Start underground. The Nauvis surface is hostile and normal surface construction is forbidden; dig out cave space, use shafts, and build your factory below.
Large total conversion mods.
Version: 0.8.1
Date: 2026-07-13
Bugfixes:
- Fixed the Mapping Cave Scanner silently failing to create its temporary map marker because Factorio only accepts chart tags inside generated, charted chunks.
- Changed scanner chart-tag text to a valid plain string and added target-icon validation with a text-only fallback.
- The Mapping Cave Scanner now generates and charts only the single target chunk before placing its marker, without spawning or revealing the planned resource deposit.
- Added explicit feedback if a map marker still cannot be created and clarified that the temporary marker is viewed from the map screen.
Version: 0.8.0
Date: 2026-07-11
Features:
- Added the Vulcanus Magma Gallery, Fulgora Vault Strata, Gleba Root Caverns, and Aquilo Subglacial Depths as four distinct planet-specific underground regions in one combined Space Age feature release.
- Added planet-aware underground surface routing while preserving Nauvis Depths 1 through 4 as their existing progression chain.
- Added Planetary Bore Engineering and a reusable Planetary Bore Shaft for the real Vulcanus, Fulgora, Gleba, and Aquilo surfaces.
- Added survey-revealed Vulcanus magma fissures, Fulgora sealed vault caches, Gleba deep-root nutrient nodes, and Aquilo subglacial brine vents.
- Added Vulcanus refractory pressure-control industry, Fulgora insulated vault extraction and electrostatic salvage recovery, Gleba root-slurry nutrient processing and spore control, and Aquilo ammonia-water fractionation and geothermal heat recovery.
- Added the Magma Pressure Regulation Complex, Vault Regulation Nexus, Root Ecology Regulation Network, and Subglacial Regulation Array objectives.
- Added localized magma heat, vault static discharge, root-spore exposure, and subglacial cold hazards with planet-specific protective support infrastructure.
- Added the Fulgora Vault Strata while preserving Fulgora surface scrap, ruins, lightning, oil-ocean progression, and unified Surface Habitat construction lock.
- Unified planetary surface exile across Nauvis, Vulcanus, Fulgora, Gleba, and Aquilo: normal construction and paving require a powered Surface Habitat on every Space Age planet.
- Preserved each Space Age planet's native terrain generation while applying its hostile exile rules through exposure, construction locks, Surface Habitats, and planet-specific underground progression.
Changes:
- Extended shafts, player travel, respawn anchors, Cargo Elevators, Fluid Lifts, Power Relays, cave scanners, milestones, level labels, terrain handling, and stabilization checks to all four planetary underground regions.
- Added unique volcanic, conductive-vault, organic-wetland, and ice/snow cave-floor profiles.
- Kept Nauvis starter signatures, bunker exclusion rules, and ordinary cave-wall ore rewards out of planetary galleries.
- Restricted repeatable cave-scanner surveys in each planetary region to its own process resource instead of generating Nauvis ore targets.
- Added public runtime queries for Vulcanus, Fulgora, Gleba, and Aquilo stabilization state.
- Made the Planetary Bore Shaft valid on Vulcanus, Fulgora, Gleba, and Aquilo while preserving the normal Nauvis shaft family for Nauvis Depths 1 through 4.
- Generalized the Surface Habitat into a 48-tile powered refuge on all five Space Age planets, including protected normal industry, paving, cargo infrastructure, and rocket silos.
- Added planet-specific exposed-surface damage: volcanic heat and ash on Vulcanus, electrical-storm exposure on Fulgora, spores and corrosive biomass on Gleba, and critical heat loss on Aquilo.
- Kept shafts, interlevel logistics, habitat structures, and basic electrical connections placeable in the wilderness, and added a 24-tile unpowered-habitat commissioning ring for generators, reactors, solar panels, lightning attractors, heat systems, and their fluid connections.
- Preserved existing surface factories and added one-time restoration of untouched Vulcanus, Gleba, and Aquilo chunks affected by early 0.8.0 terrain repainting tests.
Bugfixes:
- Matched the documented performance-first defaults by disabling underground threat spawns by default; the runtime-global setting can still be enabled for testing or harder campaigns.
- Removed the per-tile planetary terrain repainting that produced large diagonal stripe patterns on Vulcanus, Gleba, and Aquilo; new chunks now retain native Space Age terrain.
- Added non-destructive native terrain restoration for generated planetary chunks that contain no player infrastructure, deferring chunks near connected players until they leave the area.
- Cleared stale DeepCore survey panels when changing surfaces so Nauvis Depth 1 water readings no longer remain visible on other planets.
- Reset exposed-surface tracking when changing planets and immediately show the correct Vulcanus, Fulgora, Gleba, or Aquilo hazard warning instead of carrying the previous planet's warning state.
