Build and enter three factory tiers with research-based expansion, factory-wide modules and built-in power coverage. Connect belts, pipes, chests and circuits, and build factories inside other factories.
Mods introducing new content into the game.
Version: 4.0.3
Exterior graphics:
- Fitted the Mk1, Mk2 and Mk3 exterior bodies horizontally inside their existing collision bounds, preserving sprite canvas sizes, heights and entrance centres.
- Compressed the separate shadows with the same horizontal transform.
- Added three ventilation fans to the open rear roof of Mk3, in addition to its existing fan.
- Animated the impellers of all visible rooftop fans: two on Mk1, two on Mk2 and four on Mk3. Fan housings remain stationary.
- Used native decorative animation layers attached to factory prototypes, with no helper entities, new power costs or per-tick scripts.
Info:
- Updated the display title to Factorissimo Space Age and replaced the short description with an overview of the mod's features.
- Retained the existing internal mod name and ZIP naming scheme for continuity with the published mod.
- Consolidated the changelog into one release overview without dated development entries.
Factory expansion:
- Replaced the manual Factory Scale setting with permanent, research-based interior expansion.
- Added five expansion upgrades for each factory tier. Each upgrade costs 200 research units for Mk1, 300 for Mk2 and 400 for Mk3, with 30 seconds per unit.
- Mk1 interiors grow from 30x30 to 90x90 tiles, Mk2 from 46x46 to 110x110, and Mk3 from 60x60 to 120x120.
- Expansion research applies separately to each factory tier and force. Eligible factories already placed expand when research finishes, and newly created interiors use the unlocked size.
- Factories created before the research-growth update retain their saved dimensions, including packed factories and factories inside other factories.
- Expansion preserves player-built machines, chest contents, circuit connections, modules and stored fluids. Belt and pipe connections extend across the added floor, while built-in utilities move to their new positions.
Factory modules:
- Added separate module research for Mk1, Mk2 and Mk3, each costing 300 research units with the required science packs.
- Added 4 initial module slots for Mk1, 6 for Mk2 and 8 for Mk3, managed through an exterior factory panel.
- Added four capacity researches per tier, each adding one empty slot: Mk1 grows to 8 slots, Mk2 to 10 and Mk3 to 12.
- Capacity researches cost 400, 500, 600 and 700 units, with 30 seconds per unit. Mk1 uses red, green and blue science; Mk2 also uses purple; Mk3 also uses yellow.
- Each module research chain is independent of the other factory tiers, including its initial module unlock. Capacity upgrades reuse the tier's existing research artwork.
- Capacity upgrades preserve installed modules and their quality in placed and packed factories. Both the hover preview and editable panel expand to the current slot count.
- Reversing or resetting research preserves excess modules and pauses their effects until the excess modules are removed or the required research is restored.
- Added support for productivity modules and module quality. Module effects reach compatible machines throughout the factory interior.
- Module effects remain within their own factory and do not pass into nested factories.
- Machines use their normal module-adjusted electricity consumption. The hidden beacon adds no separate electrical load.
- Packed factories retain their modules. Their beacon pauses while packed and resumes when the factory is placed again.
Controls and guidance:
- Fixed module and quality icons being hidden behind the hover preview's slot backgrounds, without changing the preview's position below the entrance.
- Added a temporary module preview when hovering over a factory, while clicking opens the editable module panel.
- Anchored the hover preview two tiles below the exterior entrance, with module icons centred 2.9 tiles below it. The preview follows the hall through camera movement and zoom, and is visible only to the viewing player.
- Preserved empty slots and module-quality indicators in the hover preview, and removed the old screen-corner preview when upgrading.
- Added a configurable quick-exit shortcut that works from anywhere inside a factory and finds a safe position below its exterior entrance.
- Corrected the default Ctrl+Enter binding using Factorio's RETURN key name.
- Added an entry message reminding players of the exit shortcut.
- Added a protected connection guide beside the main interior power pole, outside the buildable floor. The guide moves with interior expansion.
Power and lighting:
- Made the four built-in corner substations invisible and unselectable, while retaining the visible main pole beside the entrance.
- Removed the blue supply-area overlay from all five built-in interior poles. Ordinary power poles retain their usual graphics and overlays.
- Preserved internal power coverage, transfer and existing copper/circuit connections when converting saved corner poles. Interior sizes and player construction are retained.
- Added four corner power poles connected to the main interior pole, with the corner poles positioned outside the buildable floor.
- Hidden copper and circuit wires on the five built-in interior poles while preserving their connections and power coverage.
- Improved interior lighting with a layout that adjusts to the hall size, keeping adjacent lights no more than 15 tiles apart.
- Existing factories receive the power and unlocked lighting improvements without resizing their floors or moving player-built machines. Lighting research applies only to the researching force.
- Fixed power imports and exports so they can charge accumulators, and prevented unused interfaces from feeding power back into the same network.
- Updated power-flow limits in existing saves without recreating interfaces or resetting stored energy.
Connections and bug fixes:
- Fixed fluid ports failing to reconnect to existing pipes after placing a packed factory or cancelling deconstruction, regardless of build order.
- Added a one-time repair for disconnected fluid ports in existing saves, preserving connection modes and delays.
- Fixed pollution transfer to include the entire saved interior, including outer corners and the entrance. Packed factories retain collected pollution until placed again.
- Updated chest transfers to preserve item quality, equipment, blueprints, tags and partial ammunition.
- Updated circuit connections to preserve signal quality and combine red and green inputs.
- Updated external display overlays to support all current signal types.
- Fixed rejected robot and script placements so they no longer require a player object.
Graphics:
- Replaced the cover with the approved illustration of three factory halls, without a title, edition label or version number.
- Replaced the three factory exteriors and their separate shadows with assembler-inspired Mk1, Mk2 and Mk3 artwork.
- Updated factory item icons and the twelve existing research icons to match the new buildings.
- Added artwork, size information and English/Russian descriptions for all fifteen expansion research nodes.
- Adjusted the upper silhouettes of Mk1 and Mk2 to keep the northern connection arrows visible.
- Extended the upper section of Mk3 to better match its footprint, preserving the entrance and lower facade.
- Preserved exterior footprints, collision boxes, sprite alignment, door positions and connection-port positions.
Compatibility:
- Updated compatibility for Factorio 2.1.23 and later 2.1 releases, with or without Space Age.
- Updated fluid storage and neighbour handling, underground belt connections, display protection, requester sections and item spilling for the current APIs.
- Preserved existing factory contents and saved layouts throughout the upgrades.