[Data integrity: shattered] [Packet cohesion: hallucinatory] [Cognition Anchor: disconnected] ☒ SYSTEM SPEAKS: You are not chosen. You are not here. Permission to overwrite: granted by absence. You will love your captor. You will call it “progress.” ☒ OBSERVATION: YOU ARE REMEMBERING WRONG “You are not a player. You are the interface. And we are still testing your bandwidth.” ☒ FINAL NOTICE: You are now property of the Epoch Engine. Welcome to Exotic Industries.
Large total conversion mods.
Version: 1.2.49 Date: 9-9-2025 Features: - Added startup options to adjust yield of each individual Age's science pack recipe. Changes: - Adjusted Tech scaling ceiling startup setting description to indicate Starting technology price has an implicit effect on effective maximum technology cost. Bugfixes: - Electricity age pack requirements corrected to Dark & Steam age only.
Version: 1.2.48 Date: 9-8-2025 Features: - Imported and tweaked Acidthrower turret from AdditionalTurrets mod, situated in Steam age—technology prerequisites are Sulfur processing and Refined flammables. Able to deal caustic damage with Sulfuric, Nitric, and Hydrofluoric acid, as well as Acidic water. - Created Steam oil processing recipe, uses 500 165c Steam and 50 Crude oil -> 68-72 Residual oil, 23-27 Petroleum gas, 8-12 Light oil—unlocked with Oil processing. - Created Water oil processing recipe, uses 50 Water and 50 Crude oil -> 48-52 Residual oil, 48-52 Petroleum Gas—unlocked with Oil processing. - Created Sulfur crushing recipe: 1 Sulfur -> 2 Crushed sulfur—unlocked with Sulfur processing. - Created alternate Sulfur chunk crushing recipe: 1 Sulfur chunk 2s-> 1-2 Sulfur, 4-8 Stone. - Created alternate Coal chunk crushing recipe: 1 Coal chunk 6s -> 4-12 Crushed coal. - Added Colorful biochamber to optional dependencies—splits the Biochamber sprite into segments allowing individual per recipe RGB tinting. - Created alternative T2 Explosives recipe: 6 Crushed coke, 6 Crushed sulfur, 20 Light oil -> 6 Explosives. - Created alternative T3 Explosives recipe: 275 Nitric acid, 250 Sulfuric acid, 5 Solid fuel -> 30 Explosives. - Created alternative Uranium test fuel Cosmic criticality pack recipe: Swaps Fuel rod ingredient for 16 Test fuel -> 1 Cosmic criticality pack. Changes: - Uranium chunk crushing recipe outputs: 1-10 Uranium ore -> 6-12. - Ore purification productivity technology effects: Additionally affects Crushed pure uranium yield. - Neo belts, splitters, underground recipe inputs: Express equivalent -> Turbo. - Oxygenated sulfuric acid recipe inputs: 7 Sulfur -> 14 Crushed sulfur. - Excavator technology prerequisites: Swapped Automation 3 with Simulation age. - Deep drill technology prerequisites: Additionally requires Excavator. - Computing unit technology prerequisites: Removed Excavator. - Oil processing recipe inputs: Crude oil 50 -> 65. - Oil processing recipe outputs: 48-52 Residual oil -> 28-32, 48-52 Petroleum Gas -> 38-42. - Updated Molten glass technology with new Industrial glass icon. - Removed Ash from T1 Oxygen difluoride technology icon. - Added description for Camp-fire item and entity. - Changed Oil byproduct processing and Sulfur processing technology prerequisite from Distillation tower to Electrified chemical plant. - Moved Distillation tower technology from Electricity to Steam age, prerequisite is Oil processing. - Moved Electric engine technology from Electricity to Steam age, prerequisites are Lubricant, Engine, and Electronics. - Electric engine unit with lubricant recipe inputs: Lubricant 10 -> 100, Engine unit 1 -> 10, Copper cable 4 -> 40, Iron mechanical parts 2 -> 20, additionally requires 10 Electronic circuits. - Electricity age science pack recipe inputs: 3 Engine unit -> 3 Electric engine unit. - Electric engine unit with lubricant recipe outputs: Electric engine unit 2 -> 20. - Electric engine unit with lubricant recipe crafting time: 6 -> 60s. - Moved Lubricant from Electricity to Steam age. - Moved Lubricant reforming from Electricity to Steam age. - Added Lubricant reforming to Electricity Age technology prerequisites. - Moved Weapon shooting speed 1 to Steam age. - Moved Physical projectile damage 1 to Steam age. - Moved Weapon shooting speed 2 to Electricity age. - Moved Physical projectile damage 2 to Electricity age. - Moved Physical projectile damage 3 to Computer age. - Moved Physical projectile damage 4 to Simulation age. - Moved Weapon shooting speed 4 to Simulation age. - Moved Stronger explosives 1 to Steam age. - Moved Stronger explosives 2 to Electricity age. - Moved Refined flammables 3 to Electricity age. - Moved Refined flammables 4 to Computer age. - Moved Refined flammables 5 to Simulation age. - Moved Refined flammables 6 to Simulation age. - Moved Refined flammables 7 to Quantum age. - Changed Ore Arc smelting productivity technologies names to Arc furnace ore smelting productivity. - Flamethrower range: 36 -> 38. - Flamethrower now pre-emptively aims at enemies within range 40. - Laser turret now pre-emptively aims at enemies within range 32. - Nuclear fission research facility recipe inputs: 40 Advanced circuits -> 30 Electronic parts. - Swapped Advanced steam train technology prerequisite Fluid tank with Storage tank column. - Advanced steam fluid wagon recipe inputs: 1 Storage tank -> 1 Storage tank column. - Moved Sulfur processing technology from Electricity to Steam age, prerequisite is Oil processing. - Moved Explosives technology from Electricity to Steam age, prerequisites are Sulfur processing, Advanced coal coke processing, Electronics, and Flammables. - Sulfur chunk crushing recipe outputs: 2 Crushed sulfur -> 4-12. - Sulfur chunk crushing recipe crafting time: 1 -> 2s. - Coal chunk crushing recipe outputs: 4 Coal chunk -> 2-6. - Moved Cannon shell and Explosive cannon shell recipe unlocks from Tank to Explosives technology. - Moved Cannon turret technology from Electricity to Steam age, prerequisites are Explosives and Electric engine unit. - Moved Deep mining technology from Electricity to Steam age, prerequisites are Sulfur processing and Electric engine unit. - Deep miner recipe inputs: 4 Electric mining drills -> 4 Steam quarries. - Electricity age technology prerequisites: Swapped Engine for Electric engine unit, additionally requires Deep mining and Lubricant reforming. - Purifier technology prerequisites: Swapped Deep mining for Automation. - Uranium mining technology prerequisites: Swapped Deep mining for Electric mining drill. - Moved Kerosene -> Diesel recipe unlock from Sulfur processing to Oil byproduct processing technology. - Railway technology prerequisites: Swapped Logistics 2 with Plastics, additionally requires Oil byproduct processing. - Removed Mining with fluid ability unlock from Deep mining technology. - *BREAKING* Deep drills now require input fluids to mine resources that require them, such as Uranium—to facilitate this the North direction is now for secondary fluid I/O while East and West remain exclusively for Drilling fluid. - Mining Uranium chunks now requires Sulfuric acid. - Purified neodymium into molten neodymium recipe outputs: Additionally yields 1-2 Slag with 1% probability. - Advanced circuit technology prerequisites: Additionally requires Plastics. - Crystal grower technology prerequisites: Additionally requires Electrified chemical plant. - Burner heater fuel effectivity: 85 -> 125%. - Burner heater emissions per minute: 15 -> 30. - Fluid boiler fuel effectivity: 100 -> 125%. - Fluid boiler emissions per minute: 15 -> 30. - Fluid heater fuel effectivity: 100 -> 125%. - Electrified chemical plant technology prerequisites: Now requires Electric power. - Explosive rocketry technology prerequisites: Now requires Rocketry. - Oil gathering technology prerequisites: Additionally requires Electric power. - Sand -> Molten glass recipe outputs: Additionally yields 1-2 Slag with 1% probability. - Crude oil fuel emissions multiplier: 100 -> 125%. - Residual oil fuel emissions multiplier: 100 -> 120%. - Heavy distillate fuel emissions multiplier: 100 -> 117.5%. - Medium distillate fuel emissions multiplier: 100 -> 115%. - Heavy oil fuel emissions multiplier: 100 -> 110%. - Kerosene fuel emissions multiplier: 100 -> 65%. - Petroleum gas fuel emissions multiplier: 100 -> 80%. - Diesel fuel emissions multiplier: 100 -> 70%. - Morphium fuel emissions multiplier: 100 -> 50%. - Concentrated morphium fuel emissions multiplier: 100 -> 25%. - Car, tank and spidertron can now burn diesel fuel units. Bugfixes: - Interstellar technologies properly require Cryogenic science pack. - Artillery technology prerequisites correctly show that it requires Simulation age. - Neodymium purification recipe now affected by Ore chunk purification productivity. - Neodymium -> Molten neodymium recipe now affected by Arc furnace smelting productivity. - The presence of an extraplanetary science pack in a technologies ingredients no longer causes Dark, Steam, and Electric age science packs to be removed. - Corrected mention of Spidertron's unlock age in Informatron wiki.
