Adds configurable endgame prototype equipment, power armor, combat and logistics robots, and stationary roboports. Choose between three strength presets (Balanced, Overpowered, Cheaty) to control the power level. Compatible with Space Age, Space Exploration, and Krastorio 2 — recipes and technologies adapt to the installed mods.
Mods introducing new content into the game.
Version: 1.8.3
Date: 2026-07-02
Changes:
- Consolidation
Version: 1.8.2
Date: 2026-07-02
Changes:
- Ensured compatibility with Factorio 2.1 (no code changes needed, maintains 2.0 compat)
Version: 1.8.1
Date: 2026-07-02
Changes:
- Consolidated changelog
Version: 1.8.0
Date: 2026-07-02
Changes:
- Removed mhh-prototype-thruster-suit (SE thruster suit copy) — Factorio 2.0 mod sandboxing prevents reliable SE life support integration
- MHH_Jumpstart now gives SE-native thruster suits (se-thruster-suit-3/4) as secondary armor alongside prototype power armor
Version: 1.7.3
Date: 2026-06-30
Changes:
- Replaced mod thumbnail with blue-tinted equipment icons to match the prototype-blue in-game models
Version: 1.7.1
Date: 2026-06-30
Changes:
- Fixed data.lua crash: changed `script.active_mods["space-age"]` to `mods["space-age"]` (`script` is nil in data stage)
Version: 1.7.0
Date: 2026-06-30
Changes:
- Added Space Age compatibility: detection, optional dep, science packs, recipe ingredients, tech prereqs
- Added electric damage resistance to armor (new in Space Age)
- Technologies now require planet-specific science packs when Space Age is active
- Recipes use Space Age intermediate items (holmium-plate, superconductor, carbon-fiber, etc.)
- Battery prereq upgrades to mk3-equipment, reactor prereq upgrades to portable-fusion-reactor
- Added (?) space-age optional dependency to info.json
Version: 1.6.7
Date: 2026-06-28
Changes:
- Fixed roboport recharge_minimum: balanced 40MJ, overpowered 50MJ, cheaty 60MJ (was 1-2.5GJ, unreachable by 100MJ bots)
Version: 1.6.6
Date: 2026-06-28
Changes:
- Unified roboport coverage across all presets: logistics 300, construction 650
Version: 1.6.5
Date: 2026-06-28
Changes:
- Power armor technology icon: proper blue reskin of vanilla power-armor-mk2 tech icon (480x256 mipmapped)
Version: 1.6.4
Date: 2026-06-28
Changes:
- Power armor tech prereq: power-armor-mk2 (vanilla/SE), kr-power-armor-mk4 (K2/K2+SE), no thruster suit
Version: 1.6.3
Date: 2026-06-28
Changes:
- Power armor tech now always requires power-armor-mk2 prereq (SE/K2 armors are additional)
Version: 1.6.2
Date: 2026-06-28
Changes:
- Replaced power armor tech icon with properly upscaled blue vanilla power-armor-mk2 reskin
Version: 1.6.1
Date: 2026-06-28
Changes:
- Replaced all icons with proper blue-tinted reskins from vanilla Factorio sources
Icons now have correct mipmap dimensions (120x64) for crisp rendering at all UI scales
All equipment sprites, robot sprite sheets, and power armor tech icon also recolored
Version: 1.6.0
Date: 2026-06-28
Changes:
- Rebalanced fusion reactor power across all strength tiers (balanced, overpowered, cheaty) for all mod combos
Reactor now produces 1.4-2x the equipment set's peak sustained demand, ensuring headroom for charging
Balanced vanilla: 5MW → 65MW Balanced SE: 5MW → 165MW Balanced K2: 15MW → 50MW
Overpowered vanilla: 100MW → 200MW Overpowered SE: 100MW → 500MW Overpowered K2: 150MW → 250MW
Cheaty: 1TW → 1.5TW
Version: 1.5.11
Date: 2026-06-28
Changes:
- Added icon_mipmaps=4 to all technology prototypes (fixes icon distortion/aliasing in tech tree)
- Fixed thruster suit to use path_i variable consistently (entity + technology)
Version: 1.5.10
Date: 2026-06-28
Changes:
- Changed cheaty robot energy cost from 0kJ to 1J (prevent div-by-zero)
- Fixed recharging light: added minimum_darkness for daytime visibility
- Fixed power armor order string (removed misleading mk3 reference)
- Added (?) Krastorio2 optional dependency to info.json
Version: 1.5.9
Date: 2026-06-28
Changes:
- Removed obsolete infinite=true on power armor (2.0 default)
