Mods introducing new content into the game.
Version: 0.20.0
Date: 2026-09-23
Bugfixes:
- Minigun fired at roughly 1.9 rounds a second, slower than the vanilla pistol, instead of the
30 it advertises. Its 0.5 s spin-up was set as attack warmup, which the engine applies to every
shot rather than once per trigger pull, so 30 ticks were added to each round. The wind-up is
gone and the minigun now fires at its stated rate. It still slows you to a walk.
- The nailed baseball bat could not be selected at all: it read "no ammunition". A gun's own
inline ammo_type does not make a character weapon ammo-free, so the bat now carries a hidden
magazine the mod keeps topped up. It still costs nothing and is never crafted or carried.
- Pressing the vehicle key next to a catapult printed "Vehicle is inaccessible." over the mod's
own seating message. The invisible rider seat used to stand inside every catapult where
vanilla's toggle-driving found it and refused it. The seat is now built the moment you climb in
and torn down when you get out, so vanilla sees no vehicle and says nothing.
- Left-clicking while riding a catapult often did nothing. The launch was bound only to a custom
input on mouse-button-1, which collides with the vanilla shoot controls and does not reliably
fire. The rider's shooting state is now read directly as a second path to the same launch.
- Loading a save that already had a catapult in it could kill the mod's configuration-changed
handler with "attempt to call a nil value". A call to watch_around() was left behind when the
0.9.0 inserter lock was deleted.
- Detonating a bomb vest printed a bare "3..." on top of "Detonating in 3... press again to
cancel" in the same frame. The countdown now starts at 2.
Changes:
- The catapult can no longer be rotated. R turned the throwing arm and left the base facing the
way it was built, because the base is a single sprite with no mirrored set behind it.
- The railgun now draws a visible rail down the line of the shot. The rod itself is a few pixels
wide and crosses 45 tiles in fifteen ticks, so the gun read as firing nothing at all.
Version: 0.19.1
Date: 2026-09-23
Bugfixes:
- Fixed the mod failing to load with "missing sound when loading sound library". The nailed
baseball bat referenced __base__/sound/fight/pistol-gunshot-1.ogg, a Factorio 1.1 filename that
does not exist in 2.0. The bat now uses blunt metal impact sounds, which suit a melee weapon
better than a gunshot did.
Changes:
- Mod summary shortened to "Geneva approved biter control." The portal takes its summary line
straight from info.json, so it could not be set through the API.
Version: 0.19.0
Date: 2026-09-23
Changes:
- Executions now run from a button on the jail cell itself. Click a cell and press Execute
prisoner in the panel under the lamp window.
- Removed the execution-order selection planner and its shortcut-bar button. The mod no longer
claims a shortcut slot, a spawnable item or a selection tool, so it has nothing left to collide
with in other mods. Any planner sitting in a save is removed on load.
- Jail cells now take cursor priority over the prisoner standing in them, so a click opens the
cell. Hovering a caged biter no longer targets the biter.
Bugfixes:
- The catapult seat message told players to press G to climb out. G is only Factorio's alternative
binding for toggle-driving and the default is Enter. It now shows whichever key the player has
bound.
Version: 0.18.0
Date: 2026-09-23
Graphics:
- The grenade and nuclear bomb vests now have distinct player and corpse graphics in every
character state: idle, armed idle, mining, running, and armed running.
Version: 0.17.0
Date: 2026-09-23
Balance changes:
- Boulder: 5 -> 25 stone.
- Railgun: 40 steel / 60 copper cable / 20 electronic circuits / 10 batteries ->
100 steel / 200 copper cable / 40 processing units / 100 batteries.
- Rail rod: 4 -> 20 steel.
- Minigun: 20 steel / 20 gears / 5 electronic circuits ->
100 steel / 200 gears / 100 iron sticks / 50 advanced circuits.
- Minigun moved from Military 2 to Military 3. Advanced circuits need oil and plastics, which
Military 2 does not guarantee, so the gun was researchable long before it was craftable.
- 10mm ammunition: 4 -> 5 iron plate, and moved from Military 2 to Military 3 to follow the gun.
Incendiary and armor piercing were already Military 3; explosive stays Military 4.
- 10mm armor piercing ammunition: 2 -> 20 steel.
- Nailed baseball bat: 10 wood / 4 iron plate -> 40 wood / 20 iron plate.
- Gas mask: 10 steel / 5 electronic circuits / 5 copper cable ->
60 plastic / 40 coal / 40 steel / 100 water. Now a crafting-with-fluid recipe, so it needs an
assembler with a fluid connection and can no longer be hand-crafted.
