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.
Large total conversion mods.
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