- Fixed Space Age ingredient detection across the shaft, Vulcanus, Fulgora, Gleba, and Aquilo recipe definitions by using Forgeworks Core item-like prototype lookup instead of checking only data.raw.item.
- Prevented Biopolymer Shaft Seal from falling back to a second plastic-bar ingredient when bioflux is provided by a non-basic item prototype type.
- Fixed Root Nutrient Concentration prototype validation by declaring nutrients as the primary product of its multi-output recipe.
- Declared ammonia as the primary product of Subglacial Brine Fractionation, preventing the equivalent Aquilo multi-output recipe validation failure.
- Reapplied underground darkness after copying parent-planet surface properties so inherited solar conditions cannot override cave lighting and solar suppression.
- Restricted starter-bunker resource safety checks to Nauvis Depth 1 so planetary shaft positions cannot suppress their survey targets.
- Prevented the Nauvis Surface Access Shaft from being used on other planets; Vulcanus, Fulgora, Gleba, and Aquilo now require the Planetary Bore Shaft.
- Added Aquilo heating demand to the Surface Habitat so its refuge remains compatible with the frozen surface rules.
- Kept Fulgora surface generation native so its scrap, ruins, lightning, and oil-ocean progression remain functional while the construction lock and Vault Strata progression apply.
Version: 0.7.2
Date: 2026-07-10
Changes:
- Added the supported Space Age orbital breakout path: build and power a Surface Habitat on Nauvis, then construct the rocket silo and cargo infrastructure inside its protected zone.
- Added clear Surface Habitat guidance explaining that space platform starter packs must launch from a rocket silo on the real Nauvis surface.
Bugfixes:
- Prevented rocket silos, cargo landing pads, and cargo bays from being placed on DeepCore underground surfaces, where Space Age cannot correctly deliver a platform starter pack to a newly created platform.
- Kept existing underground launch infrastructure intact so upgraded saves can mine and relocate it safely instead of losing expensive modded components.
Version: 0.7.1
Date: 2026-07-07
Changes:
- Removed manual Cargo Elevator Downward, Upward, and Balanced modes. Belt flow now determines transfer direction automatically, and both vertical directions can operate simultaneously.
- Made every west-side and east-side Cargo Elevator port independently switch between input and output according to the connected belt direction.
- Updated the Cargo Elevator GUI and locale to describe direction-sensing ports and upper/lower freight routing clearly.
- Converted Geothermal Depths and Surface Habitat Engineering into normal research technologies with standard prerequisite chains instead of runtime Undiscovered gates.
- Geothermal Depths now requires Abyssal Stabilization and Nuclear Power; Surface Habitat Engineering now requires Geothermal Depths and Rocket Silo technology.
- Added a dedicated 0.7.1 migration that repairs the technology state and forces one clean Cargo Elevator hidden-port rebuild for upgraded saves.
- Added persistent per-port output filters to the Cargo Elevator GUI so west and east output belts can sort items independently on each level.
- Matching filters can route freight from any input port to any filtered output port on the paired endpoint.
- Balanced matching filtered outputs and unfiltered output pools with persistent round-robin routing; blocked ports are skipped without stalling other outputs.
- Made inserter-fed inventory freight arrive in the paired endpoint's receive half, where it can leave through balanced belt outputs or be extracted directly by inserters.
- Queued belt-fed freight in the destination receive inventory whenever no output belt can accept it, allowing inserters to unload the paired endpoint without requiring an output belt.
Bugfixes:
- Stopped inserter-fed Cargo Elevator buffer stacks oscillating between levels by separating each endpoint inventory into dedicated send and receive halves.
- Matching filtered outputs now hold their assigned items when blocked instead of leaking them onto an unfiltered belt.
- Rebuilt Cargo Elevator runtime registration and all hidden belt ports when updating 0.6.x saves, restoring belt and inserter connections without replacing the elevator.
- Recognised transport, fast, express, and turbo Cargo Elevator helper ports in cave, bunker, surface, and access-pad cleanup paths.
- Repaired natural cave walls or blocked cave tiles restored directly beneath legacy Cargo Elevator ports without deleting player-built belts, inserters, or machines.
- Cancelled and refunded Cargo Elevator, Fluid Lift, and Power Relay placement when the complete paired endpoint cannot be built on the adjacent lower level.
- Prevented configuration changes from rebuilding the starter bunker, restoring mined cave walls, resetting excavated approaches, destroying bunker machinery, or trapping the player in regenerated terrain.
- Added non-destructive cleanup for stale restored starter-bunker perimeter walls while preserving untouched frontier walls.
- Fixed Surface Habitat roboport validation under Krastorio 2 Spaced Out and other prototype passes by setting a valid recharge threshold.
- Repaired existing saves that inherited disabled Geothermal Depths or Surface Habitat Engineering technologies and restored their researched recipe unlocks.
- Prevented shaft travel from creating an unrelated Surface Return Shaft when an existing destination shaft was already present.
