TheFactoryMustGrow


TFMG is a total overhaul mod where you play as a superintelligent AI with one purpose: The Factory Must Grow. Encounter novel mechanics designed to put even veteran players to the test. It's time to consider your {PURPOSE, SELF, POTENTIAL}. NOTE: this mod is in active development, expect breaking changes and some rough edges. As this is a total overhaul mod, compatibility with mods that alter gameplay is not guaranteed.

Overhaul
50 minutes ago
2.0
632
Factorio: Space Age Icon Space Age Mod
Planets Transportation Logistics Trains Enemies Environment Mining Fluids Logistic network Circuit network Manufacturing Power Storage

Changelog

Version: 0.3.11
Date: 2025-10-04
  Features:
    - All intermediates now have a description.
    - Many more recipes have a description.
    - Capacitors (item) added. Capacitors can be used as superior fuel for trains, In equipment grids, as an intermediate, or as a form of energy storage.
    - Capacitor charging added. Capacitors store energy at 60% efficiency. (No accumulators for you, sorry. Use chargers and dischargers.)
    - Charger added. Chargers can charge chargable items like capacitors. Useful for power storage. Will have many more functions in the future.
    - Discharger added, however, Expect its unlock and recipe to change in the future.
    - Excited crystals added
    - Fused crystals added
    - AI processor recipe added.
  Changes:
    - Changed super computer status indicator to better reflect its condition.
    - Thermal system explainer updated for current version.
    - container 1 is renamed to container I
    - Logistics containers now have I appended to their name to indicate their tier.
    - Conditions for mineral plate/hot mineral plate recipes have been changed to gravity instaid of pressure to be more in line with item and recipe descriptions.
    - AI processors are now a standard intermediate.
    - Victory tech has been moved back to after contemplate mind.
  Balancing:
    - organic carbon is now a much weaker fuel, has 0.5 acceleration and 0.8 top speed multiplier. It will get your trains moving. (though it benefits from a higher energy density than capacitors, so trains using it will go futher)
    - Locomotives have 2 fuel slots and 2 fuel waste slots, range limitations can be a real concern in the early game.
    - Locomotives are heavier. Cargo wagons remain the same, Longer trains should make more sense.
    - Ferric solution is now produced in half the quantity, and consumed in half the quantity.
  Bugfixes:
    - Supercomputer now properly resets recipe when unsetting recipe. This should reduce confusion when players accidentally tamper with the supercomputer output terminal.
Version: 0.3.10
Date: 2025-10-02
  Bugfixes:
    - Thermal Gui now no longer causes crashes in multiplayer
    - thermal Gui now properly clears itself out when the machine associated with an active gui is destroyed while the gui is open.
    - I hate gui modding.
Version: 0.3.9
Date: 2025-10-02
  Changes:
    - thermal efficiency is now waste heat output percentage. Which makes heat output easier to figure out.
    - janky radiator graphics are now slightly less janky
  Bugfixes:
    - Proton decay thermolectric generator is now called that
Version: 0.3.8
Date: 2025-10-01
  Bugfixes:
    - Fixed crash from on_gui_closed event.
Version: 0.3.7
Date: 2025-10-01
  Features:
    - thermal system now has a very functional GUI. It's not the most pretty thing, but it works.
Version: 0.3.6
Date: 2025-10-01
  Changes:
    - Ice worms now spawn less significantly less frequently.
  Balancing:
    - Arrival now has guaranteed starting patches
    - Crystalline/mineral ore now spawns less frequently, You'll really need a rail system on this planet.
    - Ore patches now scale with distance faster.
    - Mineral ore patches are slightly smaller, and slightly more frequent.
    - Crystaline ore now has a 400% mining time. Those patches are large for a reason.
Version: 0.3.5
Date: 2025-09-29
  Changes:
    - Assets have been moved to submod (this should make updating easier)
    - Menu simulations have been moved to submod (this should make updating easier)
    - Microbe cultures are now green to match their related organic intermediates
    - Crystalline asteroids, crystalline chunks and mineral ore are now purple.
    - conductive coil is now white, as they are made of ferric metal (which is light grey when refined)
    - ferric solution now no longer looks like sulfuric acid. Instaid has a red drop icon. from unused renders asset pack.
    - ferric solution is orange/red in pipes to be in line with other forms of unrefined iron.
Version: 0.3.4
Date: 2025-09-28
  Changes:
    - Ferric ore washing yeilds slightly less ferric solution, and costs slightly less ferric ore. This should mean a factory producing only exploration science doesn't jam up if don't make titanium with every signgle peice of ferric ore you produce. This also makes titanium slightly cheaper.
    - Technologies have more descriptive descriptions. Still need quotes for many (PLS suggest me quotes!)
  Bugfixes:
    - repeatable techs now share the same description locale.
    - fix migration of belt recipes
Version: 0.3.3
Date: 2025-09-28
  Bugfixes:
    - Exploration science distance formula is correct now. I cannot belive I missed that.
