TradeRouteOverhaul-1-1


This is https://mods.factorio.com/mod/TradeRouteOverhaul updated for 1.1 + 2.0 From DaveMcDave: My take on balancing Singistics. Total conversion replacing crafting and research with randomized trade routes. Not intended to be compatible with any other mods.

Overhaul
2 months ago
1.1 - 2.0
735
Logistics

Changelog

Version: 0.0.11
Date: 2025-06-12
  Changes:
    - add starting-area mall for cargo landing pad
    - regenerated images to add mall trade icon
Version: 0.0.10
Date: 2025-06-12
  Bugfixes:
    - prevent technologies that auto-enable from crafting triggers from getting researched
Version: 0.0.9
Date: 2025-05-21
  Bugfixes:
    - fix missing mall recipe names for coal -> transport belt and {item} -> rail
Version: 0.0.8
Date: 2025-05-20
  Changes:
    - replaced rocket control unit with uranium fuel cell for utility science, because the former has been removed
    - added recipe names for trades, malls, and sciences
  Info:
    - update base Factorio version and fix migration issues
    - regenerated images to fit changed trade
Version: 0.0.7
Date: 2022-03-28
  Changes:
    - replaced electric engine unit with flying robot frame for utility science
  Info:
    - machine-format the changelog.txt
    - added python script to generate the trade images, regenerated images to fit changed trade
    - added DaveMcDave's design notes from https://www.reddit.com/r/factorio/comments/tnyt47/1000spm_in_traderouteoverhaul/i26mbho/
Version: 0.0.6
Date: 2022-02-26
  Info:
    - created entries in the changelog
    - updated info.json description to point to the real TradeRouteOverhaul
Version: 0.0.5
Date: 2022-02-26
  Bugfixes:
    - fixed research which used removed effect auto-character-logistic-trash-slots (in research.lua)
    - fixed research icon sizes to be 256 (in research.lua)
Version: 0.0.4
Date: ?
  Changes:
    - fixed utility science pack recipe
Version: 0.0.3
Date: ?
  Changes:
    - all inserters are now stack inserters, starts at 4 and upgrades to 8 and 12. only actual stack inserter gets infinite research. rearanged inserters in malls. 
    - added alternative satellite recipes, each only requires 3 (of 6) ingredients but about 3 times the quantity. most tier 5 & 6 malls will have a satellite trade.
    - math.random on trade_map is changed to the seeded random
    - added map-tags setting
Version: 0.0.2
Date: ?
  Changes:
    - rearranged malls 3-6 to bring red belts earlier
    - added a 'seed' setting for the base value of items. randomized these hidden values so i can play without knowing exactly what they are
    - added some 'bad' trades. for each pair of items either the A to B trade or the B to A trade will be 'bad'. they will only appear in the rightmost trade of each tier
    - added "probability-of-city-placement" setting. percent chance for a chunk to spawn a city when it is far enough from other cities