Angel's and Bob's route every basic intermediate through the full Nauvis chain, and Space Age's planet recipes need exactly those. This adds local ways to get the missing pieces from what each planet actually has. Numbers are taken from real extraction chemistry. On Aquilo it fixes the freezing instead, which never applied to modded entities.
Large total conversion mods.
Version: 0.6.0
Date: 2026-08-16
Features:
- Aquilo: modded entities freeze. Every machine, belt, pipe, inserter and turret that isn't base or Space Age gets the heating_energy its vanilla counterpart has.
Bugfixes:
- Nothing outside base and Space Age ever froze on Aquilo. The planet sets entities_require_heating and the engine reads heating_energy per prototype, but that defaults to 0, which means never freezes, and Space Age assigns it by hand to about sixty prototypes and nothing else. In a pack this size that left nearly the whole base immune to the cold.
Info:
- Values come from the vanilla entity of the same type. Machines scale with their footprint, capped at four times the base, because the pack is full of buildings several tiles larger than the one they replace. Vanilla scales the same way where it bothers: chemical plant 3x3 at 100kW, refinery 5x5 at 200, silo 9x9 at 300.
- Anything that already carries a value is left alone, so the vanilla numbers stand and so does any mod that made its own choice.
- Left at zero, as in vanilla: poles, chests, walls, gates, accumulators, solar panels, lamps, constant combinators, display panels, rails, train stops, and everything that makes heat rather than needing it. Burner furnaces too, matching the two lines Space Age commented out on the stone and steel furnace.
- Only placeable entities are touched, which keeps it off remnants and the invisible proxies mods build their machines out of.
- Flamethrower turrets stay out, vanilla's own has no heating either. The biolab is skipped by name, since Space Age heats the normal lab and left the biolab at zero.
- The abpr-aquilo toggle now does something. It was there for symmetry since 0.4.0.
Version: 0.5.6
Date: 2026-08-03
Bugfixes:
- Plastic had no production route on Fulgora, which I'd assumed was fine because the planet pumps oil. Every route from Angel's naphtha to a plastic bar needs a metal catalyst, and Angel's builds those out of two ores each. Fulgora has no ore.
- That also meant the Fulgora fibreglass board, and so the advanced circuit, had been waiting on something that could not arrive since 0.4.0.
Features:
- Fulgora: red, green and blue metal catalysts with the ore pair swapped for the scrap that carries the same metal. Iron plate and copper cable, aluminium plate and an advanced circuit, titanium plate and a battery.
Info:
- One each per ten catalysts, the same count Angel's charges in ore, in a more refined form.
- The aluminium and the titanium are the real metals, not stand-ins. bobrevamp builds the low density structure out of both, scrap drops LDS, and recycling gives back five aluminium and half a titanium apiece.
- Silver and cobalt are the same argument as the tin and lead already here: e-waste is the largest secondary silver source there is, and recycled cells are the main secondary cobalt source.
- Plastic was never strictly absent. Recycled LDS also returns 1.25 plastic bars, which at a 1 percent scrap drop is roughly a bar per eighty scrap. A trickle, not a supply.
- Yellow is left alone, and not for want of metal: tungsten is native to Vulcanus and nickel is a recipe this mod adds there. It gates other chemistry rather than plastic, and neither metal has a carrier in the ruins.
Version: 0.5.5
Date: 2026-08-02
Bugfixes:
- Copper-tungsten alloy was unbuildable here. Angel's takes the copper plate out of Bob's recipe and asks for its own copper powder, which only ever comes off an ingot, and an ingot needs ore.
Features:
- Vulcanus: copper powder atomised straight out of molten copper, 100 molten + 50 water to 8 powder, in the foundry.
Info:
- Water atomisation is how copper powder is actually made - melt past high pressure water jets, quenched before the droplets can coalesce. The ingot step only exists where the metal turned up solid.
- A batch is ten plates' worth of molten copper for eight powder. The missing fifth is what atomising loses to the size cut and sends back to the furnace.
- Skipped if Angel's has copper powder switched off, since it hides the item in that case.
Version: 0.5.4
Date: 2026-07-30
Features:
- Vulcanus: nickel ore from lava, 6 per batch. Basalt carries it at ~130 ppm, well above lead and tin.
- Vulcanus: alumina from lava, 12 per batch. It's 14-16% of basalt, not a trace element.
- Fluorite is two steps now. 500 lava to 100 volcanic gas in the foundry, then 100 gas + 25 calcite to 4 fluorite in a chemical plant.
- Volcanic gas is its own fluid. Angel's HF would have put fluorite on both ends of one loop.
Changes:
- Dropped every recipe, item and fluid description. Nothing else in the game has one.
- Alumina no longer leans on omniab's route. Needing another mod for a material is its own kind of import.
Bugfixes:
- Tungsten plate was unbuildable here. Casting powder needs cobalt or nickel powder, neither was reachable, so no plate and no metallurgic science.
- Fixed a load crash. I had the omniab locale keys in a second [recipe-name] block; Factorio allows each section once per file.
- Volcanic gas had no icon. It borrowed one off an Angel's fluid, and those are built at runtime from layers. Base game steam icon, tinted, now.
- Recipe variants had a hardcoded description key, which showed "Unknown key" once descriptions went.
