No ore patches, expand from a small island. Also install the 'Sea Block Pack' mod for a complete modpack
Small changes concerning balance, gameplay, or graphics.
Version: 0.5.13 Date: 14.07.2023 Changes: - Milestones mod compatibility #292
Version: 0.5.12 Date: 01.01.2023 Changes: - Marked Alien Biomes mod as incompatible #263 - Marked Angel's Exploration mod as incompatible #264 - Added tech Steam power #271 - Reduced the cost of Circuit wires #286 - Adjusted science packs required for Power Armor research #287 - Adjusted science packs for FTL techs (SpaceX) #288 - Added Thermal Water Bore to ingredients for Thermal Water Extractor #290 Bugfixes: - Fixed tech unlocks after adding Science Cost Tweaker mod mid game #260 - Fixed duplicate starting items in rock-chest as well as player inventory #268 - Basic Chemistry 2 tech missing green science #269 - Fixed setting "SpaceX ignore tech price multiplier" #273 - Removed Fuel pollution from fluids with no fuel value #280
Version: 0.5.11 Date: 06.06.2022 Changes: - Science Cost Tweaker: #247 - Purple and some military science intermediates are craftable in an Electronics assembling machine - Bio science can use productivity modules - Renamed Lab 2 to Exoplanetary Studies Lab - Changed recipe and energy consumption of Exoplanetary Studies Lab - Added missing tech prerequisites #252, #265 - Added purple and yellow science packs to Radio Thermoelectric Generator tech #252 - Renamed recipes and entities containing the word "coal" #252 - When playing multiplayer, each player will get their own copy of the starting items. Home Rock will not spawn #259 - Compatibility changes for Bob's mods 1.1.5 #262 Bugfixes: - Lab 2 could not be researched (without SCT) #244 - Error when using custom colors for tiers with Artisanal Reskins #251 - Some disabled techs were not being hidden #252 - Fixed setting "SpaceX ignore tech price multiplier" #256 - Made SpaceX Drydock Assembly Component use modular roboports if regular roboports are disabled #261
Version: 0.5.10 Date: 30.12.2021 Bugfixes: - Lithium Processing could not be researched #246
Version: 0.5.9 Date: 19.12.2021 Changes: - Added setting to give each player their own set of starting items #242 - Compatibility changes for latest Angel's mods #210 - Increased output of Thermal water bore from 5 to 20 Thermal water #241 Bugfixes: - Fixed Chlorine Processing 4 tech cost #210
Version: 0.5.8 Date: 05.12.2021 Changes: - Added Companion Drones compatibility #108 - Wood bricks now have a fuel value of 18MJ #216 - Adjusted Plasma turret recipes #218 - Moved perchlorate recipes to new tech Chlorine Processing 4 #218 - Advanced farming recipes now require specialized farms #226 - Adjusted farming tech prerequisites #226 - Other minor tweaks #220 - Science Cost Tweaker: #232 - All green science intermediates are craftable in an Electronics assembling machine - Removed Sulfur lightsource from blue science - Rebalanced Sniper turret tech cost #236 Bugfixes: - Recipes for Bob's pollution cleaning and pollution producing boards were being hidden even if Circuit Processing was disabled #215 - Recipes for Lithium and Lithium perchlorate were showing Bob's electroliser in FNEI #224 - Garden duplication recipes were requiring T2 farms #225 - Calcium carbonate is now made in an Assembling machine rather than a Liquifier #220 - Heat unusable at green science #233 - Bob's Vehicle Equipment mod techs required disabled science packs #231 - Electronics recipes with a fluid ingredient were showing in machines that with no fluid input #227
Version: 0.5.7 Date: 11.09.2021 Changes: - Disabled Resin to Rubber recipe - Rebalanced Insulated wire recipe to increase rubber consumption - Removed Glass smelting 1 as prerequisite for Sniper Rifle - Reduced Electrolyser volume - Rebalanced Glass mixture recipes - Rebalanced Cement recipes - Added Brass and Invar smelting as prerequisites for Military science (with SCT) - Hid overwritten settings from Bob's Logistics - Standardized concrete walk speed bonuses - Moved Dinitrogen tetroxide gas recipe to chemical plant and added yellow metal catalyst Bugfixes: - Fixed startup error with Mad Clown's mods enabled - Hid gunmetal item, recipes, and tech - Fixed that basic steel smelting was half price - Removed fuel value from diesel so it would not show in helper mods - Fixed duplicate hazard concrete unlocks
