped sections
- Added util.add_lab_input() helper function for reusability
- Code cleanup and formatting improvements
Version: 0.0.19
Date: 2025-12-17
Changes:
- fixed packaging configuration for mod portal
Version: 0.0.18
Date: 2025-12-17
Features:
- new mapgen feature now harder starting with "neighbors"
- new research pack now completely useless
Version: 0.0.17
Date: 2025-12-02
Changes:
- buffed liquid nitrogen production in air cooler recipe
Features:
- new building Air cooler now can cool lava to liquid nitrogen for cryogenic cooling process
- new technologys
- improved tech tree better progression flow
- new type of crafting recipe % based. Test feature for future use.
- new industriolised industrialised-chemical-plant now totaly useless but for futur use i added it :)
Version: 0.0.16
Date: 2025-11-23
Changes:
- air cooler now input fluid spots are changed to only top and right sides
- improved cryogenic cooling recipe now make bulk 80 plates from 200 liquid raw ore + 5000 liquid nitrogen(4x production)
Features:
- added geo-thermal turbine(new power generators from lava) entity, item, and recipe
Version: 0.0.15
Date: 2025-11-22
Changes:
- 0.0.14 new "air-cooler" update research cost Changed 50x1000 -> 1x3000 thx to @Crunchman <3
Version: 0.0.14
Date: 2025-11-17
Features:
- Added air cooler building to cool down lava to liquid nitrogen
Scripting:
- New recipe for air cooler
- New technology to unlock air cooler
Version: 0.0.13
Date: 2025-11-7
Features:
- Added barreling support for lava. Now can transfer via barrels to space platforms.--> Space Age expansion required.
Scripting:
- Cleaned up data.lua code
- Files separation for better readability
Version: 0.0.12
Date: 2025-11-7
Bugfixes:
- Revert falsely removed dependency
Version: 0.0.11
Date: 2025-11-7
Changes:
- Required now Space-Age expansion
Version: 0.0.10
Date: 2025-11-1
Bugfixes:
- Fix Wagons weight too much for rocket cargo
- Fix Fluid tank are too heavy to rockets back to original value
Version: 0.0.9
Date: 2025-08-30
Changes:
- Improved lava cooling recipe Now new method make iron and copper plate(Space age style)
- Buffed iron and copper plate production via lava cooling recipe
- Improved pictures
Version: 0.0.8
Date: 2025-08-28
Changes:
- Fine tuned calcite synthesis recipe
- Added new recipe for foundation crafting recipe on Nauvis productivity
- More improvements to resource extraction efficiency
- Faster progression in early game resource gathering
Version: 0.0.7
Date: 2025-08-27
Changes:
- Changed iron smelting recipe to be unlocked by automation and logistic science packs
- Iron smelting recipe is no longer available at start, needs to be researched
- Increased research cost of advanced lava smelting technology to 1000 science packs
- Advanced lava smelting technology now requires automation and logistic science packs to research
- Removed chemical, production, and utility science packs from advanced lava smelting technology prerequisites
- Removed stone extraction recipe because it was to strong and easy to get stone
- Now to get stone you need 1 iron ore and 1 copper ore to get 1 stone (same cost at it was before) + 1 processing step
- Improved crafting requirements for advanced technologies
- Calcite synthesis recipe now reduced cost and only craftable on Nauvis
Major Features:
- New technology tree for stone productivity for "ore clearing"
- Now the calcite synthesis only craftable on Nauvis
Version: 0.0.6
Date: 2025-08-26
Changes:
- Improved island shape for more natural appearance
- Now enemies also spawn and make expansion much harder
- Many enemies spawn and they appear over a large area
Version: 0.0.5
Date: 2025-08-24
Bugfixes:
- Fixed issue with locomotive recipe not using original results and neet to define main_product
Version: 0.0.4
Date: 2025-08-24
Major Features:
- Added storage tank recipe using lava, the base recipe is replaced. Crafting Time also increased to 30 seconds
- Added fluid wagon recipe using lava, the base recipe is replaced. Crafting Time also increased to 30 seconds
- Added cargo wagon recipe using lava, the base recipe is replaced. Crafting Time also increased to 30 seconds
- Added locomotive recipe using lava, the base recipe is replaced. Crafting Time also increased to 60 seconds
Features:
- Rebalanced train recipes to correspond to main game mechanics
Version: 0.0.3
Date: 2025-08-23
Major Features:
- Added steam generation recipe using lava
- Added calcite synthesis recipe for can create foundation
Features:
- Steam generation recipe: 5000 units of lava produces + 1 wood + 5 coal produce 5000 units of steam 165 celsius
- Calcite synthesis recipe: 50000 units of lava + 10 coal + 100 stone bricks produce 10 calcite at 165 celsius
Version: 0.0.2
Date: 2025-08-23
Major Features:
- Initial release of LavaBlock mod
- Added custom "Lava Block Island" map generation preset
- Implemented lava-based resource extraction system
- Created 25x25 tile starting island surrounded by lava moat
Features:
- Lava extraction recipes: stone, coal, iron ore, copper ore, wood
- Advanced lava smelting: direct lava to iron/copper plates and stone bricks
- Oil extraction using steam + coal combination
- Uranium extraction using stone + sulfuric acid
- Iron clearing recipe for land management
- Modified technology tree to support lava-based economy
- Added "Advanced Water Smelting" technology line with productivity bonuses
- Enhanced mining productivity technologies for lava extraction
- Calcite processing adaptation for offshore pump crafting
- Disabled electric mining drill technology (not needed)
- Custom starting equipment: chemical plant, solar panel, electric pole, gears, pipes
- Automatic steam power research unlock
- 25x25 landfill starting area creation
- Crash site disabled for cleaner start
- Tutorial messages explaining unique mechanics
- Three-zone terrain: starting island, lava moat, outer terrain
- Removed all natural resource patches, trees, water, and enemy bases
- Custom elevation noise expression for island generation
Compatibility:
- Factorio 2.0 base game support
- Optional Space Age expansion integration
- Space platform thruster unlocks traditional mining equipment for space use