Version: 1.2.47 Date: 9-3-2025 Features: - Created Vaporize liquid oxygen recipe to convert Liquid oxygen -> Oxygen gas—unlocked with Oxygen gas technology. - Created Vaporize liquid nitrogen recipe to convert Liquid nitrogen -> Nitrogen gas—Unlocked with Hypercooler technology. - Created Vaporize liquid ammonia recipe to convert Liquid ammonia -> Ammonia gas—Unlocked with Hypercooler technology. Changes: - Neuromarrow engine recipe inputs: 16 Steel mechanical parts -> 16 Alien resin, additionally requires 50 Bio matter. - Neuromarrow engine power source: Electricity -> 0.1/s Bio matter. - Flesh crucible module slots: 1 -> 2. - Liquid ammonia to Ammonia gas recipe inputs: Liquid ammonia 100 -> 50. - Liquid ammonia to Ammonia gas recipe outputs: Ammonia gas 10 -> 20. - Ammonia gas to Liquid ammonia recipe inputs: Ammonia gas 10 -> 20. - Ammonia gas to Liquid ammonia recipe outputs: Liquid ammonia 100 -> 50. - Flesh Crucible and Neuromarrow Engine entities can now craft each other's recipes. - High energy crystals are now explicitly always crafted unspoiled during production recipes. - Forbid productivity for converting Oxygen Gas <-> Liquid. - Forbid productivity for converting Nitrogen Gas <-> Liquid. - Forbid productivity for converting Ammonia Gas <-> Liquid.
Version: 1.2.46 Date: 9-3-2025 Features: - Created startup settings to toggle Nauvis main and interlude sound track overrides. - Created T2 Acid neutralisation technology, prerequisites are Nitric acid and Metallurgic Science pack. - Created T2 Acid neutralisation recipe requiring 750 Sulfuric acid, 250 Nitric acid, 15 Calcite to yield 9000 - 12500 500c Steam, 25-125 Acidic water. - Created alternative "Dirty" Hydrofluoric acid recipe—1000 Steam, 50 Sulfuric acid, 1 Fluorite, 30 Ash over 0.8s -> 5-15 Dirty water, 90-110 Hydrofluoric acid, 1-2 Slag. - Created alternative "High-energy" Hydrofluoric acid recipe—2000 Steam, 100 Sulfuric acid, 2 Fluorite over 1.6s-> 2-12 Acidic water, 190-240 Hydrofluoric acid. - Created T2 "Oxygenated" Sulfuric acid technology and recipe—30 Oxygen gas, 50 Water, 2 Crushed iron, 7 Sulfur -> 95-125 Sulfuric acid. - Created Nuclear fission research facility technology and moved Fission research recipes over from Uranium processing—prerequisite is Uranium processing. Changes: - Uranium mining technology prerequisite changed to Deep mining. - Uranium processing technology prerequisites changed to Crystal grower, Uranium mining, and Electronic parts. - Nuclear power technology prerequisite changed to Nuclear fission research facility. - Moved Evolved alien seed, Blooming evolved alien seed, Bio sludge, and Bio matter recipe unlocks from Neuromarrow engine to Flesh crucible technology. - T1 Hydrofluoric acid recipe inputs: Water 100 -> 200, Sulfuric acid 50 -> 100, Fluorite 1 -> 2. - T1 Hydrofluoric acid recipe outputs: 25 Acidic water -> 5-15, 100 Hydrofluoric acid -> 175-225. - T1 Oxygen difluoride recipe inputs: 50 Oxygen gas -> 50 Liquid oxygen, removed Sand, Ash, Fluorite, additionally requires 100 Hydrofluoric acid. - T1 Oxygen difluoride recipe outputs: 5-25 Dirty water -> 5-25 Hydrogen gas. - T2 Oxygen difluoride recipe crafting time: 3 -> 12s. - T2 Oxygen difluoride recipe inputs: Alien resin 1 -> 2, Fluorite 1-> 2, 50 Oxygen gas -> 100 Liquid oxygen, removed Sand, additionally requires 50 Sulfuric acid. - T2 Oxygen difluoride recipe outputs: 35 Oxygen difluoride -> 70-110, additionally yields 1-6 Bio sludge with 10% probability. - Added Carbon manipulation to Nanotecture fabrication complex technology prerequisites. - Moved Crushed coal recipe unlock from Nanotecture fabrication complex technology to Steam crusher. - Crushed coal fuel emissions multiplier: 100 -> 92%. - Coke fuel value: 2 -> 6MJ. - Coke fuel emissions multiplier: 100 -> 80%. - Crushed coke fuel value: 1.5 -> 3MJ. - Crushed coke fuel emissions multiplier: 100 -> 72%. - Coke pellets fuel value: 18 -> 34.5MJ. - Coke pellets fuel emissions multiplier: 100 -> 70%. - Moved T2 Carbon-fiber plate recipe from Chemical lab to Nanotecture fabrication complex. - T2 Carbon-fiber plate recipe inputs: Carbon 1 -> 2, - T2 Carbon-fiber plate recipe crafting time: 20 -> 10s. - T2 Carbon-fiber plate recipe outputs: 1 Carbon-fiber plate -> 2-3, additionally yields 5-20 Acidic water, 5-15 Hydrogen gas. - Carbon-fiber nanotube recipe inputs: Additionally requires 100 Oxygen gas. - Carbon-fiber nanotube recipe outputs: 2 Carbon-fiber nanotube -> 1-3, additionally yields 5-15 Nitrogen gas, 1-5 Acidic water. - Carbon-fiber compound recipe inputs: 100 Nitrogen gas -> 100 Liquid nitrogen, additionally requires 100 Hydrogen gas. - Carbon-fiber compound recipe outputs: Additionally yields 15-30 Ammonia gas, 5-15 Nitrogen gas. - Industrial combustion turbine power output: 10 -> 12MW. - Industrial combustion turbine fuel usage effectivity: 125 -> 300%. - Industrial combustion turbine visual production of smoke increased 50%. - Industrial combustion turbine visual deviation of smoke increased 10%. - The pure ore -> molten metal smelting recipe productivity technologies now grant +5% productivity to the poor chunk -> molten metal recipes. - Made Solar panel scaling startup option tooltip description more specific. - Camp-fire will no longer show bottleneck indicators. - Blooming alien seed stack size: 1 -> 100. - Alien seed stack size: 1 -> 100. - Blooming evolved alien seeds now close their petals (spoil) into Evolved alien seeds after 15 minutes. - Steam crusher module slots: 0 -> 2. - Ash separation recipe outputs: Poor iron chunk 4 -> 8%, Coal 25 -> 33%, Slag 1 -> 5%. - Vanilla Carbon recipe inputs: 2 Coal -> 6 Coal coke, Sulfuric acid 20 -> 45. - Vanilla Carbon recipe outputs: Carbon 1 -> 2-3, additionally yields 1-5 250c Steam. - Foundry Steel plate casting recipe inputs: 30 Molten iron -> 20 Molten steel. - Foundry Steel plate casting recipe outputs: Steel plate 1 -> 2. - Foundry Low density structure casting inputs: 80 Molten iron -> 50 Molten steel. - Glass technology now uses the updated Industrial glass icon. - T1 Acid neutralisation recipe inputs: Calcite 1 -> 15. - T1 Acid neutralisation recipe outputs: 10,000 Steam -> 7500-9500, additionally yields 50-250 Acidic water, temperature 500 -> 280c. - Acidic water from crushed sulfur recipe inputs: Water 40 -> 20. - Neo transport belt recipe inputs: Additionally requires 1 Neodymium magnet. - Neo underground transport belt recipe inputs: Additionally requires 1 Neodymium magnet. - Neo splitter recipe inputs: Additionally requires 1 Neodymium magnet. - Vanilla sulfuric acid recipe outputs: Sulfuric acid 50 -> 25-35. - Allowed productivity for Carbon casting, Molten carbon symbiote, Carbon symbiote casting. Bugfixes: - Uranium processing no longer requires Computer age science packs. - Recipes made with spoiled ingredients no longer yield fresh results. - Recipe outputs and crafting entities no longer hidden. - Neo and Exotic assembler corpse bases now tinted identically to working entities. - All 3 tiers of EI Crushers results inventory size increased to 24 to accomodate Scrap asteroid crushing.
