A deep skill system with 7 skill trees, XP from all activities, alternate recipes, auto-deploying combat robots, Compatible with Space Age.
Mods introducing new content into the game.
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- Adrenaline Rush was using an outdated speed value if you'd invested more points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.