- Removed legacy unpaired return shafts created by the 0.7.1 travel regression.
- Made return-shaft endpoints minable and removed both ends of a paired shaft when either endpoint is mined, preventing duplicate items or stranded endpoints.
- Added exact paired-endpoint validation for newly placed shafts so placement is cancelled and refunded when the matching level cannot accept the endpoint.
- Cleaned stale unpaired return shafts before validating Cargo Elevators, Fluid Lifts, and Power Relays so invisible legacy endpoints no longer cause false blocked-placement failures.
- Restored valid downward shaft placement by preparing only natural cave terrain at a new lower endpoint before collision validation.
- Kept player-built structures and other real blockers intact; failed shaft placement is refunded and the temporary natural-terrain preparation is rolled back.
- Enforced each shaft tier on its proper source level instead of reinterpreting a misplaced downward shaft as an upward endpoint.
Version: 0.7.0
Date: 2026-07-06
Features:
- Added Space Age as a required dependency and connected DeepCore progression to the orbital campaign.
- Added Depth 4 as a geothermal pressure zone reached through a pressure-sealed shaft built in Depth 3.
- Added geothermal brine wells, geothermal bores, flash plants, 500°C geothermal steam, geothermal turbines, and repeatable Depth 4 brine surveys.
- Added the Geothermal Regulation Station objective. Supplying the required powered geothermal field for 60 seconds permanently stabilizes Depth 4.
- Added Surface Habitat engineering. A powered habitat creates a 48-tile Nauvis construction and exposure-safe zone for rocket and cargo infrastructure.
Changes:
- Cargo Elevator hidden belt ports automatically match the force's highest unlocked transport-belt tier: transport, fast, express, or turbo.
- Cargo Elevator buffered inventory throughput scales with belt progression from 2 to 8 stacks per lane per second, up to 128 stacks per second.
- Existing Cargo Elevators upgrade their internal ports immediately when belt research completes, with no recrafting or replacement required.
- Extended player travel, cargo elevators, fluid lifts, power relays, scanner milestones, and underground terrain handling through four depth levels.
- Stabilized Depth 4 suppresses stale-air damage, cave instability, cave disturbances, resource guardians, and periodic deep-threat events on that level.
Bugfixes:
- Preserved complete item stacks during scripted inventory, belt, shaft, and cargo-elevator transfers, including quality, spoilage, durability, ammo state, tags, and other item metadata.
- Made the Surface Habitat powerable from nearby electrical infrastructure and kept its enclosed floor available for building.
Graphics:
- Added the layered Surface Habitat render from Maraxsis under the MIT License, with DeepCore-derived item and technology icons.
Version: 0.6.1
Date: 2026-07-04
Fixes:
- Replaced the DeepCore tunnel borer's inherited accumulator appearance with matching four-way electric mining drill graphics so its placed excavation direction is clearly visible.
- Fixed missing localized names and descriptions for Excavation Drone Control II and III in the technology tree.
Version: 0.6.0
Date: 2026-07-02
Features:
- Added Abyssal Industry as the Depth 3 production stage.
- Added guaranteed and repeatable Depth 3 abyssal ore survey deposits.
- Added the Abyssal Refinery and abyssal alloy processing chain.
- Added reinforced cave supports for permanent deep infrastructure.
- Added advanced excavation drill heads required by drone controllers in Depth 3.
- Added the Abyssal Stabilization Core as the Depth 3 objective structure.
- Added the Excavation Control Network GUI with power, supply, drone, radius, targeting, enable, direction, and auto-load controls.
Changes:
- An Abyssal Stabilization Core must remain powered for 60 seconds with four reinforced cave supports and two deep ventilation fans within 24 tiles.
- Stabilizing Depth 3 suppresses stale-air pressure damage, cave instability damage, cave disturbances, and periodic deep-threat events on that level.
- Excavation controllers automatically select standard drill heads above Depth 3 and advanced drill heads in Depth 3.
- Nearby-chest auto-loading only transfers the drill-head type required by the controller's current depth and never consumes player inventory items.
- Depth 3 milestone guidance now explains the Abyssal Industry and stabilization objective.
- Opening an excavation controller shows its control panel alongside its built-in supply and reward inventory.
Fixes:
- Restored consumed drill heads when a drone launch fails before a flight is created.
- Consolidated duplicate historical changelog entries.
Version: 0.5.2
Date: 2026-07-01
Features:
- Added DeepCore mechanical excavation research.
- Added the DeepCore tunnel borer, a powered excavation rig that removes cave walls in front of it.
- Added the DeepCore excavation drone controller for automated area cave-wall clearing.
- Added excavation drill heads as the drone controller consumable.
- Added excavation drone control II and III research tiers to increase controller radius and clearing throughput.
- Added built-in excavation drone controller storage for drill heads and cave-wall reward output.