Version: 0.5.6 Date: 14.08.2021 Changes: - Re-enable early glass recipe as Arboretum now require glass
Version: 0.5.5 Date: 14.08.2021 Changes: - Reverted default settings override of Bob's Adjustable Inserters mod - Made Long Inserters ignore tech cost modifier - Streamlined hand crafting of wood pellets and boards - Standardized terrain vehicle speed - Refund all landfill when painting over sand islands - Added missing tech prerequisites - Reduced cost of Water Treatment tech - Hid recipe Wood Pellets > Carbon Dioxide - Hid redundant ore sorting recipes - Re-enabled Coal silo (Angel's Addons - Storage Options) - Reverted ore crystallization recipe icons - Made Logistic System take pink science rather than yellow science (when possible) - Added support for Angel's Industries mod - Rebalanced salt to saline water recipe - Reverted Polishing wheel to require Wood rather than Wood pellets - Reverted Protective scaffolding to require Wood rather than Wood bricks - Removed override of Bob's furnaces as this has been implemented in Angel's - Disable and hide deep oil settings of cargo ships mod - Added platinum to high level modules and circuits - Unhide rocket part to make it easier to view in FNEI - Disabled Zinc, Nickel, and Cobalt plates - Move Nitinol smelting up a tier - Hide extra power entities - Added Ore sorting facility 5 - Buffed recipes for Silicon carbide, Silicon nitride, Tungsten carbide plate, Copper-tungsten plate - SpaceX techs Habitation Modules and Life Support Systems require bio science - Doubled the slag produced by ore sorting recipes - Substituted vanilla concrete and refined concrete for concrete bricks in building recipes - Swapped concrete and concrete brick title types - Reduced fuel value of carbon - Hid rocks and trees from deconstruction planner GUI - Remote interface changes to help BNW Bugfixes: - Moved Bob's modules settings overrides from Sea Block to Circuit Processing - Fixed localised name of Mad Clown's Ore crystallization recipes - Hid unreachable recipes and items - Compatibility changes for latest Angel's mods - Made cliff spawning respect map settings
Version: 0.5.4 Date: 14.05.2021 Bugfixes: - Fixed multiplayer desync issue
Version: 0.5.3 Date: 06.03.2021 Changes: - Buffed Lead 3 - Added fuel value to tool tips for burnable fluids - Merged in A Sea Block Config mod - Added compatibility for MadClown01's Extended AngelBob Minerals - Reshuffled early game technology and recipe unlocks - Moved Clarifier from Water treatment to Washing 1 - Removed Water treatment from startup techs - Reduced Hydrogen sulfide gas from Viscous mud water washing - Reduced lime and time required for Porus lime filters - Reduced time required for Sulfur air scrubbing - Reduced cost of mud landfill - Hid settings from other mods that have no effect with Sea Block - Removed bio sicence from Fish refugium 2 - Set techs Desert farming 1, Swamp farming 1, and Temperate farming 1 to ignore tech cost modifier - Hid metal mixing furnaces if multi purpose furnaces are disabled - Renamed Metal mixing and Multi purpose furnaces to Recipe furnaces. They are exactly the same as regular furnaces except they need a recipe set - Renamed Bob's Assembling machines mod setting Multi purpose furnaces to Recipe furnaces - Reduced cost of basic Steel plate smelting from 8 Glowing hot iron plate to 6 Glowing hot iron plate on normal difficulty - Increased starting landfill from 1k to 2k - Updated crystallization recipe icons - Added table of starting tech and items for YAFC to read - Added remote interface to allow other mods to modify starting tech and items - Added compost voiding recipe - Slightly changed starting items Bugfixes: - Fixed crash when Train Construction Site is enabled - Fixed Forage for cellulose fiber recipe not usable with mods that replace the default character - Fixed Cobalt Processing not researchable with some combinations of mods - Fixed research time for startup techs not being standardised Info: - A Sea Block Config mod has been merged in and should be removed - KS Power mod has been updated for 1.1 so can be installed instead of the patched version ⚡KS Power_quickfix
