Randomizes all recipe ingredients to make every game feel different! Fully configurable, theoretically works with all mods, checks dependencies, keeps recipes fair! Credit goes to Villfuk02 for the version that works on 1.x.
Small changes concerning balance, gameplay, or graphics.
Version: 2.0.9 Date: 2025.05.31 Changes: - Add option to randomize scrap outputs (thanks, slugger99099) - Add small electric poles to list of non random recipes for Space Age
Version: 2.0.8 Date: 2025.04.15 Changes: - Put wood and fish back to non-randomized list as a workaround for a bug (https://mods.factorio.com/mod/ZRecipeRandomizer2/discussion/67fbe3a8d2e660e78afd3e7e)
Version: 2.0.7 Date: 2025.04.12 Changes: - Make avoidance of ores into a setting
Version: 2.0.6 Date: 2025.04.12 Changes: - Refactoring - Add wood and fish to unlockable raw materials after agricultural science - Add several recipes (essential for progress) and fluids (non-barrelable) to not be randomized - Add note that cliff explosives will be randomized even barrels are forbidden
Version: 2.0.5 Date: 2025.04.11 Changes: - Refactoring - Fix empty barrel name - Get rid 90% of ore ingredients - Filter out recycling recipes for less spam in logs - Add Discovery Tree as optional mod - Add Estate Randomizer as incompatible - Add fluorine as raw ingredient (allowing more Aquilo to be randomized) - Add promethium chunks as non random ingredients - Add fish to unlockable raw materials
Version: 2.0.4 Date: 2025.04.11 Changes: - Refactoring - Recalculating recycling recipes after randomization (if hidden recipes set to calculated) - Changed default dependency mode to branched
Version: 2.0.3 Date: 2025.04.10 Changes: - Refactoring - Added calcite, plasma and lava to presets
Version: 2.0.2 Date: 2025.04.09 Changes: - Added presets for Space Age (thank you, slugger99099) - Allowed Quality and Space Age mods as optional dependencies
Version: 2.0.1 Date: 2025.04.08 Changes: - Update for first public release
Version: 2.0.0 Date: 2025.04.06 Changes: - Update for Factorio 2.x