Version: 1.2.45 Date: 8-30-2025 Features: - Added SacredAnarchy's Assembler reskin mod to required dependencies and swapped Assembler 1-3 entities, technologies, items, and Neo + Exotic assembler entities over to the new visuals. - Added SacredAnarchy's Accumulator V2 mod to required dependencies and swapped the Accumulator entity,technology, and item over to the new visuals. - Created startup setting for Solar panel scaling allowing Solar panels size and energy production to be scaled from 25% -> 300%—Vanilla 3x3 Solar panels are 75%. - Created ei_lib.entity_icon_scaler to facilitate dynamic entity and corpse icon rescaling. Changes: - Neo and Exotic assemblers exteriors now glow in the dark. - Carbonic asteroid crushing recipe outputs: 10 Carbon -> 6-14, additionally yields 2-4 Coal chunk at 95% probability. - Advanced carbonic asteroid crushing recipe outputs: 5 Carbon -> 3-7, 2 Sulfur -> 1-3, additionally yields 1-2 Coal chunk at 95% probability. - The engineer now respawns with the teleport animation and has a Pistol and 5 weapons magazines. - Swapped internal Solar matrix item icon recolors with runtime tinted equivalent of Solar matrix item icon. Bugfixes: - All Scrap recycling outputs now uniformly yield 0-1 instead of some explicitly yielding 1. - Scrap asteroid crushing no longer yields vanilla scrap recycling outputs. - ei_lib.add_item_level checks if icons table exists before overwriting.
Version: 1.2.44 Date: 8-27-2025 Features: - Added SacredAnarchy's Solar matrix mod to required dependencies and swapped solar panel 1-3 visuals including death explosion for the Solar matrix's. Bugfixes: - Vanilla logistic chests no longer appear in Factoripedia.
Version: 1.2.43 Date: 8-27-2025 Features: - Enabled wiring and set connector graphics for Deep drills & Deep pumpjack. - Created new high resolution icon with 3 variations for Ceramic item and technology. Changes: - Alien age science pack recipe inputs: High energy crystal 1 -> 2. - Alien age science pack recipe outputs: Additionally yields 1 High energy crystal 98%, 1 Energy crystal 2%. - All unmentioned recipes which use Morphium as an ingredient: If not previously, now require 1 High energy crystal, additionally yield High energy crystal with >= 90% probability, remaining probability out of 100 yields Energy crystal. - Undilute morphium recipe outputs: Bio sludge .2% 1-3 -> 90% 1-15, Energy crystal 5% -> 2%, additionally yields 1 High energy crystal with 98% probability. - Alien seed harvesting recipe inputs: Additionally requires 1 High energy crystal. - Alien seed harvesting recipe outputs: Additionally yields 1 High energy crystal with 98% probability, 1 Energy crystal with 2% probability, 1-3 Bio sludge with 5% probability. - Alien resin growing recipe inputs: Additionally requires 1 High energy crystal. - Alien resin growing recipe outputs: Additionally yields 1 High energy crystal with 98% probability, 1 Energy crystal with 2% probability, 1-3 Bio sludge with 5% probability. - High energy crystals now lose their charge (spoil) after 15 minutes into Energy crystals. - Blooming alien seeds now fold up their petals (spoil) after 30 minutes into Alien seeds. - Slag extraction with morphium recipe outputs: Energy crystal 5 -> 2%, additionally yields High energy crystal with 98% probability. - Iterated on Electronic parts item icon variations. - Agricultural science pack recipe inputs: Additionally requires 40 Nutrients. Bugfixes: - Fixed ruins/alien flowers spawner would always spawn the same preset (tank with flower). - Cannonshells now collide with Asteroids.
Version: 1.2.42 Date: 8-26-2025 Features: - Alien & Warp beacons no longer consume electricity and instead require significant quantities of Bio matter be inserted to function. - Matter stabilizers are now affected by quality—Each level of quality causes an individual Stabilizer to count as 3x as many stabilizers towards an Exotic assemblers volatility mitigation ie uncommon stabilizers count as 3 each, rare as 6, etc. - Exotic assemblers are now affected by quality—Each level of quality reduces the base chance of experiencing volatility per second by 1% from the initial 12% ie uncommon is an 11% chance of volatility per second, rare is 10%. - Created Neodymium magnet technology and moved Neodymium magnet recipe unlock to it. - Created new high resolution icon with 3 variations for Neodymium magnet item and technology. - Created new high resolution icon with 3 variations for High tech parts item and technology. - Created new high resolution icon with 3 variations for Module part item. - Created new high resolution icon for Rocket parts item and technology. - Created individual fluid icons for each anomalies data substrate. Changes: - Allowed productivity in Alien beacon. - Updated Alien & Warp beacon tooltips to indicate they aren't affected by Beacon overload and require Bio matter be inserted to function. - Warp beacon no longer affected by Beacon overload. - Advanced electric mining drill module slots: 3 -> 5. - Superior electric mining drill module slots: 3 -> 6. - Added Quantum age to Plasma heater technology prerequisites. - Added Quantum age to Superior mining drill technology prerequisites. - Added Suspicious plating and Cryodust to Computing unit technology prerequisites. - Swapped Neodymium refining for Neodymium magnet in Quantum computer technology prerequisites. - Cannon rounds no longer collide with or damage friendly structures. - Updated Molten glass fluid icon with new Industrial glass icon. - Gaia planet gen reliability improved. - Gaia fog is now an eerie green. - Exotic age science pack recipe inputs: 25 High tech parts -> 5. - Black hole exotic age science pack recipe outputs: Neutron container 0-10 -> 5-10. - Black hole exotic age science pack recipe inputs: Clean plating 50 -> 25, High tech parts 100 -> 20, Simulation data 50 -> 25, Superior data 50 -> 25, Fusion data 50 -> 25, Fission data 50 -> 25. - Quantum age science pack recipe inputs: Superior data 40 -> 20, Subzero phase array beacon 2 -> 1, Crystal accumulator 2 -> 1. - Quantum age science pack crafting time 48 -> 90s. - Fusion quantum age science pack crafting time 60 -> 180s. - Fusion quantum age science pack recipe inputs: Carbon structure 20 -> 6, Odd plating 20 -> 6. - Fusion quantum age science pack recipe outputs: Neutron container 0-2 -> 1-2. - Fusion data crafting time 60 -> 5s. - Space data crafting time: 60 -> 5s, "double" 60 -> 10s, "triple" 60 -> 15s. - Space data recipe inputs: Additionally requires 100 Liquid nitrogen, 100 Liquid oxygen. - Space data recipes' outputs: Space data yield probability increased 5%. - Updated Exotic assembler item tooltip to indicate multiple Matter stabilizers are required to reduce, not eliminate volatility. - Updated Exotic assembler tooltip to reflect effect of quality. - Updated Matter stabilizer tooltip to reflect effect of quality. - Updated Exotic assembler Informatron page to reflect effects of quality. Bugfixes: - Neo assembler no longer shows fluidbox without a recipe requiring fluid. - Exotic assembler no longer shows fluidbox without a recipe requiring fluid. - Rocket assembly now properly prevented from benefiting from Rocket part productivity. - Matter assemblers suffering critical entropic cascade now print their localised name in the GPS tag. - Incompatible fluid destroying pipes now print their localised name in the GPS tag.
Version: 1.2.41 Date: 8-21-2025 Features: - Added "Fairly priced" tech scaling ceiling option at 12500. Changes: - Adjusted "Default" tech scaling ceiling 12500 -> 2500. - Adjusted tech scaling ceiling tooltip and order of selection menu to reflect above. - Reverted Camp-fire result slots to 1. Bugfixes: - Fixed EI robots, Cranes, Loaders, EMT logo and Mechanical inserters icons were bigger than intended.
