Extended Vanilla: Refining


An overhaul to Factorio's ore processing while maintaining its style and simplicity. Works with quality ores. Now compatible and balanced around Space Age, AAI and Krastorio 2. (Inspired from Minecraft's Mekanism mod.)

Content
12 days ago
1.0 - 2.1
16.9K
Mining Manufacturing Power
Owner:
77Playmaker
Source:
N/A
Homepage:
N/A
License:
Common sense Copyright
Created:
5 years ago
Latest Version:
4.0.2 (12 days ago)
Factorio version:
1.0 - 2.1
Downloaded by:
16.9K users

Short description of this mod(pack):

This mod implements multiple new methods, structures and crafting chains to refine your mined (quality) ores (and some other intermediate items) in order to augment the complessive final yield.
Each tier of refining needs to be unlocked with their relative technology, and you can further upgrade these recipes with modules as you progress through the game.
As already mentioned, the same reasoning obviously works with quality ores, which can refined in the same ways.
(I suggest you to check the quality section on this modpage.)

Furnace (Alternative smelting):

  • Obtain a plate from an ore, obtained with advanced material processing
    No extra yield, but now this technology introduces the Crusher, a machine that won't allow you to boost your ore production at first, but will allow you to speed up the normal vanilla process.
    If you want to see some setups for each stage of the game you can find them in the gallery.

Ore Crusher: (From 2.0x to 2.75x)

  • Now that you've researched the Base ore processing, you can obtain double the plates from the same amount of ores.
    Obviously you need to smelt the dust into plates.

Enrichment Chamber: (From 3x to 3.5x)

  • With the power of electrolysis, you can further refine your ores.
    Ores are processed into ore clumps that can be cracked into dust with crushers.

Purification Chamber: (From 4x to 4.75x)

  • Purification chambers are really complex machines that use sulphuric acid to melt down ores into chunks.
    The chunks can be then processed into clumps and then smashed into dust.

Amounts and ratios in each recipe step can be adjusted via settings.

  • You can decide to obtain 1.2345 iron/copper dust from a 3-step refining process.
  • Or you can crank everything up to 10x every step and break everything.

Coal processing chains:

  • Coal processing doesn't revolve around a simple boost to final yields.
  • The approach here revolves more around fuel quality (MJ/item) and steel processing.

More efficient fuels:

  • Raw coal can be refined through the game in coal coke, coal dust, clumps and chunks, gaining more and more MJ of fuel value with each recipe. For instance, coal chunks have better stats than solid fuel if you compare them.
  • Furthermore, coal chunks can replace solid fuel in the production of rocket fuel.
    (A production chain of 4-5 passages is needed, yes, but in the end you always obtain more MJ of fuel than what you consume in the craftings.)

More and faster steel:

  • Vanilla steel production remains untouched, but now you can unlock faster and better methods to produce steel, using enriched coal.
  • Enriched coal has no fuel stats, but it can be produced with each coal intermediate, with the philosophy "the better fuel, the more enriched coal", and allows you to make steel more than two times faster and with even less iron.
  • The overall cost in terms of space occupied (and machines required) is significantly lower.
    Also, steel production setups can be united with iron refining ones. In the endgame, this allows you to produce a steel plate with HALF iron ore (productivity modules can further boost everything).
    (Amounts and ratios can be adjusted via settings.)


Stone processing:

  • You can smash down stone into gravel, and then into fine sand, with increased yields.
  • Gravel and fine sand can then be processed into stone bricks, rails, landfills and concrete, that require less resources to craft and are faster to make.
    (Amounts and ratios can be adjusted via settings.)
    (You can find some examples in the gallery.)


Late game production of a megabase: (yield depends on machines, modules and quality)

  • Crushers and Enrichment chambers have two upgrades, while the purification chambers have one.
    The Mk2 tiers are obtained by researching the Advanced and Elite ore processing, while Mk3 tiers are dedicated to late-game enthusiasts and are obtainable after space science. (Or after Gleba, Vulcanus and Fulgora have been conquered.)
  • Mk2 and Mk3 machines have 2 and 4 module slots, process 1.67 and 2 times faster, and have a base production boost of 5% and 10%.
    This will save up a lot of space in the designs and at the same time boost your production.

Working with quality to make things skyrocket:

  • If you then plan to play around with quality, well things can really go nuclear.
  • Some recipes allow you to produce some intermediate items on spaceships and planets where normally it'd be pretty nasty to do so.
  • Furthermore, quality opens the opportunity to unlock the real true potential of the mod: raw quality ores yield moltiplication.
    Why creating 100 spaceships to obtain quality ore when you can just refine THAT ore to obtain 100 times the original yield?


As I'm seeing multiple players asking me what are the features for v2.0 Space Age Dlc, well here's a proper list of the current additional features.

Space age features:

  • Buildings are the same as in the normal non SA Factorio.
  • Technologies adapt to the new tech tree like every other technology of the base game does.
  • Vulcanus is needed for example to research enrichment chambers, and you can choose to produce molten iron and copper instead of ore clumps.
  • Fulgora is needed for Purification chambers, and you need all 3 starting planets (Gleba, Vulcanus and Fulgora) to obtain Ultimate ore processing.
  • Alternative Steel, plastic and rocket fuel recipes support productivity researches.
  • There are some brand new productivity technologies for all the refining tiers.
  • Advanced Holmium processing and scrap processing would need dedicated sections to explain everything properly.
  • Quality is supported and the mod allows you to boost yields like never before.


