Skill System

by Sael

A deep skill system with 7 skill trees, XP from all activities, alternate recipes, auto-deploying combat robots, Compatible with Space Age.

Content
5 hours ago
2.1
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Combat Manufacturing Cheats

Changelog

Version: 1.9.4
Date: 02 Sep 26

  This update focuses on compatibility, performance and tidying up. No gameplay changes.

  Better compatibility with other mods:
    - Skill bonuses for HP, crafting speed, mining speed, movement speed, reach and
      inventory slots now layer on top of whatever other mods have set, rather than
      replacing the whole value. Running alongside mods like RPG System should work
      correctly now.

  Things that weren't working properly:
    - Crafting speed from Nimble Hands and Engineering skills was never actually being
      applied to your character. It now is.
    - The crafting speed bonus was also being calculated twice — one overwriting the
      other. Fixed.
    - Synergy was boosting movement speed twice. Fixed.
    - Adrenaline Rush was using an outdated speed value if you'd invested more points
      since it last triggered. It now always uses your current level.

  Performance:
    - Lone Wolf now checks for nearby roboports every 3 seconds instead of every
      second, and skips the check entirely if you haven't moved. Unnoticeable in
      play, but meaningfully cheaper in large multiplayer sessions.
    - Last Stand regeneration no longer runs its check every tick if nobody on the
      server has invested in it.

  Cleaned up:
    - Removed some unused internal code that had been left behind from earlier
      development. No visible changes.
Version: 1.9.3
Date: 02 Sep 26

  New things:
    - Each tab now shows a small count of how many skills you can currently afford
      to invest in. Disappears when there's nothing actionable.
    - Hovering a skill now tells you exactly how many levels you can afford right
      now, or warns you if you don't have enough points.
    - Logistics skill tooltips now show the actual in-game total — your research
      bonuses combined with the skill bonus — for robot speed, battery, cargo
      capacity, belt stack size and trash slots.

  Things that weren't working properly:
    - Unlock Branch on the Knowledge tree wasn't reaching Advanced Materials or
      Singularity because it assumed skills unlock in a straight line. Knowledge
      branches — both Tech Intuition and Advanced Materials unlock from Efficient
      Logistics. Fixed.
    - Movement speed was slightly too high due to an internal miscalculation in
      Overclock's values. Fixed.

  Balance:
    - Player movement speed felt too fast. Swift Feet reduced from +6% to +4% per
      level. Overclock reduced from +10% to +6% per level. Total max speed before
      Lone Wolf or Adrenaline is now +70% instead of +110%.
Version: 1.9.2
Date: 01 Sep 26

  This is a compatibility update. No gameplay changes.

  The mod now plays nicer with other mods that touch the same game systems — robot
  speed, trash slots and player movement speed bonuses now stack on top of other mods
  instead of potentially clashing with them.
Version: 1.9.1
Date: 01 Sep 26

  This is a compatibility update. No gameplay changes.

  More skill bonuses have been moved to use Factorio's technology system internally,
  which means they now stack correctly with other mods and vanilla research rather
  than replacing those values.
Version: 1.9.0
Date: 01 Sep 26

  New things:
    - Branch buttons below each tree. Click Unlock Branch to invest just enough to
      open every skill in the tree. Click it again to fully max the branch. Spends
      as many points as you have — won't over-charge you. Not shown on Capstone Skills.

  Things that weren't working properly:
    - Lone Wolf notification text was crashing the game on activation. Fixed.
    - Combat damage skills were referencing a modifier that doesn't exist in
      Factorio 2.1. Fixed.
Version: 1.8.9
Date: 01 Sep 26

  The Combat tree has been completely reworked.

  Old tree (Rapid Deployment, Robot Commander, Iron Fist, War Machine) has been
  replaced with a new tree that makes more sense for how combat actually plays:

    Iron Fist (T1) — personal damage, meaningful from the very start
    Battle Hardened (T2) — bonus HP from combat experience
    War Machine (T3) — bigger damage bonus, reward for committing to Combat
    Cartographer (T4) — extended build and interaction range
    Lone Wolf (T5) — bonus speed and damage when you're away from your base

  Lone Wolf activates after 5 seconds outside roboport range and shows a gold
  notification when it kicks in. A persistent indicator stays visible while active.

  Things that weren't working properly:
    - Iron Fist and War Machine were defined but their bonuses were never actually
      applied. Fixed.
Version: 1.8.82
Date: 01 Sep 26

  Fixed auto-deployed combat robots not following the player. They would fight nearby
  enemies but drift rather than orbiting you. Fixed.
Version: 1.8.8
Date: 31 Aug 26

  Thanks to Pirate_Rance for reporting this one.