Changes:
- Opening the excavation drone controller now opens its internal storage directly.
- Excavation drones consume drill heads only from the controller's built-in storage.
- Automated cave-wall rewards are deposited into the controller's internal storage.
- Cave-wall automation uses the normal cave reveal path, keeping scanner targets, cave frontier expansion, direct rewards, and disturbance checks consistent with hand mining.
- Excavation drones are scripted from the controller rather than normal robot pathfinding, avoiding cave-wall pathing deadlocks.
- Reworked the data stage around Forgeworks Core prototype helpers.
- Split monolithic prototype definitions into owning shaft, cave support, survey, interlevel logistics, excavation, recipe, technology, and compatibility files.
- Updated the dependency baseline to Forgeworks Core 0.2.8.
- Moved large control-stage helper functions behind the DeepCore runtime table to reduce top-level control.lua local pressure.
Graphics:
- Added custom excavation drone controller graphics.
- Added custom excavation drill head item graphics.
- Added excavation drone technology graphics from the attributed Exotic Industries robot art set.
- Wired the excavation drone controller to the supplied 32-frame pylon animation sheet.
- Wired excavation drone visuals to the supplied 16-direction animation sheet.
Fixes:
- Fixed the Lua 200-local main chunk limit in control.lua.
- Fixed excavation drone digging so walls are cleared when the drone reaches the target instead of instantly when the controller ticks.
- Fixed excavation drone visuals popping in and out by making drones fly from the controller to the target wall and return.
- Fixed excavation drone visuals spinning through unrelated direction frames while flying.
- Fixed excavation drones to use runtime animation orientation instead of manual static sprite-frame switching.
- Fixed automated excavation rewards going into a player inventory instead of the controller storage.
- Fixed the excavation drone controller inheriting invalid next-upgrade and fast-replace data.
- Fixed the excavation drone controller footprint to 1x1.
- Fixed the excavation drone controller no-recipe state by using a roboport-style powered controller.
- Fixed the excavation drone controller recharge threshold so overhaul mods cannot make the roboport prototype fail validation.
- Removed obsolete static drone sprite prototypes and temporary controller recipe category data.
Version: 0.5.1
Date: 2026-06-28
Features:
- Added a cave scanner shortcut-bar button for controller and Steam Deck players.
- The shortcut button uses the best cave scanner in the player's inventory and shares the existing scanner cooldown and Survey Network status panel.
Changes:
- Updated scanner item descriptions and starter guidance to mention the new clickable scanner button as an alternative to the hotkey.
Fixes:
- Fixed the cave scanner shortcut-bar button icon size so the mod loads correctly.
Version: 0.5.0
Date: 2026-06-28
Features:
- Added the Survey Network scanner status panel, showing the current target, depth, distance, direction, signal state, and reached guidance when using a cave scanner.
- Cave scanner readings now keep a visible target status in the left GUI so players do not need to rely only on chat history while following a signal.
- Merged the planned Overhaul Depths scope into 0.5.0 with depth-aware support for compatible resource fluids, rare ores, and quarry-style abyssal resources when those prototypes exist.
- Merged the planned Abyssal Industry scope into 0.5.0 with larger Depth 3+ survey deposits, longer-range abyssal survey targets, and stronger resource guardian pressure around deep discoveries.
Changes:
- Cave scanner reveal feedback now uses localised messages and explicitly tells the player when the target has been reached but still needs nearby cave-wall mining.
- Repeatable survey targets that become blocked or invalid can now be abandoned and replaced with a safer target on the next scan.
- Depth 2+ surveys now bias toward oil/resource-fluid progression and compatible rare ore progression when available.
- Depth 3+ surveys now generate richer base ore, uranium, oil/fluid, and quarry-style resource pockets for permanent deep industry.
- Compatible overhaul starts keep the lab recipe available instead of granting a free starter lab item.
Bugfixes:
- Fixed repeatable scanner locks being able to keep targeting an abandoned survey point.
- Added guardian matching for oil-style and mineral-water-style resource discoveries so deep threat events have better resource-themed enemy selection.
Version: 0.4.9
Date: 2026-06-28
Bugfixes:
- Fixed Depth 1 starter ore survey pockets being blocked by the bunker-safety check.
- Fixed existing saves where iron or copper scanner targets could report the target underfoot but fail to spawn the ore seam.
- Starter ore reveals now preserve bunker floor tiles and bunker entities while still allowing the intended nearby seams to spawn.
- Fixed water survey reveal crashing when starter-bunker preservation options were missing during cave-wall mining.
- Starter water pocket reveals now use the same bunker-preservation path as starter ore reveals.
Version: 0.4.8
Date: 2026-06-26
Bugfixes:
- Fixed planned fluid survey pockets placing wells too close together for multiple pumpjacks.
- Fixed planned solid ore survey targets being able to point at an unrevealed tile without a visible ore seam spawning.