- Added localised_description to all items that had locale entries
- Updated README: fixed setting names, added thruster suit/roboport/strength-tier
- Reduced cheaty laser_energy from 0MJ to 1J (prevent div-by-zero)
Version: 1.5.8
Date: 2026-06-28
Changes:
- Fixed cheaty inventory bonus (30 → 50, was lower than lower tiers)
- Fixed fusion reactor shape (4×4 → 2×2, was using eq_size² instead of eq_size)
- Fixed SE+K2 reactor ingredient mismatch (both mods now use K2's antimatter reactor)
- Wrapped character animation registration in pcall for 2.0 safety
Version: 1.5.7
Date: 2026-06-28
Changes:
- Fixed thruster suit recipe crashing when SE is absent (was defined outside if_has_se block)
- Fixed all icons to square dimensions (120x64 → 64x64) to prevent distorted rendering
- Fixed mhh-prototype-equipments.png to square 256x256 for tech icon
- Fixed robot sprite overrides with correct width/height/direction_count
- Removed orphaned logistic-robot.png from graphics root
--
Version: 1.5.5
Date: 2026-06-28
Changes:
- Added mhh-prototype-thruster-suit (SE-only craftable upgrade after se-thruster-suit-4)
- Tier-dependent thruster grid: balanced 14×14, overpowered 16×16, cheaty 22×22
- Inventory bonus +20 over power armor, always provides flight
- Blue-tinted SE thruster suit graphics
- SE life support compat: registers in SE's global thruster suit table and Jetpack mod
Version: 1.5.4
Date: 2026-06-28
Changes:
- Power balance overhaul: boosted reactors and reduced roboport buffers across all tiers
- Balanced vanilla/SE: reactor 1.5→5MW, roboport buffer 500→200MJ (charge time 333→40s)
- Balanced K2: reactor 6→15MW, roboport buffer 500→200MJ (charge time 83→13s)
- Overpowered vanilla/SE: reactor 10→100MW, roboport buffer 10→1GJ (charge time 1000→10s)
- Overpowered K2: reactor 40→150MW, roboport buffer 10→1GJ (charge time 250→7s)
Version: 1.5.3
Date: 2026-06-28
Changes:
- Made construction/logistic robot sprite sheets blue
Version: 1.5.2
Date: 2026-06-28
Changes:
- Added strength-tier setting (balanced/overpowered/cheaty) for all prototype equipment
- Balanced: slightly stronger than best available (mod-aware: vanilla, K2, SE, K2+SE)
- Overpowered: significantly stronger than best available (mod-aware)
- Cheaty: armor grid 18×20, stationary roboport 250/500/60 slots, shield 30,000
- Removed mhh-prototype-recipe-cost setting (e_count hardcoded at 10)
- Added locale [mod-setting-values] section for strength-tier dropdown labels
- Laser defense now scales with strength tier (buffer, energy, range)
Version: 1.5.1
Date: 2026-06-28
Changes:
- Cheaty: armor grid 18×20, stationary roboport 250/500 radius/60 slots, shield 30,000 (all > overpowered)
Version: 1.5.0
Date: 2026-06-28
Changes:
- Added strength-tier setting (balanced/overpowered/cheaty) for all prototype equipment
- Balanced: slightly stronger than best available (mod-aware: vanilla, K2, SE, K2+SE)
- Overpowered: significantly stronger than best available (mod-aware)
- Cheaty: retains previous extreme values
- Armor grid size, resistances, and inventory bonus now scale with tier
- Stationary roboport values (logistics/construction radius, charge power, slots) scale with tier
Version: 1.4.0
Date: 2026-06-28
Changes:
- Added settings
Version: 1.3.0
Date: 2026-06-28
Changes:
- Added mhh-prototype-roboport (stationary roboport building) with blue-tinted graphics
- Added technology and recipe for prototype roboport with SE/K2 conditional support
- Removed external dependency on Factorio_Roboport_mk2 mod
Version: 1.2.0
Date: 2026-06-28
Changes:
- Added K2 conditional prerequisite (kr-advanced-roboports) for personal roboport tech
Version: 1.1.0
Date: 2026-06-28
Changes:
- Renamed all internal prefixes from rr- to mhh-prototype-
- Recolored graphics from red to prototype blue/steel palette
- Updated locale display names from "Red" to "Prototype"
Version: 1.0.0
Date: 2026-06-28
Changes:
- Initial release: all prototype equipment, armor, robots, recipes, and technologies