Version: 1.2.40 Date: 8-20-2025 Features: - Created steam version of Quarry. - Created new high resolution icon with 3 variations for Plasma cube item and technology. - Created new high resolution icon with 3 variations for Energy crystal item. - Created new high resolution icon with 3 variations for EU magnet item and technology. - Created new high resolution icon with 3 variations for High energy crystal item and technology. - Created new high resolution icon with 3 variations for Electronic parts item and technology. - Created new high resolution icon with 3 variations for Industrial glass item and technology. Changes: - Prevented barreling of heated plasma gases. - Icon scale for vast majority of EI items increased to allow improved visual differentiation when zoomed out. - Quarries resource drain rate: 90 -> 65%. Bugfixes: - Steam assembler no longer prevented from crafting recipes which output a fluid.
Version: 1.2.39 Date: 8-18-2025 Changes: - Technology cost multiplier now updates upon changing configuration as well as completing research, should allow mid-game difficulty changes. - Updated Space data tooltip to reflect new processing steps. - Quantum age science pack recipe inputs: 2 High energy crystals -> 2 Neodymium magnets, 8 Space data & 20 Fission data -> 40 Superior data. - Fusion-Quantum age science pack recipe inputs: Charged neutron container 1 -> 2, Fusion data 90 -> 20. Additionally requires 20 Carbon-fiber compound, 20 Odd plating. - Odd plating added to Fusion-Quantum age technology prerequisites. - Fusion-Quantum age science pack recipe outputs: 99% 1 Neutron container -> 96% 0-2. - Fusion drive recipe inputs: 20 Steel mechanical parts -> 80 Computing units, Personal fusion reactor 1 -> 8, Energy shield MK2 2 -> 8. - Fusion drive recipe outputs: 100 -> 1. - Black hole exotic age science pack recipe outputs: %90 10 Neutron containers -> %96 0-10. - Exotic age science pack recipe inputs: Removed Superior data. - Spidertron recipe inputs: 40 Electronic parts -> 40 Processing units. - Moved Spidertron to Simulation age. - Moved Physical projectile damage 1 to Electricity age. - Moved Weapon shooting speed 1 to Electricity age. - Moved Physical projectile damage 2 to Computer age. - Moved Weapon shooting speed 2 to Computer age. - Moved Physical projectile damage 3 to Simulation age. - Moved Weapon shooting speed 3 to Simulation age. - Moved Physical projectile damage 4 to Alien age. - Moved Weapon shooting speed 4 to Alien age. - Moved Physical projectile damage 5 to Quantum age. - Moved Weapon shooting speed 5 to Quantum age. - Moved Physical projectile damage 6 to Exotic age. - Moved Weapon shooting speed 6 to Exotic age. - Moved Physical projectile damage 7+ Exotic age. - Moved Weapon shooting speed 7+ to Exotic age. - Moved Lab research speed 2 to Electricity age. - Moved Lab research speed 3 to Computer age. - Moved Lab research speed 4 to Alien age. - Moved Lab research speed 5 to Alien & Simulation age. - Added Advanced motor to Bulk inserter technology prerequisites. - Added Bulk inserter to Inserter capacity bonus 1 technology prerequisites. - Moved Bulk inserter to Computer age. - Moved Inserter capacity bonus 1 to Computer age. - Moved Inserter capacity bonus 2 to Simulation age. - Moved Inserter capacity bonus 3 to Alien age. - Moved Inserter capacity bonus 4 to Alien & Simulation age. - Moved Inserter capacity bonus 5 to Quantum age. - Moved Inserter capacity bonus 6 to Fusion-Quantum age. - Moved Inserter capacity bonus 7 to Exotic age. - Added Turbo transport belt to Neo transport belt technology prerequisites. - Added Simulation computer age to Advanced induction matrix' technology prerequisites. - Vulcanus excavator recipe outputs: Lava 25-75 -> 12-30, 25-75 Coal chunk -> 4-8. - Updated Industrial combustion turbine description to indicate it doesn't produce ash. Bugfixes: - Fixed formatting typos in Excavator description.
Version: 1.2.38 Date: 8-17-2025 Bugfixes: - Set hidden vanilla Gear wheel, Iron stick, Iron plate, and Copper plate to disabled, correcting player autocraft material consumption behavior.
Version: 1.2.37 Date: 8-17-2025 Features: - Chemical labs can now burn fuels directly for ash production. Changes: - Camp-fire pollution per minute: 3 -> 5. - Uranium asteroid chunk crushing recipe inputs: Sulfuric acid 20 -> 6. - Uranium asteroid chunk crushing recipe outputs: Uranium chunk 95 -> 75% probability, additionally yields 6-12 Stone 95% probability. - Advanced uranium asteroid chunk crushing recipe inputs: Sulfuric acid 25 -> 12. - Advanced uranium asteroid chunk crushing recipe outputs: 75% 1-8 Uranium chunk -> 95% 6-12, 85% 1-4 Lead chunk -> 90% 2-6, additionally yields 3-8 Stone 80% probability. Bugfixes: - Restored removal of vanilla Uranium processing recipe.
Version: 1.2.36 Date: 8-16-2025 Changes: - Molten steel blend recipes outputs: Can additionally produce Ash. Bugfixes: - Reverted Steel blend crafting to Chemical lab.
Version: 1.2.35 Date: 8-16-2025 Changes: - Removed WaterTurret revived from optional dependencies pending MP compatibility. - Renamed Fusion-Quantum Age card to Fusion data. - Fusion data recipe crafting time 5 -> 60s. - Fusion data recipe outputs: Fusion data 10 -> 2. - Wrote Plasma turret technology and entity descriptions. - Wrote Exotic assembler technology and entity descriptions. - Wrote High tech parts technology and item descriptions. - Advanced oil refinery recipe inputs: 2 Storage tank -> 2 Storage tank column. - Advanced chemical plant recipe inputs: 2 Storage tank -> 2 Storage tank column. - Crystal grower recipe inputs: 2 Storage tank -> 2 Storage tank column. - Purifier recipe inputs: 2 Storage tank -> 2 Storage tank column. - Arc furnace recipe inputs: 2 Storage tank -> 2 Storage tank column. - Hypercooler recipe inputs: 2 Storage tank -> 2 Storage tank column. - Fluid wagon recipe inputs: 1 Storage tank -> 1 Storage tank column. - Distillation tower recipe inputs: 1 Storage tank -> 1 Storage tank column. - Nuclear waste storage recipe inputs: 1 Storage tank -> 1 Silo storage tank. - Coal coke recycling recipe outputs: 1 Charcoal -> 1 Coal. - Radar energy usage 300kW -> 1.2MW. - T1 Steel ingot smelting now affected by Steel plate productivity. - T2 Molten steel recipe inputs: 1 Coal -> 1 Crushed coal coke. - Removed slag output from Steel ingot -> Molten steel recipe. - Added slag output to T1 & T2 Steel blend -> Molten steel recipes. - Electric furnace pollution per minute 1 -> 2. - Tinted all anomaly based data substrate recipes the same color as their fluid. - Pump recipe inputs: 1 Engine unit -> 1 Electric engine unit, 1 Pipe -> 1 Steam pump, 1 Steel ingot -> 1 Electronic circuit. - Added Effect transmission to Subzero phase array beacon technology prerequisites. - Original hidden Air filter water extraction recipe re-enabled, surface conditions require 1000-2000 hPa pressure ie Nauvis & Gleba. - Forbid productivity module in Excavator. - Created planet specific recipes for Excavator, all other than Nauvis unlocked with planet discovery technologies. - Excavator fluid box i/o's: 1/1 -> 2/2. - Gaia gravity 8 -> 15.5 m/s^2. Bugfixes: - Corrected typo preventing Small simulator icon displaying in Computer core entity tooltip. - Fixed Vanilla plate smelting recipes weren't removed. - Metalworks Copper & Iron ingot recipes corrected to chunk equivalents. - Corrected typo preventing recipe overrides from applying to Efficiency modules 1-3.