- Napalm (fluid): 40 heavy oil / 1 sulfur / 1 coal -> 40 heavy oil / 4 sulfur / 2 coal / 5 plastic.
Version: 0.16.0
Date: 2026-09-23
Balance changes:
- Anthrax grenade: 20 -> 30 poison dps (600 total over 20 s, up from 400). Still doesn't kill a
behemoth (3000 HP) on its own.
- Plague grenade: the spread-radius shrink now kicks in at 50 infected hosts, up from 30.
- Minigun 10mm standard: 150 -> 120 DPS.
- Minigun 10mm incendiary: 180 -> 150 direct DPS (now 2 physical + 3 fire per round), plus the
vanilla fire-flame patch it ignites keeps burning on top of that, unchanged.
- Minigun ammo boxes: 100 -> 150 rounds, so a box lasts 5 s of sustained fire instead of 3.33 s.
Rate of fire (30 rounds/s) is unchanged.
- Catapult: cooldown 5 s -> 3 s between throws. Full aim rotation 2.8 s -> 7 s.
Version: 0.15.2
Date: 2026-09-23
Changes:
- Nuclear waste and the barreled version get real art: item icons, a placed-barrel sprite with its
own shadow and glow layers, a one-shot rupture burst when a barrel dies, and a looping
contamination puddle animation. All four replace tinted vanilla stand-ins (a fuel cell icon, an
empty barrel icon and sprite, and a plain rendered circle for the puddle).
Version: 0.15.1
Date: 2026-09-23
Balance changes:
- Plague grenade now costs a plain grenade instead of a finished anthrax grenade.
- Ironskin potion repriced to 20 steel + 1 raw fish.
- Tranquilizer gun repriced to 20 iron plate / 10 gears / 10 plastic / 10 copper cable.
- Tranq darts repriced to 25 iron sticks + 10 plastic.
- Containment cell repriced to 40 steel / 50 copper cable / 10 advanced circuits /
4 medium electric poles, craft time 5 s -> 8 s.
Version: 0.15.0
Date: 2026-09-23
Changes:
- Barreled nuclear waste no longer explodes when killed. It ruptures instead, leaving a 3-tile
contamination puddle at the death spot that poisons anything living that walks into range (20
poison dps, same damage type and feel as anthrax) for 5 minutes, then clears on its own.
- As a result, killing one barrel no longer chain-detonates a neighbor sitting next to it. Each
barrel still has to be shot or walked into on its own.
Version: 0.14.0
Date: 2026-09-23
Major Features:
- Nuclear waste. Reactors now leave behind 1 nuclear waste per uranium fuel cell burned, on top of
the usual used fuel cell. Combine it with a barrel to make it easier to move around.
- Barreled nuclear waste can be placed on the ground. Mine it and it's just an item again; kill it
(shoot it, let a biter wander into the blast, anything) and it goes off, and can chain into any
other barrel caught in the explosion.
Bug fixes caught before release:
- Two wrong names from memory, both caught by checking the actual installed base game data before
shipping: the burnt fuel cell is depleted-uranium-fuel-cell, not used-up-uranium-fuel-cell, and
the empty barrel icon lives at graphics/icons/fluid/barreling/empty-barrel.png, not
graphics/icons/barrel.png. Both would have made the recipe or the reactor watcher fail outright.
Headless-verified this time, not just built from pattern: a real Factorio instance (found under Steam,
not just the .app shortcut) confirmed the data stage loads clean, a reactor's burnt-result slot is
watched and reliably produces 1 nuclear waste per cell (checked across two consecutive burns), a barrel
takes exactly the intended radius (2.9 tiles: damaged; 4 tiles: untouched), mining one is safe while
killing one is not, and two barrels within blast range chain-react.
Version: 0.13.1
Date: 2026-09-23
Graphics:
- The gas mask uses its own icon. No more borrowed vanilla night-vision-equipment icon.
Changes:
- Rewrote every item and the napalm fluid description. They were restating numbers already shown
elsewhere in the tooltip and explaining implementation details. Shorter now, closer to vanilla's
own voice.
Version: 0.13.0
Date: 2026-09-23
Major Features:
- Gas mask. Power armor equipment, 2x2. Blocks anthrax and plague from taking hold on the wearer.
Checked fresh on every exposure: works the instant it's socketed, stops the instant it's pulled.
Version: 0.12.1
Date: 2026-09-23
Graphics:
- The napalm turret has real animation: a rotating twin-barrel gun, barrels that rise out of the
housing before firing, and a matching set of shadows. No more vanilla-turret-tinted-orange
placeholder.
