Is Factorio too polished for you?
Do you miss when things didn’t quite make sense?
Are you tired of “quality of life” features making your life... easier?
Do you believe fluids should be transported the way nature intended: in barrels, by force?
Are chain signals robbing you of confusion and poor decisions?
If you answered yes, then congratulations—you are exactly the kind of person this mod was not designed for.
This mod brings back a carefully curated selection of mechanics that were removed, reworked, or buried for very good reasons.
Everything here is authentic, inconvenient, and occasionally questionable.
Enjoy.
What can you experience:
- Boiler produces 390kW
- Steam engine produces 510kW
- Beacon accepts productivity modules
- Inserters can no longer be hooked up to circuit network
- Inserters can no longer filter
- Underground belts have a max distance of 4
- Long handed inserter is more like its brothers... (drops 1 distance far)
- Car is now a tank with no guns
- Tank takes damage from decoratives
- Behemoth worms no longer spawn naturally
- Filter inserter added
- Bulk inserter renamed to "Smart inserter", recipe also requires filter inserter.
- Burner inserter starts with no fuel
- Who needs fluid wagons
- Who needs rail chain signals
- Assembling machine 1 & 2 have ingredient limit (2 and 4 respectively)
- Substation has decreased supply radius
- Wooden chest can be used as a fuel
- Underground pipes can travel shorter distance
- normal chests cannot be hooked up to the circuit network
- be careful with landfill :3
- logistic robot consumes no energy during flight
- lab has no module slots
- Every recipe accepts productivity modules
- smart chest & related recipes
- modular & power armor & mk2 recipes changed
- Solar panel equipment recipe changed
- Landmine recipe changed
- Piercing shotgun shells cost reduced
- Wires, discharge defense, artillery remote, spidertron remote and blueprints now have to be crafted
- Rocket fuel no longer requires light oil
- Big and medium electric poles now require copper plates instead of copper wires.
- Modules now require 5 of previous ones
- RCU added back
- Oil processing changed
- Changed recipes for chemical, production, utility and military science packs
- Firearm magazine consumes only 2 iron plates
- Piercing rounds magazine no longer needs firearm magazine
- Only 1 underground belt per craft
- added more tips and tricks - These tips were considered helpful at the time.
- Equipment grid space is more precious (larger discharge defense, personal laser, nvg)
- Armor has durability (isn't it weird that it was considered ok to loose your power armor mk2?)
- Trees can be planted with wood
- Homing projectiles from spitters and worms
- Rails downgraded
- You now fish 1 fish per fish
Not implemented (and probably won't be):
- Extreme legacy rails (rail planner not being able to mix curved and straight rails (in very old versions you had to place rails one by one))
- Flamethrower ammo costing you 10 coal and 5 steel
- Burner inserters not being able to feed themselves
- EnergyCraft wonky inserters
- Yellow ammo dealing 2 damage
- Red ammo dealing 5 damage
- Mining with hands & axes
- Split research and such (can you believe that in order to increase turret damage, you had to research turret damage? And the same thing for shotguns. Not to mention weapons speed...)
- Splitters having no filters
- Mining damage items returning to full health
- Alien artifacts - vestigial and makes the game un-winable, like can you imagine not wanting to be bothered by creepers/biters so you just turn them off only to realize you cannot win or get any cool tech?
- Clearing blueprints costing electronic circuit
If you want the proper experience, then don't be afraid to get some of the old Factorio versions only for 14.23 biters or for 6.4 with creeper pass.