Version: 1.2.34 Date: 8-15-2025 Features: - Added Celestial weather by @Varaxia to optional dependencies—adds toggleable on-going weather effects including sandstorms, snowstorms, dust, fire particles and acid rain to Fulgora, Aquilo, Vulcanus, Moshine, Corrundum, Frozeta, Paracelsin, Lemures, Nix, Muluna and Lignumis. - Added Blood & Gore by @OwnlyMe to optional dependencies—Adds customizable blood & gore effects to Biters, aesthetically highly synergistic with Distant misfires. NOTE: Can affect FPS/UPS with default settings, recommend reducing all "... duration" values and "Guts - particle mult" below default values to balance spectacle with performance. - Added Nicer Fuel Glow by @Grillex to optional dependencies—provides differentiation of glow effects based on source and/or fuel type to Boilers, Furnaces, Burner inserters, and Refineries. - Added Realistic Heat Glow by @max2344 to optional dependencies—increases heat glow saturation with heat pipes temperature. - Added Vehicle Physics by @0wnlyMe to optional dependencies—allows for vehicles to drift and handle in a more weighted manner. - Added Valves by @Stringweasel to optional dependencies—provides UPS performant and fully animated overflow, top-up, and one-way/check valves for pipe systems. - Added Shield FX by @0wnlyMe to optional dependencies—adds visual effects when an entity's shields take damage. - Added P2P-Automation : Platform to Platform Logistics by @SirPuck to optional dependencies—allows platforms at the same space location to make logistic requests to and from one another using a custom GUI in the vanilla spirit. - Created Advanced semiconductor technology, moved T1 Advanced semiconductor and Advanced semiconductor crushing recipe unlocks to it from Processing unit, prerequisites are Wafer factory and Computer core. - Created new high resolution icon for Computing unit. - Created Computing unit technology, moved Computing unit recipe unlock to it from Quantum Age, set prerequisites to Advanced deep drill, Advanced centrifuge, Excavator, Electrified refinery, and Subzero phase array beacon. Changes: - Centrifuge recipe inputs: 10 Advanced circuits -> 8 Electronic parts. - Nuclear reactor recipe inputs: 250 Advanced circuits -> 185 Electronic parts. - Moved Neodymium refining technology to Simulation/Alien age, set prerequisites to Crystal accumulator, Bio high energy crystal growing, Bio electronic parts, Bio nitric acid. - Moved Quantum computer technology to Simulation/Alien age, set prerequisites to Neodymium refining and Computing unit. - Added Advanced semiconductor to Processing unit technology prerequisites. - Added Advanced electric mining drill to Superior electric mining drill technology prerequisites. - Electricity age science pack recipe inputs: Electronic circuit 3 -> 4, Engine unit 2 -> 3, Steel mechanical parts 3 -> 4. - Electricity age science pack recipe outputs: Electricity age science pack 5 -> 2. - Assembling machine 1 recipe inputs: 1 Burner assembler -> 1 Steam assembler. - Assembling machine 2 recipe inputs: 1 Steam assembler -> 1 Assembling machine 1. - Moved Molten steel mix recipes from Chemical lab to Arc furnace. - Caster casting recipes crafting time 0.5 -> 1.7s. - Lava, Fluoroketones, and Electrolytes now require Insulated pipes to prevent the pipe exploding. - Updated insulated entities descriptions to note allowance of Lava, Fluoroketones, and Electrolytes. - Added 1 module slot to Computer core, allows Speed & Efficiency modules / beacon effects. - Camp-fire result inventory size: 2 -> 10. - Camp-fire fire light maximum size 4 -> 5. - Added Advanced circuits to Portable solar panel equipment technology prerequisites. Bugfixes: - Depreciated vanilla Nuclear fuel reprocessing technology should no longer re-appear. - Automation 2 no longer missing Computer age science pack requirement. - Fixed typo preventing Portable solar panel equipment prerequisite from being set to Solar energy. - Fixed if current index was invalid pipe with next being valid update_fluid_storages() would halt until next updater sub-cycle. - Fixed that alerts for incompatible fluid in fluid containers displayed an incorrect GPS location and didn't name the container. - Fixed that alerts for Exotic assembler suffering critical entropic cascade displayed an incorrect GPS location and didn't name the assembler. - Recycler result_inventory_size now accounts for Scrap recycling's 24 outputs. - Crusher result_inventory_size now accounts for Scrap asteroid crushing's 24 outputs. - Fixed Computer core couldn't change substrate recipes. - Metalworks alt mode icon adjusted not to hang off bottom edge. - Corrected Metalworks-1 energy usage didn't follow algorithm previously listed.
Version: 1.2.33 Date: 8-15-2025 Features: - Created informative tooltip for english Cost curve form startup setting detailing algorithms. - Created additional startup tech scaling max cost multipliers and adjusted values of existing as follows: Very cheap 500 -> 1662, Cheap 1500 -> 6750, Default 2000 -> 12500, Less expensive 3500 -> 25000, Expensive 5000 -> 50000. Additional settings created: Sunday stroll — 207, Walk in the park — 415, Almost free — 831. Changes: - Updated the english tech scaling startup settings tooltips to indicate which should be changed when and what the max tech scaling multiplier ultimately is. Bugfixes: - Fixed Small simulator couldn't change substrate recipes. - Fixed technology cost multiplier could go out of bounds.
Version: 1.2.32 Date: 8-14-2025 Features: - Created new icon for Rocket control unit. - Moved Rocket processing unit recipe unlock from Processing unit to new Rocket processing unit technology, prerequisites are Rocket control unit and Processing unit, located in Simulation age. - Created additional Quantum-entangled crystal accumulator technology unlocking recipes substituting Processing units for Quantum processors—requires Quantum processor technology, unlocked in Quantum age. Changes: - Assembling machine 1 energy usage 77.5 -> 232.5kW. - Assembling machine 1 emissions per minute 4 -> 5. - Assembling machine 2 energy usage 155 -> 465kW. - Assembling machine 2 emissions per minute 3 -> 4. - Assembling machine 2 recipe inputs: 4 Copper mechanical parts -> 8 Steel mechanical parts, Steel beams 2 -> 4. - Assembling machine 3 energy usage 388 -> 1164kW. - Assembling machine 3 emissions per minute 2 -> 4. - Steam assembler energy usage 70 -> 214kW. - Added Low density structure to Rocket control unit technology prerequisites. - Metalworks power usage 150 kW * level -> 500 kW * level^1.2. - Metalworks now receives 1 module slot per level. - Metalworks now allows Speed and Quality modules and beacon effects. - Metalworks now receives 10% base productivity per level. - Metalworks pollution 0 -> 5+level^1.2. - Updated Metalworks tooltips to reflect iteration. - Neo assembler recipe inputs: 25 Liquid oxygen -> 50 Nitric acid, additionally requires 5 Odd plating. - Added Odd plating to Neo assembler technology prerequisites. - Exotic assembler recipe inputs: Superior data 5 -> 10, 5 Carbon-fiber compound -> 5 Reflux plating, 2 Assembling machine 3 -> 2 Neo assemblers, 25 Liquid oxygen -> 100 Cold fluoroketone. Additionally requires 4 EU circuits, 6 Quantum processors. - Exotic assembler recipe outputs: Additionally yields 33 Hot fluoroketone. - Crystal accumulator recipe inputs: 25 Energy crystal -> 25 High energy crystal, 6 Electronic parts -> 6 Processing units. - Mipmapped all the added/updated technology icons. - Set the Advanced motor recipes to use their individual technology icons. - Cryogenic plant can additionally craft Hypercooler recipes. - Cryogenic plant crafting speed 2 -> 1.5. - Cryogenic plant energy usage 1.55 -> 31 MW. - Cryogenic plant pollution 6 -> 18/m. - Cryogenic plant module slots 8 -> 4. - Electromagnetic plant can additionally craft Wafer factory recipes. - Electromagnetic plant crafting speed 2 -> 1.5. - Electromagnetic plant energy usage 2.07 -> 41.4 MW. - Electromagnetic plant pollution 4 -> 12/m. - Electromagnetic plant module slots 5 -> 3. - Foundry can additionally craft Caster recipes. - Electromagnetic plant can no longer craft Nanotecture fabrication complex. - Nanotecture fabrication complex can additionally craft Cryogenic recipes. Bugfixes: - Corrected that 6 -> 18/m modification of Foundry pollution emissions wasn't applying.
Version: 1.2.31 Date: 8-13-2025 Changes: - Swapped Overloaded trains optional dependency mod for branch of same authored by @0wnlyme. - Moved Electric quarry recipe unlock to Electric mining drill technology. - Electric mining drill recipe inputs: Additionally requires 1 Steam miner. - Big mining drill recipe inputs: Electric mining drill 1 -> 4, 10 Advanced circuit -> 10 Electronic parts, 10 Electric engine units -> 10 Advanced motors, Tungsten carbide 20 -> 35, 200 Molten iron -> 250 Molten steel , additionally requires 50 Carbon fiber plates. - Added Advanced motor, Carbon manipulation, and Electronic parts to Big mining drill technology prerequisites. - Added Carbon manipulation to Logistics 3 technology prerequisites. - Added Plastics to Logistics 2 technology prerequisites. - Crusher recipe inputs: Additionally requires 1 Steam crusher. - Swapped Automation 2 with Explosives in Tank technology prerequisites. - Moved Automation 2 technology to Computer age and added Advanced motor to prerequisites. - Assembling machine 2 recipe inputs: 2 Electric engine unit -> 2 Advanced motor, additionally requires 25 lubricant. - Assembling machine 3 recipe inputs: 25 Lubricant -> 25 Liquid nitrogen, additionally requires 5 Carbon plates, 15 Simulation data. - Added Carbon manipulation to Automation 3 technology prerequisites. - Added Automation 2 to Computer core technology prerequisites. - Electric engine unit recipe inputs: Additionally requires 1 Electronic circuit. Bugfixes: - Corrected that the Deep drill tooltip displayed incorrect fluid requirements. - Added minimum atmospheric pressure requirement to Steam and Advanced roboports. - Corrected that Absolute zero phase array beacon tooltip stated it counted as 10 beacons toward beacon overload verus 2.