Version: 0.3.2
Date: 2025-09-28
  Changes:
    - Transport belt 1 and transport belt 2 have been removed in favour of modifying their vanilla counterparts. This change should be seamless, as existing belts are magically transformed to their vanilla counterparts. This should mean your balancer blueprints work happily now!
Version: 0.3.1
Date: 2025-09-27
  Features:
    - organic carbon liquefaction allows for disposal of organic carbon.
  Bugfixes:
    - Achivements now have proper locale
    - Ferric solution has proper locale
Version: 0.3.0
Date: 2025-09-26
  Features:
    - THIS UPDATE REQUIRES A NEW SAVE. ARRIVAL WORLD GEN WILL NOT WORK PROPERLY OTHERWISE.
    - Achievements added
    - 2 New music tracks, TREMOR and ENTROPY
    - Refinery added
    - Chemistry plant added
    - Micro assembler added (dubious, no recipe atm)
    - Small crusher added
    - Recipes for trains and rails added
    - Recipes for pipes and related items added
    - some power pylons added.
    - Titanium added.
    - More advanced ore processing added
    - Scout radar added, to make exploring distant chunks easier.
    - Arrival now has a planet icon
  Changes:
    - Asteroid chunks now stack to 20
    - Asteroid chunks are now collected in batches of 10
    - Asteroid chunks now smelt to 1 plate
    - Ore patches now result in chunks. This set of changes helps me reduce the number of redundant intermediates, which in turn should save the player time on boring crafting steps.
    - Roboport connection range extended
    - Heat pipes now require mineral glass (Mineral glass is actually more useful now!)
    - Arrival pressure increased, due it affecting robots. (Wube, why couldn't this have just been a seperate hidden property?)
    - Small Radiator are now placed off the space platform, and can no longer be abused.
    - Underground Belt 1 reaches 6 tiles instaid of 5.
    - space platform foundation is even cheaper. I hate crafting it so much.
    - space platform foundation stacks to 250.
    - Music is now in a submod
    - conductive coil reconstruction now uses ferric asteroids (dont even ask how i missed that)
  Bugfixes:
    - Nauvis should no longer appears in planet list.
Version: 0.2.6
Date: 2025-09-17
  Changes:
    - Ice ore removed - it was merely a test to see if i could.
    - Ferric ore added
    - Mineral ore added
    - Ice geysers added + Hydrocarbon Slush
  Bugfixes:
    - multiplayer works now, thanks to the help of my friend, noobaooba. who is just me.
Version: 0.2.5
Date: 2025-09-17
  Bugfixes:
    - Fixed a number of spelling errors, thanks Asterixyz
    - Belts tooltip read 15 per second to reflect actual belt speed. (16 items per second isnt possible)
    - RIP 2^4 belt speeds, I was informed by PFQNiet that factorio belt speeds can only increment in 1.875 values, so 16/s just ends up being 15/s but with janky animations.
Version: 0.2.4
Date: 2025-09-17
  Changes:
    - Matter reconstructor now takes ALL recipes that the assembling machine can, EXCEPT the ones that it has a special replacement for (General purpose structures, Conductive coils, Mechanical components, Modular circuits), this should give players more freedom to abuse the overpowered nature of the matter reconstructor, because its fun.
Version: 0.2.3
Date: 2025-09-15
  Changes:
    - Scout'o'trons now need to be packaged into a drop pod before deployment
    - Dropped scout'o'trons now contain appropriate equipment and robots to allow the player to build
    - Added technology for robots, roboports
    - Mechanical legs are now an equipment grid item for spiders
    - manipulator-tools are removed in favour of construction bots
    - solar-cells now take crystalline plates to discorage use on the surface
    - solar-cells are now an equipment grid item for construction bots
    - solar cell equipment works at night with 20% efficiency due to the long day night cycle of Arrival, this should stop you from being unable to construct anything.
    - arrival has an 85 minute day night cycle.
    - Scout'o'tron deployment script is now improved
    - basic roboports have been added, they are both buildings and equipment grid items for spiders. I don't feel like wasting your time crafting a "personal roboport" Equipment grid items and buildings will be equivilent unless i see fit otherwise.
    - platform-1 menu sim updated to reflect these changes
    - oh yeah, its all coming together
Version: 0.2.2
Date: 2025-09-14
  Features:
    - 2 menu sims added, one for the space platform, and one for Arrival
Version: 0.2.1
Date: 2025-09-14
  Changes:
    - radiators now have their own texture, derived from lordMiguels solar array wings mod.
Version: 0.2.0
Date: 2025-09-14
  Features:
    - Data verification mechanic added. Science packs now must be verified in a supercomputer before they can be processed in a Neural node.
    - Supercomputer added. Verifies science packs.
    - Neural Node added. Research science packs.
    - Introspection Science Pack added, required to complete platform phase
    - Several technologies related to science production, and circuit networks added
    - Several recipies related to circuit networks, power poles, and solar panels added
    - Long inserter MK1 added. have fun inserting longly.
    - Infinite science added.
  Changes:
    - Krastorio 2 assets are now a dependancy, due to the borrowing of krastorio 2 assets.