  Several skill effects — mining productivity, research speed, inserter stack bonuses,
  robot cargo capacity, belt stack size — were being lost every time you reloaded the
  game. They'd work fine in the current session but disappear on restart. Fixed.
Version: 1.8.7
Date: 28 Aug 26

  New things:
    - Capstone gate reworked. Synergy now unlocks when any 5 of the 7 skill trees
      have their final skill maxed — no longer requires specific skills. More flexible,
      rewards breadth of investment across the mod.
    - Resetting skills is now tab-aware. The Reset Tree button resets only the tab
      you're currently on. Reset All still resets everything. Both show a confirmation
      popup with exactly what will be refunded before you commit.
    - If resetting a tree would drop you below the Capstone gate, the popup warns you
      and Capstone skills are automatically refunded too.

  Things that weren't working properly:
    - Combat robots (Rapid Deployment) weren't following the player. Fixed.
Version: 1.8.6
Date: 25 Aug 26

  Crafting XP has been reworked.

  XP now scales with how long a recipe takes to craft — a rocket control unit earns
  around 90 XP, a gear wheel earns 1. Quick recipes also have diminishing returns:
  after 550 crafts of the same sub-1-second recipe (gear wheels, circuits, etc.)
  the XP drops to zero. Longer recipes are never penalised.

  Click modifiers for investing skill points:
    - Click: +1 level
    - Shift+Click: +5 levels
    - Ctrl+Click: max you can afford

  The old +1/+2/+3/Max selector buttons have been removed. A hint line above the
  skill tabs explains the shortcuts.
Version: 1.8.5
Date: 25 Aug 26

  Fixed Network Efficiency reducing your trash slots instead of adding to them.
  If you had vanilla logistics research, those slots were being wiped. Fixed.
Version: 1.8.4
Date: 25 Aug 26

  Crafting XP now scales with recipe complexity rather than being a flat rate.
  More complex recipes with longer craft times reward more XP.
Version: 1.8.3
Date: 25 Aug 26

  Speed and Survival trees have been reworked based on player feedback that repeating
  the same effect across multiple skills felt cheap.

  Speed tree:
    - Automation Mastery removed — inserter bonuses belong in the Knowledge tree where
      Efficient Logistics already covers them.
    - Overclock buffed from +6% to +10% per level and moved to T4. It now clearly
      escalates above Swift Feet rather than duplicating it.

  Survival tree:
    - Thick Skin and Iron Skin removed. Three skills all giving max HP, each weaker
      than the last, has been replaced with a cleaner structure.
    - Fortitude: +25 HP per level (was +20), max 15 levels (was 10).
    - Iron Constitution: new T4 skill, +40 HP per level. Costs more but gives more —
      a genuine late-game investment that escalates above Fortitude.
    - Last Stand: moved to T3, buffed to +1 HP/sec regeneration per level. Health
      regen is now actually applied in-game — it was previously defined but had no
      effect at all.
Version: 1.8.2
Date: 25 Aug 26

  Fixed Drone Engineer and Extended Reach having no effect on robot speed or battery.
  The bonuses were being applied in a way that replaced vanilla research values rather
  than stacking with them. Fixed.
Version: 1.8.1
Date: 25 Aug 26

  Fixed a crash on load caused by a logistics API that was removed in Factorio 2.0.
  The T3 Logistics skill has been renamed Network Efficiency and now grants personal
  trash slots instead.
Version: 1.8.0
Date: 25 Aug 26

  New Logistics skill tree with its own tab:
    - Drone Engineer: worker robot speed
    - Extended Reach: robot battery capacity
    - Network Efficiency: personal trash slots
    - Cargo Drone: robot cargo capacity
    - Belt Mastery: belt stack size
Version: 1.7.6
Date: 25 Aug 26

  Fixed building from blueprints granting XP. Placing a ghost or having robots build
  something no longer counts. Only hand-placing entities earns XP.
Version: 1.7.5
Date: 25 Aug 26

  Skill reset on mod update is now optional. When the mod updates, your skills are
  kept and a banner appears offering you the choice to reset and reinvest or keep
  everything as-is.
Version: 1.7.4
Date: 25 Aug 26

  Fixed Engineering alternate recipes showing as blank names in the crafting menu.
Version: 1.7.3
Date: 25 Aug 26

  Fixed the default keybind conflicting with Factorio's uncouple train shortcut.
  Now Alt+K to open the skill window, Alt+Shift+K for the developer panel.