Version: 0.5.2 Date: 11.01.2021 Changes: - Cleared fuel value from disabled fluids - Standardise research time for startup techs - Removed Bob's Chemical furnaces. Recipes moved to Angel's Chemical furnaces - Metal mixing furnace recipes moved to Sintering oven or Blast furnace - Stone metal mixing furnaces are available at the start of the game - Bob's assembling machines mod setting Fluid burning furnaces defaults to false - Renamed Brass and Bronze processing techs - Tidied up tech prerequisites - Raw gem recipes unlocked by Geode crystallization 1 - Alien artifact recipes unlocked by Alien bio processing 3 - Reshuffled early game smelting technologies and recipe unlocks - Disabled recipes Silicon > Glass and Silver ore > Silver plate - Removed recipe Carbon > Carbon Dioxide - Moved garden duplication recipes to Alien farming - Added bio science to relevant techs - Moved Small storage tanks to Fluid control - Removed empty technologies - Moved Manganese techs down a tier - Moved Silicon techs up a tier - Moved Nickel techs up a tier Bugfixes: - Fixed crash in tutorial when SCT was not enabled - Cellulose Pulp was not usable as intermediate when hand crafting - Fixed Total raw tooltip for Basic circuit board - Fixed Electric engine tech did not require Engine
Version: 0.5.1 Date: 23.12.2020 Bugfixes: - Fixed crash on startup when PickerAtheneum was enabled - Default landfill type changed from base game Landfill to Sand - Fixed Basic circuit board tech icon issue with graphics reskin mods - Reverted merge of A Sea Block Config Changes: - Cleared fuel value from disabled fuels - Added compatibility for Transport Drones mod - Angel's Petrochemical Processing setting Enable converter valve and conversion recipes defaults to false - Tutoral techs reworked - Hydro plant and Clarifier removed from tutorial - Hydro plant and Clarifier recipes reverted to default - Brown algae processing moved later in the tech tree - Lithia salt and Sodium carbonate moved to brown algae processing - Bob's Tech setting Science Pack colors update default value set to false. Currently only applies if SCT is disabled - Startup techs ignore tech cost multiplier - Hid Electric mining drill and pumpjack - Hid Mining Productivity techs (unless Seablock Mining mod is enabled) - Added Slag Processing 1 as a prerequisite for Logistics (if Bob's logistics setting Transport belt overhaul is enabled) - Removed unnecessary prerequisites A Sea Block Config: - Disabled Bob's Chemical Plants, Electrolysers, and Distilleries - Artisanal Reskins: Bob's Mods setting Circuit style set to Colored Vanilla - Disabled Bob's Steam Mining Drills
Version: 0.5.0 Date: 16.12.2020 Changes: - Factorio 1.1 update - Worms will only spawn if map setting Enemy Bases is enabled - Blue algae liquefaction recipe unlock moved from Oil processing to Gas and oil extraction - Blue algae liquefaction recipe moved from Oil Refinery to Oil and Gas Separator - Prerequisite Chemical processing 1 removed from Steel processing - Enriched fuel block fuel value increased from 24MJ to 50MJ - Added setting for preferred landfill type (if LandfillPainting is installed) - Merged in A Sea Block Config mod - Hydro Plant 1 now requires Basic Circuit Boards instead of Electronic Circuits - Removed Electronic Circuits from starting resources - Moved recipe Insulated Wire from Electronics to Rubbers - Recipe Resin > Rubber unlocked by Rubbers rather than being available from start - Removed prerequisite Advanced Oil Processing from technology Rubbers - Recipe Liquid Rubber > Rubber unlocked by technology Rubber only instead of also being unlocked by technology Rubbers - Moved Algae Farm 2 from Green Algae Processing to Blue Algae Processing - Moved Green Algae Processing earlier in the tech tree - Moved Water Treatment earlier in the tech tree - Enforced removal of Bob's Chemical Plants and Electrolysers - Disabled recipe Stiratite ore crushing by hand and Saphirite ore crushing by hand - Artificial fish water can now be made in a regular chemical plant Bugfixes: - Fixed missing icon "liquid-multi-phase-oil.png" - Removed coal and crushed coal - Moved recipes for Sulfur and Sulfur dioxide gas back to Sulfur processing 1 - Prevented Electric Engines from requiring blue science - Added missing science packs to Logistics System 3, Logistics Warehouses, and Logistics Silos - Added Thermal Water Extraction as a prerequisite for Fish Pressing - Fixed lab icon on Sacrificial electromagnet technology (if Science Cost Tweaker is installed) - Steam Powered Inserter was unlocked from the start - Restored Farming 1 as a prerequisite for Arboretum 1 - Added Wood Processing 2 as a prerequisite for Basic Chemistry