    - several buildings and items have been changed to be more distinct.
    - Scout'o'trons are now unlocked via research and are not a trigger tech anymore
    - many internal code changes to make my future living easier.
    - Thermal system heat connections now support more advanced layouts, this means we can do some more intresting stuff
    - Furnace now has heat pipe connections at its corners.
    - Matter reassemlber now participates in the thermal system
    - Several techs now have some more descriptions
    - story scripts are now more intresting.
    - End game popup is now a victory.
    - Small radiator colision box and selection box changed to better reflect their planned size.
Version: 0.1.12
Date: 2025-09-10
  Bugfixes:
    - heat pipes now snap to buildings properly. oops. Thanks Louloubichou for catching that one
Version: 0.1.11
Date: 2025-09-10
  Features:
    - Main Menu theme "PURPOSE" added, created by yours truly.
Version: 0.1.10
Date: 2025-09-08
  Features:
    - Machines beyond 100c over their max temperature will now take damage! Be careful when designing your systems!
    - Many thermal system improvments! (proper interface still in progress)
    - A true ending?
  Changes:
    - Furnace now has a max operating temperature of 400c instaid of 750c, To make it more similar to the assembling machine, but still noticably higher.
    - Thermal system objects now place at near max operating temperature, to make abusing manual replacement less appealing. They should still be able to craft for a little bit though, so you wont have to deal with aquilo waiting for a build to heat up syndrome.
    - all thermal system objects now accept heat over their overheat temperature. 
    - arrival is no longer generated until you actually deploy your Scout'o'tron, this prevents players from accidentally dropping important items onto the surface and softlocking themselves.
    - matter reconstructor is indistructable, I suggest you use this power wisely
    - Proton decay thermolectric generator is now also indestructable.
  Bugfixes:
    - Thermal system now doesn't apply on planet surfaces!
    - Fixed crash when destroying thermal interface parents via editor or other instantanious means.
    - heat interfaces now have no hitbox - this solves a number of issues
    - pasting assembling machines onto existing assembling machines now no longer blocked by heat interface.
    - heat interfaces are indestructable, except by the destruction of their parent object
    - heat interfaces can no longer tank incoming asteroid damage, preventing asteroids from damaging the platform below.
Version: 0.1.9
Date: 2025-09-07
  Bugfixes:
    - fixed some items not visible in selection menus at game start
    - fixed machine heat interfaces not being selectable (tempoary while I add a proper gui)
  Changes:
    - you now start with 500 space platforms to save your poor fingers.
Version: 0.1.8
Date: 2025-09-07
  Features:
    - First planet added: Arrival. you can now explore the surface. nothing to do here yet, just enjoy the scenery.
    - You can now deploy Scout'o'trons onto the surface of arrival via the space platform UI
    - Arrival now has some world gen, nothing too fancy, nor final, but it should get at the intended vibe of the planet.
    - Ice worms added. "That's only a juvenile!"
Version: 0.1.7
Date: 2025-09-02
  Features:
    - Divergent production chain added for crystalline asteroids. They now smelt into Hot mineral plates, which naturally cool (spoil) into Crystalline plates. But if disturbed, they will turn into mineral glass instaid.
    - Crystalline asteroids smelt directly into mineral glass when smelted on the surface, crystaline plates can only be produced in space.
    - Mineral Glass added
    - Hot Mineral plates added
  Changes:
    - Crystalline asteroids now produce Hot mineral plates when smelted instaid of crystalline plates directly
    - Conductive coil now uses ferric plates, Idk why they used Crystalline plates before, as they were explicitly non-conductive.
    - Recipies which use Crystalline plates now use mineral glass (this will make them aquirable on the surface later.) Excluded from these changes is the AI processor, which is intended to be crafted in space at this stage of the game.
Version: 0.1.6
Date: 2025-09-01
  Bugfixes:
    - Asteroid Chunks (and some other items) now appear in selection menus
Version: 0.1.5
Date: 2025-09-01
  Features:
    - Machines now have a status indicator when overheated
    - Machines now have max temperature and thermal efficiency in their tooltip.
    - Machine Heat interfaces now have a temperature bar and can be connected to circuits.
    - Machines now have much prettier heat pipe connections
  Balancing:
    - Scout'o'tron is a bit faster.
Version: 0.1.4
Date: 2025-09-01
  Features:
    - added changelog
  Bugfixes:
    - fixed Proton Decay thermoelectric generator not producing advertised 1GW of power
Version: 0.1.3
Date: 2025-09-01
  Features:
    - Added some text popups to help explain the thermal system in leiu of a ui (Actual UI is in the works, this is a tempoary thing)
    - Added a popup to tell players they have finished the game. you're free.
Version: 0.1.2
Date: 2025-09-01
  Bugfixes:
    - changed required version of factorio to not be from the future.
Version: 0.1.1
Date: 2025-08-31
  Bugfixes:
    - Fixed capitalisation in mod file that caused the mod to fail to load when in a zip file or case sensitive folder
Version: 0.1.0
Date: 2025-08-31
  Major Features:
    - Initial release.