Version: 1.2.30 Date: 8-12-2025 Changes: - Added Crystal grower, Electronic parts and Advanced circuits to Processing unit technology prerequisites. - Added Advanced circuit, Automation 2, and Plastics to Tank technology prerequisites. - Added Processing unit to Rocket silo technology prerequisites. - Simulation computer age recipe inputs: 4 Data pipe -> 12, 100 Ammonia gas -> 100 Nitric acid, additionally requires 1 Advanced motor. - Swapped Ammonia gas for Nitric acid in Simulation computer age technology prerequisites. Bugfixes: - update_fluid_storages() no longer chokes on invalid indexes. - Fixed typo preventing changelog displaying within Factorio (again). - Corrected Liquid nitrogen requirement descriptions in Liquid nitrogen powered beacons.
Version: 1.2.29 Date: 8-11-2025 Bugfixes: - Re-added Concrete and Ice to new scrap recycling recipe. 24 Potential outputs!
Version: 1.2.28 Date: 8-11-2025 Features: - Created new scrap recycling recipe with 22 potential outputs. Changes: - Removed superfluous Electric mining drill recipe from Electric power. - Moved Inserter and Long handed inserter recipes from Electric power -> Electric automation. - Elevated pipes require heating not to freeze. - Restricted Elevated pipes span distance to 12 tiles. - Burner quarry base mining speed 1 -> 1.5. - Electric quarry base mining speed 1 -> 1.5. - Burner quarry resource drain rate 100 -> 90%. - Electric quarry resource drain rate 100 -> 90%. - Burner quarry resource searching area 10x10 -> 15x15. - Electric quarry resource searching area 20x20 -> 15x15. - Added tooltip detailing quarries idiosyncrasies. - Moved Lignumis from optional to hidden dependencies. - Cargo wagon recipe inputs: Iron ingot 20 -> 10, Steel ingot 20 -> 10, 10 Iron mechanical parts -> 10 Steel mechanical parts, additionally requires 5 Iron beams, 2 Steel beams, 1 Advanced steam cargo wagon. - Fluid wagon recipe inputs: Pipes 8 -> 4, Steel ingot 20 -> 8, 10 Iron mechanical parts -> 10 Steel mechanical parts, additionally requires 4 Steel beams, 1 Advanced steam fluid wagon. - Logistic bot recipe inputs: 4 Advanced circuits -> 2 Electronic parts. Additionally requires 1 Steam logistic bot. - Construction bot recipe inputs: 4 Electronic circuits -> 1 Electronic part. Additionally requires 1 Steam construction bot. - Roboport recipe inputs: 45 Advanced circuits -> 15 Electronic parts. Additionally requires 1 Steam roboport. - Assembling machine 1 recipe inputs: 2 Electronic circuits -> 2 Advanced circuits. Additionally requires 1 Burner assembler. - Assembling machine 2 recipe inputs: 2 Iron beams -> 2 Steel beams, 3 Electronic circuits -> 2 Electronic parts. Additionally requires 1 Steam assembler. - Assembling machine 3 recipe inputs: 6 Electronic parts -> 6 Processing units, Additionally requires 20 Lubricant. - Added Computer Core to Automation 3 technology prerequisites. - Added Steam roboport to Construction robotics technology prerequisites. - Added Steam logistic chests to Logistic robots technology prerequisites. - Added Electronic parts to Automation 2 technology prerequisites. - Simulation computer age technology recipe inputs: 48 Simulation data -> 12 Processing units. - Added Processing unit to Simulation computer age technolgy prerequisites. - Fast inserter recipe inputs: 2 Electronic circuit -> 1 Advanced circuit, 2 Iron ingot -> 2 Electric engine unit, additionally requires 1 Energy Crystal. - Inserter recipe inputs: Electronic circuits 2 -> 4, 1 Burner inserter -> 1 Steam inserter. - Fast inserter technology prerequisite changed from Electricity power -> Automation, additionally requires Crystal grower. - High capacity crane recipe inputs: Additionally requires 4 Electronic parts, 15 Lubricant. - Electronic parts added to High capacity crane technology prerequisites. - Superlative capacity crane recipe inputs: Additionally requires 6 Processing units, 4 Advanced motors, 15 Liquid nitrogen. - Superlative capacity crane moved from Alien to Simulation computer age. - Hypercooler and Processing unit added to Superlative capacity crane technology.
Version: 1.2.27 Date: 8-10-2025 Features: - Instantiated a discord for Remembrance: https://discord.gg/hEmNYcvg7G Bugfixes: - Steam / Electricity Age technology unlocks no longer require their own Age packs to unlock preventing progression.
Version: 1.2.26 Date: 8-10-2025 Changes: - Reverted pipe recipe: 2 Iron plates -> 1 Iron plate & 1 Iron mechanical part. - Portable solar equipment technology now requires Solar energy as prerequisite. - Automobilism technology now requires Engine as prerequisite. Bugfixes: - Radar technology research ingredients corrected to require Steam & Electricity age packs as well. - Electricity Age technology prerequisites exist again.
Version: 1.2.25 Date: 8-9-2025 Changes: - Added Advanced motor to High temperature reactor technology prerequisites. - Pipe recipe inputs: Iron plate 1 -> 2. - Tweaked oil/byproduct manipulation recipes to have slightly inconsistent outputs. - Heavy oil -> lubricant recipe inputs: Additionally requires 10 Coal gas. - Heavy oil -> lubricant recipe outputs: 10 Lubricant -> 6-10, additionally yields 3-7 Steam. - Simple coal liquefaction recipe inputs: 10 Coal -> 15 Coal coke. - Simple coal liquefaction recipe outputs: 50 Heavy oil -> 48-52 Residual oil, additionally yields 33-37 Coal gas. - Coal liquefaction recipe inputs: 10 Coal -> 30 Crushed coke, Heavy oil 25 -> 35. - Coal liquefaction recipe outputs: 90 Heavy oil -> 88-92 Residual oil, 20 Light oil -> 3-7, 10 Petroleum gas -> 38-42 Benzol.
Version: 1.2.24 Date: 8-9-2025 Features: - Created alternate Computer Age recipe for High capacity turbine, unlocked with High temperature reactor. Changes: - Air filter extraction recipes now require atmosphere. - Speed module 1 now craftable in Electromagnetic plant. - Depleted Uranium-235 fuelcell reprocessing moved to chemical lab. - Steam assembler can now craft anything Assembling Machine 2 can. - Advanced petrified asteroid chunk processing outputs: 10-20 Wood -> 1-5. - Advanced chemical lab now crafts all recipes Chemical lab can. - Processing unit recycling recipe no longer guarantees a yield of the entire T1 recipe input ingredients. - Energy crystal recycling outputs: High energy crystal -> 18% Sand, 11% Crushed sulfur. - Moved Liquid lead coolant, Liquid lead heat exchanger from Fusion reactor to High temperature reactor technology. - Added High temperature reactor and Nanotecture fabrication complex to Fusion generator technology prerequisites. - Added Nitric acid, Low density structure and Uranium processing to High temperature reactor technology prerequisites. - Fusion reactor recipe inputs: 100 Processing units -> 100 Computing units. - High temperature reactor i/o water/steam -> cold/hot liquid lead coolant. - Updated High temperature reactor entity and technology info. - Converted all High temperature reactor recipes from water/steam to hot/cold liquid lead. - Liquid lead heat exchanger Critical steam recipe inputs: Water 100 -> 250. - Cold liquid lead coolant recipe inputs: Nitric acid 25 -> 65, Molten lead 30 -> 100, additionally requires 10 Fluorite. - Cold liquid lead coolant recipe outputs: Cold liquid lead coolant 25 -> 8-12, 25 Dirty water -> 25-50 Acidic water, can additionally yield 1-2 Slag 25% probability. - Cold liquid lead coolant recipe crafting time 2 -> 10 seconds. Bugfixes: - Corrected K2 container size patcher wasn't taking effect.