Version: 0.4.10 Date: 28.12.2020 Bugfixes: - Added missing dependency Bob's Metals, Chemicals and Intermediates
Version: 0.4.9 Date: 24.12.2020 Info: - Merged in changes from kiwihawksseablockpatch. This is no longer required Bugfixes: - Fixed missing icon "liquid-multi-phase-oil.png" - Removed coal and crushed coal - Moved recipes for Sulfur and Sulfur dioxide gas back to Sulfur processing 1
Version: 0.4.8 Date: 18. 8. 2020 Changes: - Extra check for crash site disable remote call
Version: 0.4.7 Date: 18. 8. 2020 Changes: - Disable factorio 1.0 crash landing freeplay start - Always enable kovarex enrichment tech - Redundant normal/expensive recipe handling
Version: 0.4.6 Date: 5. 7. 2020 Changes: - Check autoplace controls are unused before removing
Version: 0.4.5 Date: 30. 5. 2020 Changes: - Adjust blue algae tech requirements back down to green science - Add thermal water recipe for use with thermal bore - Move jivolite and crotinum ore crystallization unlocks to Advanced mechanical refining
Version: 0.4.4 Date: 8. 3. 2020 Changes: - Add extra fluid output to extended angels washing plants if present
Version: 0.4.3 Date: 1. 3. 2020 Changes: - Adjust electronics tech prerequisites
Version: 0.4.2 Date: 24. 2. 2020 Changes: - Update for recent Angel's changes: crystallization icons, solder smelting - Remove extra crystallization recipes (uranium, chrome etc)
Version: 0.4.1 Date: 13. 2. 2020 Changes: - Fix ore crystallization recipe icons and names - Reduce science cost of solder smelting technology and its prerequisites
Version: 0.4.0 Date: 10. 2. 2020 Changes: - Factorio 0.18 update - Remove alginic acid solder recipe - Update tech tree dependencies/prerequisites for Angel's changes - Remove fuel_value for some Angel's fluids A Sea Block Config: - Factorio 0.18 update - Reduce neighbour bonus for heat source burners - Force Bob's nuclear update setting on
Version: 0.3.8 Date: 29. 12. 2019 Changes: - Remove duplicate transport science pack unlock
Version: 0.3.7 Date: 8. 9. 2019 Changes: - Make KS_Power optional dependency
Version: 0.3.6 Date: 26. 7. 2019 Changes: - Move chemical processing 1 and basic automation technologies earlier in tech tree - Mineralized water crystallization icon tweaks
Version: 0.3.5 Date: 5. 5. 2019 Changes: - player -> character api update - Increase fluid_usage_per_tick of diesel generator
Version: 0.3.4 Date: 28. 4. 2019 Changes: - Updates for recent changes in angels mods - Switch over to angels charcoal. Decrease fuel_value to 4MJ - Electronics tech unlocks metal mixing furnace - Increase algae crafting speeds - Use wood bricks instead of wood for ScienceCostTweaker sample scaffold - Use wood pellets instead of wood for polishing wheel - Use wooden board instead of wood for phenolic board - Remove naphtha -> wood recipe - Increase liquid fuel values. Adjust solid fuel recipes to balance. Increase blue cellulose required for algae liquefaction
Version: 0.3.3 Date: 11. 4. 2019 Changes: - Scripting bugfixes. Use add_research to set starting tech, check valid_for_read on item stacks.
Version: 0.3.2 Date: 31. 3. 2019 Changes: - Decrease amount of sulfuric waste water from blue cellulose liquefaction - Adjust random placement of trees, plants and fish
Version: 0.3.1 Date: 24. 3. 2019 Changes: - Increase worm density - Copy icon size when updating circuit board tech icon - Remove changes to various algae related crafting speeds (MK1 algae farm, cellulose fiber, wood pellets) - Move green algae -> cellulose fiber recipe unlock to the wood processing startup tech - Reduce cost of SpaceMod ftl theory D1 and D2 technologies - Disable coal liquefaction tech - Disable bob distillery techs - Add remote call so pvp scenario does not overwrite starting rock with silo
Version: 0.3.0 Date: 18. 3. 2019 Changes: - Factorio 0.17 update - Remove change to ScienceCostTweakerM flash fuel recipe - Reduce enriched fuel block fuel value A Sea Block Config: - Override boblogistic belt speeds
Version: 0.2.17 Date: 19. 11. 2018 Changes: - Slightly reduce cellulose fiber and wood pellet crafting time. - Remove ScienceCostTweaker waste byproduct reduction.