Version: 0.12.0
Date: 2026-09-23
Major Features:
- Nailed baseball bat. Melee, unlocked at Military, no ammunition. Swings at everything within
2.5 tiles and hits by size: 240 on a small biter, 120 on a medium, 60 on a big, 30 on a
behemoth. It also flattens trees.
Graphics:
- The napalm turret uses its own icon. Its world sprite is still a tinted placeholder.
Version: 0.11.0
Date: 2026-09-23
Major Features:
- Napalm turret. It burns napalm and nothing else, which is what lets it throw the real napalm
stream and leave the ground alight. Range 30, unlocked with Flamethrower.
Changes:
- Napalm patches now burn for 2 minutes instead of 30 seconds, and anything that walks through one
burns for the same 2 minutes.
- Minigun range 22 to 32. Rounds now fly as projectiles and spread with distance instead of always
hitting: about 1 tile of scatter at 10 tiles and 4 tiles of scatter at 31.
Graphics:
- The four 10mm loadouts use Codex's ammo box icons.
Version: 0.10.0
Date: 2026-09-23
Major Features:
- Minigun and four 10mm loadouts: plain, incendiary, explosive and armor piercing. 30 rounds a
second, range 22, winds up before it fires and slows you while you hold the trigger.
- Napalm. A fluid the flamethrower turret accepts at the same 30 tiles as crude, heavy and light
oil, at half again the damage. Napalm ammunition does the same for a handheld flamethrower.
- Napalm grenade, and a catapult load for it. Leaves a puddle about 5 tiles across that burns for
30 seconds and sets alight anything that walks through it.
Graphics:
- Railgun and rail rod now use their real icons instead of vanilla placeholders.
- New icons for the minigun, all four 10mm loadouts, napalm and the napalm grenade.
Bugfixes:
- Napalm patches burn out on schedule. The fire prototype's lifetime fields do not cap a modded
fire, so the burn is timed in script.
Version: 0.9.0
Date: 2026-09-23
Major Features:
- Railgun and rail rods. Single shot, 0.4 s charge, 1.5 s reload, 45 tile range. Fires a steel rod
at 180 tiles per second that clears a 6 tile wide corridor and does not stop at the first body.
Changes:
- The catapult accepts boulders and catapult loads from inserters. It is no longer hand-loaded only,
and inserters aimed at one are no longer switched off.
- The throwing arm swings onto a target about four times faster, so it visibly aims before it fires.
Optimizations:
- Dropped the inserter watch list and the 300-tick sweep that went with it. Two fewer nth-tick
handlers and no more per-catapult area scans.
Version: 0.8.4
Date: 2026-09-23
Changes:
- The catapult now shells nests and worms in range on its own. Until the vanilla artillery remote
unlocks it had no way to aim at all, because 0.8.1 removed its own remote. Riding it and
left-click launching are unchanged.
Bugfixes:
- Fixed the catapult's entity-death handler cancelling the mod's entity-death filter, which ran
prison and catapult cleanup on every biter, tree and rock death in the game.
- The bomb-vest countdown no longer blinks out for a few ticks each second.
Optimizations:
- Entity-death handling is filtered again: catapults, prison cells and units only.
Version: 0.8.3
Date: 2026-09-23
Changes:
- Bomb-vest countdown text now appears over the wearer instead of at the cursor and is twice as large.
Version: 0.8.2
Date: 2026-09-22
Graphics:
- Anthrax and plague clouds on players now render at chest height instead of at their feet.
Bugfixes:
- Destroyed prison cells now release their prisoner as intended instead of deleting it.
Version: 0.8.1
Date: 2026-09-22
Changes:
- The catapult now uses the normal vehicle control: press G to climb in or out.
- The rider is hidden while seated and launches toward the cursor with left-click.
- Removed the catapult aiming remote and shortcut to avoid remote conflicts with other artillery mods.
Version: 0.8.0
Date: 2026-09-22
Graphics:
- Added custom art for every item, shortcut and world effect.
- Catapult is now a real wooden siege engine: 256px base with a 16-direction throwing arm and shadows.
- The arm swings when the catapult fires.
- Jail fence rebuilt from sprites (ground plates, posts, insulators, wire spans). 117 drawn objects per cell down to 41.
- Fence sparks, infection clouds, knockout, Ironskin aura, tranq impact and execution burst are all animations now.
Changes:
- Jail cells require electricity and accept red and green circuit wire.
- Catapult moved to the Military technology (red science) and no longer needs steel.
- Powered breakout chance x0.75, unpowered x30.
Optimizations:
- Infection spread and damage are staggered across ticks; a mass outbreak no longer stutters.