- Fixed a nil recipe category on the lava, alumina and fluorite recipes.
- Filled in the locale keys omniab 1.3.7 is missing for its own lava recipes.
Info:
- No cobalt route: bobores hides bob-cobalt-ore when Angel's is loaded.
- Nickel runs through angels-casting-powder-tungsten-2, so it wants a tier 4 powder mixer.
Version: 0.5.3
Date: 2026-07-30
Features:
- Ceramic board, sintered alumina, 4 to 2. Vulcanus circuits build on that instead of fibreglass.
- Falls back to fibreglass if there's no alumina in the pack.
Info:
- Alumina ceramic is the real high temperature substrate, and basalt is 14-16% alumina, so it suits this planet rather than being a generic answer.
- Carbon fibre would be wrong even where you have it. It conducts, and a substrate has to insulate.
- Gleba has no carbon of its own. Vanilla imports it there too, so nothing to fix.
Version: 0.5.2
Date: 2026-07-30
Features:
- Gleba: resin from bioflux, 1 to 2. Resin is tree sap, Angel's disabled Bob's wood recipe, and there's no oil here.
- Gleba: phenolic board from 15 yumako mash instead of raw wood. FR-2 is phenolic resin on paper. Unblocks advanced circuits.
Modding:
- add_planet_variant swaps take {name, amount} now, for substitutes that aren't worth one for one.
Version: 0.5.1
Date: 2026-07-30
Bugfixes:
- Basic circuit board needed a variant too. Bob's swaps it in for the electronic circuit in a handful of recipes.
- Circuit board variant on Vulcanus and Fulgora, phenolic swapped for fibreglass. Unblocks advanced circuits: the phenolic board wants raw wood, not a board.
Info:
- Processing units were already fine. The superior board is fibreglass.
- Advanced circuits still shut on Gleba. No coal and no oil, so no plastic and no oil resin.
Version: 0.5.0
Date: 2026-07-28
Features:
- Vulcanus electronic circuit variant, wooden board swapped for fibreglass. Runs on coal: fibreglass is 1 plastic for 2, plastic is coal plus methane.
Modding:
- New helper, add_planet_variant. Deep copies a recipe, renames listed ingredients, locks it to a planet. Bails out if anything is missing.
Changes:
- Dropped the basalt fibre board. Rock doesn't become cellulose and the item is still a wooden board, so the name fixed nothing.
- Steam condenser stays, but for Angel's chemistry rather than the greenhouse. Vanilla needs no wood on Vulcanus at all.
Version: 0.4.0
Date: 2026-07-27
Features:
- Fulgora: desolder scrap, 40 to 2 tin ore and 2 lead ore. Both from one recipe, solder is an alloy of the two.
- Fulgora: salvage board substrate, 20 scrap to 2 boards.
- Highest yields in the mod, on purpose. E-waste runs 1-4% tin by weight against single digit ppm in rock.
Changes:
- Measured Fulgora. Scrap drops circuits, processing units, steel and concrete as items, so Angel's chain never runs for those. Only the electronic circuit was blocked.
Bugfixes:
- scrap-recycling is a recipe, not a technology. Took it out of an unlock list.
Version: 0.3.0
Date: 2026-07-27
Changes:
- Lava recipes rebuilt on Space Age's own molten iron from lava: 500 lava plus calcite, foundry, 16 seconds, stone as slag. Only the yield differs.
- Yields come from crustal abundance. Basalt is ~8% iron against lead at 5 ppm and tin at 1, so lead gives 2 ore and tin gives 1.
- Fluorite reinterpreted as CaF2. The calcite is the calcium half, not flux, so 10 of it for a yield of 4.
- Dropped sulfuric acid from the lava recipes. Calcite alone matches vanilla and is one input less.
- Lava recipes moved from the chemical plant to the foundry.
- Gleba: spoilage to wood is gone, rotting matter doesn't make timber. 20 yumako mash to 4 boards instead.
- Gleba: lead and tin at 100 stone plus 2 bioflux, 30 seconds.
- Steam condenser up from 60 to 80 water per 100 steam.
Version: 0.2.0
Date: 2026-07-27
Features:
- Gleba added. Metal bacteria grow iron and copper there, so circuits should be buildable. Angel's blocks them behind a wooden board and solder.
Changes:
- Scope rule settled: give back what vanilla Space Age can do on a planet and Angel's takes away, nothing past that.
- Measured Aquilo, left it empty on purpose. Its whole chain is Space Age recipes Angel's never touches, and there's no ore in vanilla either.
- No Gleba lubricant, same reason. Vanilla has no oil there.
Version: 0.1.0
Date: 2026-07-27
Features:
- First release. Local routes on the Space Age planets for the basic intermediates Angel's and Bob's rebuilt around Nauvis-only inputs.
- Vulcanus: water by condensing steam, lubricant from mineral oil, lead and tin ore, fluorite.
- Every recipe is locked to its planet's exact surface pressure. Nauvis 1000, Vulcanus 4000, Gleba 2000, Fulgora 800, Aquilo 300.
- No productivity, decomposition, intermediate use or recycling on anything added here.
- Missing prototypes get skipped and logged with an [abpr] tag instead of crashing the load.
- One startup toggle per planet. Runs in data-final-fixes, after Angel's, Bob's and omniab.