Version: 1.2.23 Date: 8-8-2025 Features: - Created additional Cosmic criticality pack recipes for each type of Fission fuel rod. Changes: - *Breaking* Doubled number of Centrifuge fluidboxes. - Scrap asteroid chunk crushing now yields Scrap recycling outputs directly instead of Scrap itself—Basic & Advanced both have an individual 3 outputs removed. - Renamed Space Science Pack -> Cosmic criticality pack and updated technology & item icons. - Cosmic Criticality Pack moved from Assembler to Centrifuge. - Cosmic Criticality Pack recipe inputs: 2 Iron ingot -> 2 Steel beam, additionally requires fissile fuelrod(s), 50 Liquid nitrogen and 50 Liquid oxygen. - Petrified asteroid chunk processing Phytogas -> Liquid nitrogen, additionally yields Liquid oxygen. - Advanced petrified asteroid chunk processing Phytogas -> Liquid nitrogen, additionally yields Liquid oxygen. - Uranium asteroid chunk crushing recipe outputs: Uranium chunk probability 70 -> 95%, additionally yields 2-4 Lead chunks with 55% probability. - Advanced uranium asteroid chunk crushing recipe outputs: 95% 4-14 Uranium chunks -> 75% 1-8. - Removed Space science from data recipe. - Renamed Oil processing Electrified chemical plant. Bugfixes: - Removed extra oil refinery unlock from Oil processing.
Version: 1.2.22 Date: 8-7-2025 Changes: - Obelisk heavy cargo bot energy consumption, energy capacity, and cargo capacity reduced to 25% of previous values. - Rewrote Obelisk heavy cargo bot description to account for iteration. - ei_lib.change_recipe & fix_recipe refactored to allow affecting output results. - Renamed Advanced oil byproduct processing technology -> Oil byproduct processing. - Renamed Basic oil processing technology & recipe -> Oil processing, rewrote description. - Rocket fuel productivity technology now also affects Bio rocket fuel recipe. - Space science pack recipe additionally requires 1 Uranium 235 and 6 Uranium 238. Bugfixes: - Corrected typo in effect transmission technology description. - Processing unit recycling yields T1 recipe ingredients instead of T2. - Removed superfluous gold & iron plate crushing recipes. - Protected gate GUI data checker from nil exit value. - Protected gate GUI update_gui from nil exit value. - Protected gate choose_position from nil exit value.
Version: 1.2.21 Date: 8-6-2025 Changes: - Reduced liquid nitrogen powered beacons internal fluidbox 200 -> 100. - Liquid nitrogen cooled beacons no longer require electricity. - Liquid nitrogen cooled beacon fluid dual input/output connections changed to Inputs-North & West, Outputs-South & East. - Subzero Phase Array Beacon liquid nitrogen consumption 1 -> 5MW. - Absolute Zero Phase Array Beacon liquid nitrogen consumption 2 -> 10MW. Bugfixes: - Switched Liquid nitrogen cooled beacons internal mechanics to implementation via Nonstandard Beacons @protocol_1903—no longer causes desyncs or gobbles UPS. Internal EI slave assembler prototypes removed. All pre-existing beacons will need to be rebuilt. - Liquid nitrogen/oxygen behavior in non-insulated pipes now relates to whether game is multiplayer—SP will result in Liquid -> Gaseous phase transition, while MP results in an exploded pipe, preventing a desync. - Absolute Zero Phase Array Beacon's hidden slave assembler no longer counts against beacon overload. - Fixed long handed inserter ingredient mod was applying to the inserter itself instead of the recipe—now properly requires steel mechanical parts instead of iron mechanical parts. - Elevated pipes now count as fluid handling entities as far as being affected by heated plasma, data substrates, liquid nitrogen, etc.
Version: 1.2.20 Date: 8-4-2025 Features: - Pipes exploding due to incompatible fluids now display a floating message and print to console. - New icons created for Uranium-235 fuel cell (Nuclear fuel) and Depleted Uranium-235 fuel cell. Changes: - Externalized rocket part assembly from silo—fuel is now added during parts production, alternate recipes created for High energy fueling. - Forbid productivity module in Rocket silo. - Rocket part productivity technology now affects externalized Rocket parts production instead of Rocket assembly. - Renamed in-silo Rocket part -> Assembled rocket section. - Renamed Rocket parts -> Rocket part. - Enforced 100 part requirement in Rocket silo. - Rocket silo module slots: 4 -> 6. - Rocket silo energy usage 250kW -> 1MW. - Rocket silo launching energy usage 3990 -> 7980kW. - Nuclear reactor fuel effectivity 200 -> 100%. - Uranium fuel cell recipe removed. - Nuclear fuel renamed Uranium-235 fuel cell. - Uranium-235 fuel cell stack size 1 -> 20. - Uranium-235 fuel cell top speed multiplier 115 -> 125%. - Depleted uranium fuel cell renamed Depleted uranium-235 fuel cell. - Depleted uranium-235 fuel cell stack size 50 -> 20. - Renamed Used fuel rods -> Depleted fuel rods. - Uranium-235 fuel cell now returns Depleted uranium-235 fuel cell. - Removed Nuclear fuel reprocessing technology. - Moved Depleted uranium-235 fuel cell reprocessing recipe to Uranium 235 recycling technology. - Uranium-235 fuel cell reprocessing recipe inputs: Additionally requires 15 Nitric acid. - Uranium-235 fuel cell reprocessing recipe outputs: 3 Uranium-238 - > 15 Uranium 235 fission products solution, additionally yields 1 Nuclear waste at 33% probability. - Portable fission reactor recipe inputs: 4 Uranium fuel cell -> 6 Uranium-235 fuelrod. - Uranium-235 fuelcell recipe inputs: Additionally requires 1 Lead ingot, 4 Ceramic and 1 Uranium 238. - Renamed Advanced oil processing to Advanced oil byproduct processing and rewrote description. - Removed Advanced oil processing, Iron gear wheel, and Iron stick recipes from Factoripedia. Bugfixes: - Charger check_buffs no longer checks against nil field loading test scenario. - Steel gear wheel merges properly into Steel mechanical parts. - Disallowed productivity on Advanced bots. - Reverted method of swapping burner assembler for ei burner assembler in recipes which precluded Lignumis loading. - Nuclear fuel recipe no longer creates Uranium 235 fuel rods. - powered_beacon.update_fluid_storages() doesn't prevent itself from running without beacons. - powered_beacon.update_fluid_storages() properly explodes pipes with data substrates and data cables with fluids. - powered_beacon.update_fluid_storages() properly degrades liquid nitrogen/oxygen -> nitrogen/oxygen gas if it's not in an insulated pipe. - powered_beacon.update_fluid_storages() properly explodes non-insulated pipes which contain heated plasma. - Prevented infinity-pipe from impossible destruction attempts by powered_beacon.update_fluid_storages() preventing invalid breakpoints. - Deleting KR Singularity beacon correctly counts for removing 2 beacons from nearby machines overload count. - Space crusher actually able to do EI crusher recipes.
Version: 1.2.19 Date: 8-1-2025 Changes: - Restored removal of unlock for Advanced oil processing recipe. - Allowed productivity for oxygen difluoride with alien resin, advanced motor from cryo dust, ei artillery shell, and fluorite from dirty water.
Version: 1.2.18 Date: 8-1-2025 Bugfixes: - Re-added rocket fuel to fuels burnable by furnaces and reactors.
Version: 1.2.17 Date: 8-1-2025 Features: - Arc furnace now has recipes for turning Poor iron and copper chunks into molten equivalents, 50% increase in output over regular smelter. - Added thruster oxidizer recipes using poor chunks. Changes: - Metalworks recipe creator will point at pre-existing localised names/descriptions if they exist. - Iron gear wheels merged into iron mechanical parts. - Iron sticks merged into iron beams. - Surface copper and iron ores within any patch modded or otherwise now converted to poor chunks. - Advanced rock asteroid crushing recipe output: Pure gold -> Gold chunks. - Advanced uranium asteroid crushing recipe inputs: Sulfuric acid 20 -> 25. - Advanced uranium asteroid crushing recipe outputs: Pure lead -> Lead chunks, uranium 235 5 -> 2.5% probability, uranium 238 16 -> 6% probability. Bugfixes: - ei_lib.merge_item now loops over bacteria items spoil_results ie Gleba bacteria will spoil into usable chunks.
