Adds more depth, fun challenges and chase goals for factorio addicts, especially in the later stages of the game. Intended to be a high quality vanilla+ experience and the ideal version to megabase on.
Large total conversion mods.
Version: 1.1.3 Date: 2025-08-24 Changes: - Coal liquefaction tech also unlocks coal synthesis - Attempt to fix a bug with tech sprites
Version: 1.1.2 Date: 2025-08-24 Features: - Added a "Rocket silo capacity multiplier" mod setting. This value increases both the rocket payload and the number of required parts per rocket. It can be used to increase the throughtput per silo in the later stages of the game without resorting to entire silo fields due to the long animation times. Changes: - Fixes a compatibility issue with Muluna and generally improves compatibility with other mods which would add/edit space connections - All lvl 3 modules techs now correctly list their lvl 2 as requirements
Version: 1.1.1 Date: 2025-08-16 Changes: - Added a simple coal->carbon recipe available in the stone furnace - As a consequence, recipes in stone furnaces now have to be manually selected (otherwise, ore-smelting would otherwise switch to coal>carbon if you had a shortage of ore). - Walls are now a green science unlockable, after concrete. Concrete tech was however made both cheaper and faster to research. - Shotgun shells and piercing shotgun shells now respectively require carbon and explosives, but both recipes now support prod modules - Improved compatibility with other mods which would add their own assembling machines or add their own ingredients in building recipes
Version: 1.1.0 Date: 2025-08-15 Features: - Adds a promethium processing chain and an alternate recipe for the promethium science pack, which is less promethium and therefore less UPS intensive. Comes with its own challenges. - Adds a new endgame chase item with the promethium module. - Adds a new "The factory must grow!" endgame challenge. This tech progress decays overtime, asking you to beat progressive SPM targets to get the bonuses. - Adds a new "Speed demon" endgame challenge. Make the trip to the shattered planet within 35/30/25 minutes to unlock it. Safety measures might have to be thrown overboard. - Adds quality evolution for the biters and pentapods. When spawning a high evolution unit, the nest has a chance to receive a quality upgrade. This can be tweaked/disabled in the mods settings. Changes: - Rockets can now lift 2000 science packs instead of 1000. Reduces a bit the need to have as much silo footprint than actual production when you start to have legendaries everywhere. - Buffed a bit the carbon fiber recipe (lower chance to return carbon instead of a fiber) - Ligthning rods and Lightning collectors can now be crafted anywhere
Version: 1.0.8 Date: 2025-08-02 Changes: - Adds a quality loop recipe for carbon fiber - Adds better icons for the quality loops recipes
Version: 1.0.7 Date: 2025-07-25 Changes: - Adds a new infinite tech to increase the number of allowed cargo landing pad per surface. Extremely expensive, but offers an alternative to bot unloading at megabase levels. - Most space-age infinite productivity techs (Processing unit, LDS, rocket fuel, asteroid, recycling, plastic, steel and rocket part) are now 6% per level instead of 10% - Mining productivity infinite techs cost ramps up a bit faster, without being a straight exponential like the others
Version: 1.0.6 Date: 2025-07-20 Bugfixes: - added a proper short description for the mod portal.
Version: 1.0.5 Date: 2025-07-19 Bugfixes: - The iron plate + carbon to steel recipe now correctly benefits from steel productivity bonuses