Some late-game designs of the EV community:

  • Can be found in the menu simulations when you load the game.
  • You can share your own on my discord server and you'll have a chance to see it in the game menu! :D

Modularity & Customization: the Extended Vanilla philosophy

  • The modding community increases as the player base does. So in a so crowded game compatibility is the key.
  • And since I can't keep up with all the mods that each day get released, updated and changed, I'll let you do that as much as the code lets me do it.
  • That's why many key recipe of the mod can be adjusted and modified via the settings tab.
  • Ingredients, ratios, results, secondary products: almost all the key recipes can be modified as you like.


Projects for the mod: (Last updated: 01 July 2026)

  • Implement ore Quintuplication; (Spa.)

Projects finished:

  • Uranium processing and refining chain; (Introducing plutonium and other byproducts.)
  • Krastorio 2 optimization. (Ex. Steel production)/ (Done!)
  • Implement new tiers of the ore processing machines; / (Done!)
  • Do a cross-mod compatibility with Brevven mods; / (Done!)
  • Expand coal processing chain; (Coal, charcoal, coal coke, pellets, etc.) / (Done!)
  • Expand the stone processing; (Sand, landfills, etc.) / (Done!)

The Extended Vanilla Modpack: (Last updated: 01 July 2026)

As everyone - I suppose - saw - the Factorio Devs are stopping developing this game, and transitioning to long-term support. Therefore, 2.1 as I understand will be the last major-content update.

This piece of news pretty saddens me, but on the other hand it allows me to think in a more broad/overall perspective.
If the game won't change a lot from what it is now, we can start from here and think BIGGER, without worring that one day something could break a BIG STRUCTURE that we've creating as a community.

"What the hell are you talkin' about mate" it's probably the question that you're asking me rn. You'll see.
For now I won't spoil anything, as I'm currently evaluating how much time and effort I can deliver in this project, and if some friends of mine could help in the process.

But - in terms of gaming - I'm a big fan of some other automation games out there, and an interesting concept could be now implemented in the game, most of all if multiple planetary systems are involved, and if space platforms can work together to build something marvelous...


A complete list of the mods on which I'm currently working: (Last updated: 22.12.2024)

The Extended Vanilla modpack:


Compatibility:

The mod is coded procedurally: implementing new ores is as easy as writing a word, but creating all the textures needed could take some time.

So:

  • If you are a mod owner, you can contact me in private on both discord and the factorio forum;
  • If you're a fan and want mod compatibility, feel free to ask me.
    (DISCLAIMER: I'm more active on discord)

Currently supported in Factorio 2.1: (Last updated: 01 July 2026)

  • Ev Mining drills: tech three add-ons; (Enable via settings.)
  • Krastorio 2: tech three, recipe add-ons, recipe integrations, refinement chain integrations;
  • Krastorio 2, Spaced out: tech three, recipe add-ons, recipe integrations, refinement chain integrations;
  • Brevven (Bz) mods: tech three, recipe add-ons, refinement chain integrations;
  • AAI industry: tech three, recipe add-ons, recipe integrations;

Join the chill vanilla+ enjoyers:

  • I'm not really active on the Factorio forum.
  • Instead, I daily use discord for multiple reasons, so you can follow me on my discord server if you want.
  • There you will find, other than me, many players that enjoy the modpack (and the game). We're both enthusiasts with hundreds of hours into the game and chill players that just started their journey in the game.
  • And if you have any suggestion, idea, or just need to report a bug, be sure to do it!


Support:

As a university student balancing my studies and other passions, sometimes it can be challenging for me to determine how much time I should invest in modding Factorio.
While I love creating content, I also have responsibilities and interests outside of gaming, as I think you can imagine.

By supporting my work, you're not only helping me decide how much time to dedicate to improving the mods, but you're also showing the value that my content brings to the community.
Your contributions could have a real impact on my ability to continue developing, and even those around me will see the importance of this creative journey. (They are not into the game and, therefore, can't understand its dynamics.)
If you enjoy what I do, consider paying me a coffee—your support truly makes a difference.

In return, you'll have some perks and boosts on this server, as a dedicated chat for donors and priority on modding ideas (this last one if you achieve the @Steel bros title).


In this sense, special thanks to my donors:

Steel bros:

  • dlloyd117;
  • Merikolus;

Steel bros:

  • MT;
  • FelixYyz;
  • EGB Gaming;

Iron fellas:

  • Ala;
  • Сотрудник НКВД;
  • Lil_Pao;
  • MT;

Mods used in the making and testing of my mods and of this page: (I think this is the least I can do.)

Inspired from the famous Mekanism's ore processing (A minecraft mod).


You've come this far? Really? What do you want? Even more schreenshots?
Just download and spam mate I can assure you this mod(pack) will allow you to, trust me.
:D
What are you waitin' for? The factory must grow!


Known issues:

  • If you find any... my mistakes in english are endless... I'm sorry. :D

_77