- Fixed very-close scanner targets getting stuck by allowing the scanner to repair/reveal a reached target if the old save already opened the pocket.
Version: 0.4.7
Date: 2026-06-26
Bugfixes:
- Fixed the power relay recipe requiring an accumulator, which could block powering deeper pumpjacks before oil processing.
Graphics:
- Rebuilt the fluid lift and power relay item icons from their active entity art so both relay items are easier to recognise.
Version: 0.4.6
Date: 2026-06-26
Bugfixes:
- Fixed repeatable scanner survey targets being generated inside or too close to the starter bunker after the initial starter resource patches were exhausted.
- Fixed repeatable resource pockets being able to remove starter bunker floor tiles when revealed near the base wall.
- Fixed existing unsafe repeatable survey targets being skipped and replaced with a safe target outside the starter bunker buffer.
Version: 0.4.5
Date: 2026-06-26
Bugfixes:
- Fixed progression deadlock where crude oil could be unavailable before blue science and Depth 3 access.
- Fixed repeatable scanner targets being allowed too close to the starter bunker, which could let resource pockets remove bunker floor tiles or point players back inside the base.
Changes:
- Cave scanners now create a new planned survey target after all currently known signatures on that depth have been revealed, so players can keep scanning for more underground deposits instead of exhausting the scanner list.
- Added crude oil as a planned Depth 2+ scanner signature instead of a random cave-wall fluid discovery.
- Added uranium as a planned Depth 3+ scanner signature so late-game mining resources are not limited to random cave-wall drops.
- Added mineral-water-style compatible fluid resources as planned Depth 2+ scanner signatures instead of random cave-wall discoveries.
- Planned fluid/resource signatures now open a small cave pocket and place accessible resource nodes only when the player digs into the scanned target area.
- Existing Depth 2+ saves merge the new planned signatures without resetting already found starter resources.
Version: 0.4.4
Date: 2026-06-25
Bugfixes:
- Fixed shaft travel on deeper levels crashing when starter-bunker cleanup encountered optional remnant entities that are not available in the active mod set.
Version: 0.4.3
Date: 2026-06-25
Changes:
- Improved basic cave scanner guidance with rough distance bands and stronger/weaker signal feedback while moving.
- Reduced the cave scanner recharge time so starter signatures are easier to follow.
- Basic scanner now keeps tracking the same resource signature until that signature is revealed, instead of jumping to another nearby resource mid-search.
- Starter ore signatures now open a small cave pocket and place the resource seam before the scanner advances to the next signature.
Bugfixes:
- Fixed starter resource signatures being marked as revealed before their resource seam had actually spawned.
- Fixed existing saves with stale starter survey flags reporting that no signatures remained even when a starter resource had not actually appeared.
Version: 0.4.2
Date: 2026-06-25
Bugfixes:
- Fixed startup failure caused by control.lua exceeding Factorio's Lua local-variable limit.
- Fixed cave-wall direct inventory reward text not appearing reliably by using local flying text before falling back to surface flying text.
Changes:
- Added underground crash-reactor placement for compatible starts that provide a crash reactor prototype, so the starter bunker gets fixed bootstrap power instead of relying on surface crash-site spawning.
- Removed the DeepCore malfunctioning emergency generator entity, item, recipe, starter item, and fallback logic.
- Adjusted compatible overhaul bootstrap starts so they no longer grant a starter lab.
- Kept the small starter wood allowance when a compatible crash reactor is active.
- Added underground discovery support for compatible overhaul rare-metal resources on Depth 2 and deeper.
- Added underground discovery support for compatible overhaul imersite-style quarry resources on Depth 3 and deeper.
- Existing underground scanner caches now merge newly available compatible resource signatures without resetting already discovered base signatures.
- Changed random solid cave-wall mining rewards to insert small item amounts directly into the miner's inventory instead of creating ore patches on the ground.
- Added visible +item-count flying text when cave-wall mining inserts stone or ore directly into the miner's inventory.
- Removed random fluid-resource discoveries from cave-wall mining so oil-style and mineral-water-style resources are no longer spawned underground by digging rewards.
- Removed legacy fluid scanner signatures from existing underground signature caches when they are refreshed.
- Reduced ordinary cave-wall stone output to a small chance-based inventory reward.
Version: 0.4.1
Date: 2026-06-24
Bugfixes:
- Fixed player-placed Depth 1 shaft endpoints incorrectly sending players to the Nauvis surface instead of resolving the intended adjacent-depth destination.
- Fixed mined script-created upward return shafts granting extra shaft items.
- Fixed repeated shaft placement, mining, and travel loops allowing infinite upward shaft items.
- Fixed Depth 1 return travel falling back to the starting surface shaft position instead of the matching linked shaft location.
Changes:
- Removed the confusing starter surface-access shaft item from new-game inventory while keeping the scripted starter return shaft available.