Version: 0.2.16 Date: 16. 9. 2018 Changes: - Adjust crude oil fuel value - More expensive/normal recipe checks for compatibility with other mods
Version: 0.2.15 Date: 10. 9. 2018 Changes: - Expensive/Normal check when adjusting recipe results
Version: 0.2.14 Date: 2. 9. 2018 Changes: - Increase liquid rubber production back to petrochem 0.7.9 levels - Fix angelsbioprocessing seeded-dish/alien-pre-artifact mix up - Adjust Angel's alien fish and puffer nest spawning. Add migration script to add fish and nests to existing saves.
Version: 0.2.13 Date: 19. 8. 2018 Changes: - Make SpaceX fusion reactor adjustment include SpaceX production multiplier setting.
Version: 0.2.12 Date: 15. 7. 2018 Changes: - Undo SpaceX technology cost increase.
Version: 0.2.11 Date: 11. 6. 2018 Changes: - Fix lab tech not unlocking if game is saved then loaded before crafting lab
Version: 0.2.10 Date: 11. 6. 2018 Changes: - Fix issues when running with multiplayer pvp scenario - Update for ScienceCostTweakerM tech tree changes
Version: 0.2.9 Date: 3. 6. 2018 Changes: - Defensive programming check when moving tech unlocks A Sea Block Config: - Reorder setup to allow other mods to remove setting overrides
Version: 0.2.8 Date: 18. 5. 2018 Changes: - Update for changed ScienceCostTweakerM recipes - Remove dissolution sulfuric acid consumption reduction - Remove red-wire->insulated-cable change to bioprocessor recipe
Version: 0.2.7 Date: 22. 4. 2018 Changes: - Remove fuel_value from hydrogen and glycerol - Increase amount of hydrazine consumed when making solid fuel - Make KS Power oil burning recipes use angels icons and names - Increase fluid_usage_per_tick of bobpower fluid generators (now 4/60) - Reduce amount of ore recycled from ScienceCostTweaker waste products - Move blue science recipe unlocks from advanced-electronics to advanced-research
Version: 0.2.6 Date: 2. 4. 2018 Changes: - Enable Angel's arboretums. Spawn some arboretum trees on islands. - Remove changes to yellow belt and splitter recipes.
Version: 0.2.5 Date: 18. 3. 2018 Changes: - Unlock basic transport belt for lab startup tech - Use steel instead of tin for yellow belts and splitters
Version: 0.2.4 Date: 13. 3. 2018 Changes: - Move sulfuric waste water processing from water-treatment-2 to water-treatment
Version: 0.2.3 Date: 4. 3. 2018 Changes: - Add fluid-generator-3 tech requirement for KS Power diesel generator A Sea Block Config: - Set basic transport belt underground distance (if present)
Version: 0.2.2 Date: 25. 2. 2018 Changes: - Add hidden flag to disabled items (coal, cellulose-fiber-board...) - Adjust cliff collision to allow cliffs to spawn on shoreline - Remove researching_speed bonus from lab-2. Base lab-2 speed is now the same as other labs. - Merge Bob's fluids item group into Bob's materials. Leaves a total of 15 item groups which fit into 3 rows of 5 groups in the crafting window. - Reduce number of fusion construction bots required to build an assembly bot (5 -> 1) - Reduce number of portable fusion reactors required to build the SpaceMod fusion reactor (100 -> 50) A Sea Block Config: - Undo boblogistic changes to logistic request chest unlock. Back to being unlocked by logistic system technology.
Version: 0.2.1 Date: 24. 1. 2018 Changes: - Restore collision for cliffs - Update bio-wood-processing startup technologies A Sea Block Config: - Reduce cargo capacity of Bob's logistic bots
Version: 0.2.0 Date: 8. 1. 2018 Features: - Factorio 0.16 update - Technology tree basic tutorial. Changes: - Remove most starter technologies, adjust starting equipment. - Reduce number of module slots in lab-2 when running with ScienceCostTweaker - Replace coke with charcoal - Add recipe for making multi phase oil from blue algae - Add dependency on KS_Power, starting equipment includes wind turbines - Increase amount of resin used in furnace rubber recipe A Sea Block Config: - Disable bobplates cheaper steel - Reduce number of beacon module slots. Two modules per beacon regardless of level. - Undo boblogistics changes to logistic-system technology. High tech and production science packs restored. - Add setting for changing ScienceCostTweaker multiplier when SpaceMod is present.