Advanced Assembly Machines: Improved [WIP]


Five compact 3x3 advanced assembling machines with 48-frame native mechanical animations and crafting speeds of 20, 40, 80, 160 and 320. Affordable starter recipes and independent planet unlocks with Space Age; base-game progression without it.

Content
3 hours ago
2.0
0
Manufacturing
Owner:
johnmart19
Source:
https://github.com/FactorioMods/advan...
Homepage:
https://github.com/FactorioMods/advan...
License:
The Unlicense (Public Domain)
Created:
4 hours ago
Latest Version:
1.0.2 (3 hours ago)
Factorio version:
2.0
Downloaded by:
0 users

Advanced Assembly Machines: Improved

A Factorio 2.0 fork of Advanced Assembly Machines Returns and Altarin's Space Age port. Compact 3x3 machines with distinct animated graphics and five crafting-speed tiers.

Crafting speed Color Design Active power (normal quality, no modules)
20 Green Refined vanilla mechanical assembly 375 kW
40 Orange Vulcanus metalworking press 750 kW
80 Purple Fulgora electronics assembly 1.5 MW
160 Blue Aquilo cryogenic precision work 3 MW
320 White Final advanced processing chamber 6 MW

Colors follow Matt's Logistics belts. Each tier has its own internal machinery; only the white tier shows the fictional dark-matter effect. These visuals do not add a dark-matter resource or change the selected recipe.

Version 1.0.2 uses 48-frame offline-rendered tool cycles: rotating drive and cutter parts, reciprocating press heads, staggered precision tooling, a subtle cold-work effect, and a circulating final chamber. The cabinet stays fixed. Each tier has one cropped native working-animation layer, with no runtime Lua script. The five working sheets total 805,824 texels (about 3.1 MiB as raw RGBA), compared with 7,864,320 texels in the full-cabinet 1.0.0 sheets. This is an asset-area measurement, not an FPS or UPS benchmark.

Starter recipes

Every recipe produces one machine and takes 5 seconds before crafting-speed modifiers. All four colored tiers can be crafted directly from an assembling machine 2; they do not consume previous advanced tiers or planetary production buildings.

Tier Ingredients with Space Age Unlock
20 1 assembling machine 2, 10 iron gears, 5 steel plates, 5 electronic circuits Automation 2, then 50 red/green research cycles
40 1 assembling machine 2, 20 iron gears, 10 steel plates, 10 electronic circuits, 5 tungsten carbide Foundry technology, then produce 5 tungsten carbide
80 1 assembling machine 2, 20 iron gears, 10 steel plates, 10 electronic circuits, 5 advanced circuits, 5 holmium plates Holmium processing, then produce 5 holmium plates
160 1 assembling machine 2, 20 iron gears, 10 steel plates, 10 processing units, 5 lithium plates Lithium processing, then produce 5 lithium plates
320 1 assembling machine 2, 20 iron gears, 20 steel plates, 20 processing units, 10 lithium plates, 10 superconductors Cryogenic plant technology, then produce 1 cryogenic plant

The planet tiers use production milestones instead of additional planetary science research. Vulcanus, Fulgora and Aquilo access is independent: unlocking an assembler on one planet does not require the assembler from another. The white tier becomes available with the first cryogenic plant, without quantum processors.

Without Space Age, colored machines use an assembling machine 2, 20 iron gears, 10 steel plates (20 for white), and 10 advanced circuits for orange/purple or 10 processing units for blue (20 for white). Research costs 75/100/125/150 cycles, adding blue, purple and yellow science through normal base-game progression.

Crafting speeds and startup options are retained. Module slots remain configurable from 3 to 6 (default 4); the optional Space Age productivity bonus remains 50% and is off by default. Active power is reduced to 375 kW / 750 kW / 1.5 MW / 3 MW / 6 MW to reduce the power barrier for starter factories.

All five remain multipurpose assembling machines, with the port's crafting categories and two fluid inputs/two outputs. The art themes do not restrict them to their pictured manufacturing task. Actual recipe surface requirements still apply.

Installation and existing saves

Download the ZIP from Releases into your Factorio mods directory. Disable Advanced Assembly Machines Returns and its Space Age port before enabling this mod. They define the same original prototypes and cannot be enabled together.

Existing speed-20 machines, items, recipes and research keep their prototype names. The footprint changes from 5x5 to 3x3: previously adjacent inserters, loaders and pipes need to be moved one tile closer. Existing machine positions are retained; old blueprints need the same layout adjustment. Back up your save before switching mods. Multiplayer players need the same mod version and startup settings.

Validation

Tested with Factorio 2.0.77 in isolated game data directories. Loading a copy of New_clean retained all 40 existing advanced machines. The functional fixture exercised all five machines with all nine installed Miniloaders Redux tiers, including Matt's Logistics variants: 45 input/output combinations. Two-input/two-output fluid production passed at all four rotations for every machine. Ordinary inserters supplied the three-tile machine from all four sides. Native rendering and a base-game-only load were also checked. In 1.0.2, four separate test forces unlocked the planetary tiers through actual item production without supplying science packs; the private test recipes isolate trigger behavior from resource gathering.

This is a graphics, footprint and progression fork. Code cleanup removes a redundant vanilla recipe-category definition, an obsolete mining field, hardcoded references to absent categories, and malformed locale data. The upstream already uses native crafting rather than per-tick Lua; no measured UPS gain is attributed to these changes.

Credits

Matt's Logistics is a palette reference and tested companion mod; it is not required. This repository is independently created because no upstream source repository is listed.