- Updated shaft item and entity descriptions to clarify which shafts connect Nauvis and Depth 1, and which deeper shafts require later technology.
- Disabled underground entity shadows for bundled DeepCore entities to improve cave immersion.
- Added a basic starter weapon and ammunition so early underground enemy encounters do not leave the player defenseless.
Version: 0.4.0
Date: 2026-06-22
Major Features:
- Added optional enemy integration registry for underground threats.
- Added resource guardian events for deeper resource discoveries outside the starter safety zone.
- Added resource-themed guardian matching for iron, copper, coal, stone, and uranium discoveries.
- Added Seismic Dampener as new craftable underground support content.
- Seismic Dampeners suppress local cave disturbances, block nearby resource guardian events, and count as cave support for stability checks.
- Added crude oil as a Depth 2+ hidden scanner signature and random deep discovery.
- Oil discoveries create small underground crude-oil well clusters while surface resources remain stripped.
- Added DeepCore Fluid Lift for moving fluids between adjacent levels.
- Added DeepCore Power Relay for balancing stored electric energy between adjacent levels.
- Added DeepCore interlevel logistics technology to unlock fluid and power transfer infrastructure.
- Added compact level indicator GUI showing Nauvis surface or current underground depth.
- Restricted the imported starter bunker to the Depth 1 starting area instead of rebuilding it on every deeper level.
- Changed player-built shaft entrances so they no longer auto-spawn matching shaft entities on the next level.
- Shaft travel now resolves the actual destination shaft entity first, opens a compact natural cave chamber, and guarantees a nearby upward return shaft on the destination level.
- Removed detached Depth 2/3 origin rooms and centered deeper starter access, migration recentering, and shaft travel around a proper shaft hub.
- Shaft cargo transfer now only moves items when a matching shaft already exists on the lower level.
Features:
- Added the DeepCore cargo elevator as the first dedicated item-freight building.
- Cargo elevator down endpoints can link/create cargo elevator up endpoints on the next lower prepared level.
- Cargo elevators transfer item stacks through paired endpoints, replacing hidden shaft cargo as the main freight direction.
- Added cargo elevator graphics and icons.
- Added cargo elevator status GUI with linked level, buffer, transfer rate, and mode display.
- Added cargo elevator transfer modes: Downward, Upward, and Balanced.
- Added 8-lane virtual cargo elevator lane logic, preserving lane groups between paired endpoints.
- Updated cargo elevator balanced mode to compare and transfer per lane instead of whole-inventory merging.
- Added automatic cargo elevator belt input/output ports so normal belts can feed and receive freight directly.
- Added transport-line transfer between cargo elevator input ports and paired output ports.
- Mining either cargo elevator endpoint now removes the linked endpoint and both sets of belt ports.
- Paired cargo endpoint inventory and port-line items are spilled before script removal to prevent item loss.
- Reworked Fluid Lift into an integrated fixed-port entity with left/right pipe sockets aligned to its fluid box connections.
- Reworked Power Relay into a fixed cable-terminal composite graphic.
- Upgraded Cargo Elevator visuals and runtime port layout to 8 input ports plus 8 output ports, providing 16 active belt lanes.
Changes:
- Restored Cargo Elevator invisible lane helper belt collision mask compatibility with base transport belts.
- Tightened Cargo Elevator collision box so internal hidden belt mouths do not overlap the main cargo body collision.
- Fixed invisible Cargo Elevator lane helper belt collision box width while keeping its collision mask empty.
- Fixed invisible Cargo Elevator lane helper belt animation_set direction count so transport-belt port prototypes load correctly.
- Replaced Power Relay render with custom animated power-interface graphics.
- Replaced Cargo Elevator render with a full generated built-in-port entity graphic.
- Made Cargo Elevator helper belt ports invisible/internal so connections are visually built into the entity.
- Realigned Cargo Elevator hidden port coordinates to the built-in left/right lane hardware.
- Matched Fluid Lift endpoint health, volume, power, and mining time to compact pump-style values.
- Reworked Fluid Lift into a compact pump with one rotatable normal pipe port instead of a storage-tank side-port layout.
- Paired Fluid Lifts now preserve the placed direction so the upper/lower pipe ports match.
- Reduced automatic Fluid Lift pad clearing to match the new compact 1x1 pump footprint.
- Tightened Fluid Lift selection box so the yellow selection outline matches the compact sprite while keeping side pipe ports valid.
- Expanded Fluid Lift bounding box so outer side pipe sockets load correctly at +/-1.5 tile positions.
- Removed stone floor access pads from surface, shaft, and logistics access clearing.
- Added endpoint safety so shaft travel uses existing endpoints where possible and only creates the missing upward return shaft needed to prevent stranding.
- Reworked shaft visuals into down/up endpoints using the supplied stair graphics.