  Fixed the shortcut bar button not opening the skill window.
  Fixed the XP bar not updating while the skill window is open.
  Fixed Efficient Steel Plate not receiving productivity bonuses from smelting skills.
Version: 1.7.2
Date: 25 Aug 26

  Fixed the shortcut bar button.
  Changed default keybind to Alt+K.
Version: 1.7.1
Date: 24 Aug 26

  Fixed Capstone Skills tab rendering in white instead of gold.
  Fixed the points-to-max display showing an enormous number when infinite skills
  are invested. It now correctly excludes skills with no level cap.
  Fixed skill tooltips showing "/999" for infinite skills.
Version: 1.7.0
Date: 24 Aug 26

  Major UI overhaul. Skill cards are now horizontal rows with clearer layout.
  XP label colour-codes based on progress. Points display shows how many more you
  can earn. Tree summaries shown next to each header. Infinite capstone skills
  display their level with an infinity symbol instead of a pip bar.
Version: 1.6.6
Date: 24 Aug 26

  Renamed Assembly Mastery to Production Mastery — the skill affects furnaces too,
  not just assembling machines.
Version: 1.6.5
Date: 24 Aug 26

  Fixed Production Mastery productivity bonuses not applying correctly.
  Fixed skill connector arrows always showing as unlocked regardless of actual state.
  Doubled Expanded Inventory to +12 slots per level.
Version: 1.6.4
Date: 24 Aug 26

  Confirmed lab productivity bonus works correctly in Factorio 2.1. The productivity
  bar was removed from the lab UI in 2.1 but the bonus is real and applies.
Version: 1.6.3
Date: 16 Aug 26

  Fixed lab productivity not applying when the player is in a vehicle or god mode.
Version: 1.6.2
Date: 16 Aug 26

  Fixed Research Productivity not applying due to a broken technology prerequisite
  chain blocking the bonuses from unlocking.
Version: 1.6.1
Date: 16 Aug 26

  Fixed a crash on load caused by an invalid technology modifier name.
  Fixed a syntax error introduced in the previous build.
Version: 1.6.0
Date: 16 Aug 26

  New infinite Capstone skill: Research Productivity. Requires Synergy level 1.
  Each level adds +5% laboratory productivity with no cap — a permanent point sink
  for players who've maxed everything else.
Version: 1.5.3
Date: 16 Aug 26

  Fixed Efficient Steel Plate not receiving productivity bonuses from Smelting
  Productivity or Steel Mastery. Fixed the skill window jumping to the centre of
  the screen on every upgrade click.
Version: 1.5.2
Date: 15 Aug 26

  Production Mastery now unlocks recipe productivity in tiers as you invest more
  levels, rather than all at once at level 1.
Version: 1.5.1
Date: 15 Aug 26

  Added a +1/+2/+3/Max invest selector to the skill window so you can invest
  multiple levels per click.
Version: 1.5.0
Date: 15 Aug 26

  New skills: Production Mastery (Engineering T4) and Steel Mastery (Production T5).
  Major UI pass — skill cards redesigned as horizontal rows with clearer layout.
Version: 1.4.0
Date: 15 Aug 26

  Seven new skills added across existing trees: Adrenaline Rush, Prospector,
  Tech Intuition, Thick Skin, Battle Hardened, War Machine and Recursive Assembly.
Version: 1.3.1
Date: 08 Aug 26

  Fixed compatibility with Factorio 2.1 — recipe format and version dependency
  updated.
Version: 1.3.0
Date: 12 Jul 26

  GUI redesigned with tabs: Player, Factory, Engineering and Capstone Skills.
  Balanced progression points per level raised to 7.
Version: 1.2.1
Date: 05 Jul 26

  Various crash fixes and small bugs from the 1.2.0 release.
Version: 1.2.0
Date: 02 Jul 26

  New Combat tree with three skills. New Engineering tree with four skills, each
  unlocking a cheaper alternate recipe. Knowledge tree upper tiers buffed.
  Major GUI overhaul with icon-based skill nodes and tooltips.
Version: 1.1.1
Date: 30 Jun 26

  Minor fixes from the 1.1.0 release.
Version: 1.1.0
Date: 29 Jun 26

  First real release. Skill window with XP bar, level progress and skill points.
  Developer panel for testing. Level-up sound, shortcut bar button and mod settings.
Version: 1.0.0
Date: 28 Jun 26

  Initial release. Four skill trees — Speed, Production, Knowledge and Survival —
  with XP earned from mining, crafting, killing biters, researching and building.