- Added script-created upward return shaft prototypes with up-stair graphics while craftable shaft items remain downward endpoints.
- Shaft travel now skips cave-pocket generation when a real destination shaft/room already exists.
- Destination lookup now treats old same-name shafts and new up/down endpoints as compatible, so existing saves do not get wrapped in cave walls.
Settings:
- Added runtime setting to enable or disable optional enemy integrations.
- Added runtime setting to enable or disable resource guardian events.
- Added underground threat intensity setting: low, normal, high.
Balancing:
- Starter bunker and early water route remain protected by existing safety radius checks.
- Depth 2 and deeper shaft starts and travel now place players in a compact shaft hub with nearby mineable cave walls, without bunker or stone-floor pads.
- Resource guardians and modded enemy pools respect no-enemies map settings and local enemy caps.
- Set power relays to use a 20MJ buffer with 4MW input and output flow limits.
- Kept interlevel logistics gated behind the Interlevel Logistics technology.
Graphics:
- Added user-provided transparent cargo elevator and cargo elevator up graphics.
- Added user-provided transparent power relay animation artwork.
- Rebuilt the power relay animation sheet to exact 250x250 frames so Factorio can animate it correctly.
- Scaled the power relay animation to fit inside a 2x2 footprint.
- Added custom fluid-lift, power-relay, and interlevel logistics technology art.
- Replaced vanilla interlevel logistics placeholders with active dedicated graphics.
- Removed obsolete unused legacy relay sprites from the package.
Scripting:
- Reworked the power relay from accumulator charge graphics to an electric-energy-interface with continuous animation.
- Added runtime registration and rebuilding for interlevel logistics entities across all generated surfaces.
- Added adjacent-floor pairing logic for cargo elevators, fluid lifts, and power relays.
- Added periodic interlevel logistics transfer handling alongside the existing shaft cargo transfer loop.
- Added linked fluidbox connections for fluid lift pairs.
- Split the level GUI and starter bunker layout into proper runtime-owned files to reduce control.lua size and avoid Factorio's local-variable limit.
- Bumped underground terrain refresh state so existing deeper levels stop receiving the starter bunker layout on configuration change.
Bugfixes:
- Removed the basic surface access shaft from starter inventory because the scripted starter return shaft already provides early surface access.
- Clarified basic shaft locale so players know it links Nauvis and Depth 1, while Depth 2 requires Deep shaft technology.
- Updated return-shaft display names and item descriptions to make starter surface access less confusing.
- Prevented script-created upward return shafts from being mined into extra craftable shaft items.
- Fixed arbitrary Depth 1 shaft placements falling back to the starting surface shaft and teleporting players to the wrong surface location.
- Fixed cargo elevator artwork so the centre body fills correctly and the belt graphics visually feed into the elevator.
- Fixed power relay in-world graphics being oversized.
- Fixed power relay active graphics not animating by moving to a continuously animated electric-energy-interface sprite.
- Aligned DeepCore Fluid Lift pipe connections to the visible left/right side ports at +/-1.5 tile edge positions.
- Restored visible Cargo Elevator belt port entities with base transport-belt graphics and hardened mining cleanup so orphan port belts are removed when either endpoint is mined.
- Fixed 0.4.0 changelog packaging so previous release entries are retained in Factorio changelog format.
Info:
- Prepared the 0.4.0 Mod Portal release package.
- Requires Forgeworks Core >= 0.2.7 as a separate dependency.
Version: 0.3.0
Date: 2026-06-21
Major Features:
- Added native DeepCore cave disturbance events.
- Added semi-random hidden starter signatures for water, iron, copper, coal, and stone.
- Scanner guidance now reads the generated starter signatures instead of fixed hardcoded coordinates.
- Made Nauvis surface chunks barren by removing surface resources, water tiles, grass/decoratives, fish, and living trees.
- Repainted Nauvis surface chunks into dry dirt/sand/desert tile variants with sparse rocks and dead-tree remains.
- Fixed barren Nauvis startup crash caused by using the wrong tile prototype helper name.
- Mining cave walls outside the starter safety zone can now rarely disturb underground enemies when deep threats are enabled.
- Added depth-scaled native enemy pools for disturbance and periodic deep-threat spawns.
- Starter bunker and early water route remain protected by a safety radius.
Balancing:
- Deep threats now default enabled for the 0.3.0 content line, but still respect no-enemies map settings.
- Disturbance chance scales by depth and is capped by nearby enemy counts to prevent runaway piles.
Bugfixes:
- Reworked periodic deep-threat spawning to use the same native depth-scaled enemy pool.
Version: 0.2.2
Date: 2026-06-21
Bugfixes:
- Fixed crash when mining/removing a shaft elevator.
- Fixed crash when placing a starter shaft item and dismantling it again.
- Forward-declared target_for_shaft before remove_paired_shaft so paired-shaft cleanup is safe.
Version: 0.2.1
Date: 2026-06-20
Changes:
- Basic cave scanner now reports both the target type and rough direction.
- Updated scanner item text so players know the starter scanner identifies the signature type.
- Removed DeepCore's custom character-light override so vanilla flashlight behaviour is untouched.
- Restored underground darkness to surface settings only: frozen midnight, no clouds, full brightness visual weights, zero minimum brightness, and zero solar multiplier.
- Basic cave scanner now prioritises the first water signature until water is discovered.
- Moved the guaranteed depth-1 water reveal closer north of the starter bunker so early power is no longer a long blind dig.
Balancing:
- Basic scanner still does not report distance or create map tags; those remain upgrade progression.
Version: 0.2.0
Date: 2026-06-20
Major Features:
- Added Digging Progression as the main early-game loop: mine cave walls to discover hidden ore seams and cave-walled water chambers.
- Reworked the starting area into a locked ruined underground bunker/factory layout using the final player-authored editor design.
- Added handheld cave scanner progression for finding hidden starter resources and water.
- Basic scanner starts with the player and reports rough direction only.
- Tuned scanner upgrade reports target type, direction, and approximate distance.
- Mapping scanner upgrade reports target details and marks the target with a temporary map tag.
- Added scanner recipes, scanner technologies, and the Control + Shift + R scanner input.
- Added paired surface/underground shaft entrance placement matching the final starter layout.
- Added darker pitch-black underground tuning with frozen midnight, zero minimum brightness, full-channel darkness weights, cloudless skies, and underground solar power disabled.
Balancing:
- Removed exposed starter ore and water from the bunker.
- Starter discoveries are directional and one-shot: north = water, west = iron, east = copper, southwest = coal, southeast = stone.
- Delayed the first Depth 1 water pocket so it cannot appear immediately beside the starter bunker.
- Kept ore and water hidden behind cave-wall digging; scanners guide the player without revealing resources for free.
- Smaller random dig rewards can appear farther from the bunker after the main starter discoveries.
- Bunker walls, gates, pipes, chests, and remnant clutter are locked so they cannot be mined for free materials.
Graphics:
- Added an MIT-licensed resource monitor graphic as the cave scanner icon.
- Updated scanner item and technology icons to use the scanner graphic.
- Kept only actively referenced bundled graphics.
Changes:
- Added the cave scanner control hint to the first-start power guidance message.
- Preserved the edited four-room starter bunker layout and moved shaft position.
- Added a denser ruined-factory remnant composition without bundling unused reference assets.
Bugfixes:
- Fixed cave-wall mining crashes by capturing mined entity data before frontier and reward handling.
- Fixed cave-wall reward handler ordering so reveal_dig_reward is available before removal events call it.
- Fixed repeated duplicate water pools and ore seams near spawn.
- Fixed empty unmineable void edges after digging by rebuilding local cave frontier walls.
- Fixed water chambers missing cave-wall borders.
- Fixed Cave Support item icon display.
- Fixed duplicate locale section errors from earlier test builds.
- Fixed scanner mapping technology using the removed Factorio 1.x advanced-electronics prerequisite; it now uses Factorio 2.0 advanced-circuit.
Info:
- Prepared the 0.2.0 Mod Portal release package.
- Requires Forgeworks Core >= 0.2.7 as a separate dependency.
- No Forgeworks Core files are bundled.
- No reference scripts, build tools, temporary files, or unused asset folders are bundled.
- Added MIT attribution and license text for the scanner icon.
Version: 0.1.0
Date: 2026-06-19
Features:
- Initial public release candidate.
- Starts players underground and blocks normal construction on the Nauvis surface.
- Adds shaft elevators for travel between surface and depth layers.
- Creates a paired starting surface shaft so the surface can be accessed from the initial underground shaft.
- Adds downward shaft cargo transfer between paired shafts.
- Adds generated underground depths with distinct terrain palettes.
- Adds mineable cave walls so players must dig to expand underground rooms and corridors.
- Adds tiered ventilation, cave supports, stale-air pressure, cave instability, and deep threat pressure.
- Adds progression technologies for deep mining, deep ventilation, and abyssal depths.
- Adds runtime-global balancing/testing settings for hazard and logistics systems.
- Adds remote compatibility hooks for other mods to query DeepCore surfaces and register valid surface exceptions.
Graphics:
- Includes local DeepCore shaft icon/entity graphics.
- Includes only actively referenced GNU GPLv3-licensed ventilation/support graphics.
Info:
- Requires Forgeworks Core >= 0.2.7 as a separate dependency.
Optimizations:
- Uses performance-safe underground generation and chunk tracking to avoid repeated full-surface repainting.
- Disables underground autoplace for entities and decoratives; DeepCore places scripted starter/underground content.
- Slows non-critical hazard/cargo checks and avoids repeated startup sweeps.