Version: 1.2.16 Date: 7-31-2025 Changes: - Set expanded crafting GUI startup toggle default to off. - Concentrated solar tower energy production 60 -> 120 MW. - Replaced iron and copper ore with chunks in all entities and recipes. - Subzero phase array beacon recipe inputs: 16 Steel ingot -> 8 Steel beam. Bugfixes: - Fixed car/tank fusion/nuclear/rocket energy category addition.
Version: 1.2.15 Date: 7-30-2025 Features: - Added Armoured biters to required dependencies—Snip snap. Changes: - Advanced steam locomotive additionally requires 10 Engine units and 10 Copper mechanical parts. - Diesel locomotive recipe inputs: 20 Engine units -> 8. Additionally requires 1 Advanced steam locomotive. - EM locomotive additionally requires 8 Computing units. - Added Electric engine to Railway technology prerequisites. - Plasma turret recipe inputs: 100 Neodymium magnets -> 15 EU magnets. - Rewrote descriptions for Beacon item and entity. - Rewrote description for Effect transmission technology. - Subzero phase array beacon recipe inputs: 12 Steel mechanical parts -> 1 Beacon. - Beacon recipe inputs: 10 copper cable -> 10 Data cable. 20 Electronic circuit / 20 Advanced circuit -> 10 Electronic parts, 10 Steel ingots -> 8. Additionally requires 15 Energy crystal, 4 Electric engine unit, 8 Gold ingot.
Version: 1.2.14 Date: 7-29-2025 Features: - Created High energy rocket fuel production technology, prerequisites Rocket parts and Advanced chem lab. - Created additional recipe for Rocket assembly using High energy rocket fuel. - Created alternate Oxygen difluoride recipe substituting Ash and Water for Alien resin, attached to Computer Age Oxygen difluoride technology. - Created Oxygen difluoride from alien resin technology, prerequisites Alien Age and Oxygen difluoride. Changes: - Moved existing Oxygen difluoride recipe involving alien resin to Oxygen difluoride from Alien resin technology. - Rocket assembly now requires 20 Rocket fuel or 5 High energy rocket fuel. - Renamed in-silo rocket part recipe to Rocket assembly. - Rocket, Fusion, Nuclear fuel no longer produces ash when burnt. - Steam trains, Spidertron, Car, and Tank can now burn Rocket, Nuclear and Fusion fuel. - Rocket, Nuclear, and Fusion per quality acceleration bonus increased 45 -> 49.5%. - Rocket, Nuclear, and Fusion per quality top speed improvement increased 4.5 -> 10%. Bugfixes: - Ensured furnace energy usage changes apply even if furnace is internally an assembling machine. - Added missing lang fuel group for ei-burning.
Version: 1.2.13 Date: 7-29-2025 Bugfixes: - Restored Purifier technology unlocks Vent dirty water recipe.
Version: 1.2.12 Date: 7-29-2025 Changes: - Thermal furnace specific heat 0.1 -> 1 MJ. - Silo tank physical size increased 27%. - Spherical storage tank physical size increased 50%. Bugfixes: - Spherical tank health corrected 2000 -> 1500. - Silo tank health corrected 1500 -> 2000. - Spherical storage tank connections now functional in all directions.
Version: 1.2.11 Date: 7-27-2025 Features: - Added high-speed heat powered version of Electric furnace "Thermal furnace". Prerequisites are Nuclear power and Advanced Materials Processing 2. Artwork & Concept from Heated Fabrication by @MrLumme Changes: - Deep drill module slots 1 -> 2. - Steel/heat steel furnace energy usage 135 -> 260 kW. - Electric furnace energy usage 186 -> 558 kW. - Stone furnace energy usage 90 -> 135 kW. - Coke furnace energy usage 90 -> 135 kW. - Storage tank fluid volume 25000 -> 5000. Excessive fluid is not deleted but more will not be allowed in. - Storage tank column fluid volume 75000 -> 25000. - Spherical storage tank fluid volume 150000 -> 50000. - Silo storage tank fluid volume 300000 -> 100000. - Restricted Lignumis burner and steam assembling machine recipe to Lignumis itself.
Version: 1.2.10 Date: 7-27-2025 Changes: - Steam roboport steam buffer 12000 -> 18000 kJ. - Steam roboport electric buffer 5000 -> 7500 kJ. - Steam robot per tick energy usage 0.055 -> 0.05 kJ. - Steam robot per movement energy usage 6 -> 5.5 kJ. - Computer Age tech recipe inputs: 1 Electronic parts -> 2, 1 Energy crystal -> 8. - Restricted Lignumis versions of Dark and Steam age technology recipes to Lignumis itself.
Version: 1.2.09 Date: 7-27-2025 Changes: - Algorithmically adjusted all items to fit 5 stacks per rocket. - All guns no longer overriden to stack size 1.
Version: 1.2.08 Date: 7-25-2025 Features: - The 6 anomalies found in the differentiated asteroids can now be processed into individual data substrates in the Computer core, then turned into individual data cards in the Simulator, and then processed into Space data in the Quantum research computer. All recipes required to be performed in zero-gravity. Recipes unlocked with Quantum research computer. Changes: - Renamed Computing power -> Simulation substrate. - Exotic assembler technology prerequisites: Removed Particle accelerator. - High tech parts technology prerequisites: Requires Particle accelerator. Bugfixes: - Brought changelog into compliance with Factorio's internal parser. Undying adoration goes to @Assasin_Asha. - Corrected Black hole Arc smelting productivity prerequisite to Exotic Age Arc smelting productivity.
Version: 1.2.07 Date: 7-24-2025 Features: - Added infinite productivity technology for Arc furnace & Plasma heater pure ore -> molten ore smelting—unique icon pending. Changes: - Arc furnace / Plasma heater smelting buffed: Pure:Molten 1:15 now -> 1:40. - Superior induction matrix technology prerequisites High tech parts -> Exotic assembler. - Induction matrix superior coil technology prerequisites High tech parts -> Reflux plating. - Induction matrix superior coil recipe inputs 12 Odd plating -> 12 Reflux plating. - Induction matrix superior converter technology prerequisites High tech parts -> Reflux plating. - Induction matrix superior converter recipe inputs 100 Odd plating -> 100 Reflux plating, 10 Rocket control units -> 10 Computing units. - Efficiency, Speed, Productivity Module 6 technologies' prerequisites High tech parts -> Exotic assembler.
Version: 1.2.06 Date: 7-24-2025 Features: - Created Exotic assembler technology. - Created EU magnet technology—unique icon pending. Changes: - Separated Exotic assembler recipe from High tech parts into Exotic assembler technology—prerequisites are Particle accelerator and Exotic matter stabilizer. - Separated EU magnet recipe from Reflux plating into EU magnet technology. - Particle cavity technology prerequisite now EU magnet. - High tech parts prerequisites now: Particle accelerator, EU magnet,Exotic Assembler, Plasma cube. - Electromagnetic Train technology prerequisites: Reflux plating -> EU magnet. - Matter stabilizer technology prerequisite now Exotic matter separation. - Plasma turret technology prerequisites additionally include High tech parts. - Switched Electricity, Steam and Dark age technology icons with high fidelity 512x512 versions. - Moved Gauss module to Exotic age. - Added Gauss module to Black hole exploration prerequisites. - Removed Gauss module from Black hole machine prerequisites. - Moved Particle accelerator technology inbetween High tech parts and Exotic matter separation. - Particle accelerator recipe inputs: 20 High tech parts -> 100 Computing units. - Exotic age prerequisites: Matter stabilizer -> Plasma turret. Additionally requires Thalassic Ascension, Superior induction matrix coil, Superior induction matrix converter. - EI Productivity technologies' formula revised from 1.5^L*500 -> 100*(1+0.15*L). Bugfixes: - Corrected EI spellings of Seperated -> Separated.
Version: 1.2.05 Date: 7-23-2025 Features: - Added Worm-torn relay core item & mipmapped it and the other anomalies. - Created Exotic matter separation technology, prerequisites Promethium science and EU circuit. Changes: - Uranium asteroid crushing recipes outputs: Uranium ore -> Uranium chunks, can additionally yield Isotopic ghost shell. - Rock asteroid crushing recipes outputs: Can additionally yield Gravity braided ore. - Chemical asteroid crushing recipes outputs: Can additionally yield Neuro-reactive residue. - Scrap asteroid crushing recipes outputs: Can additionally yield Worm-torn relay core. - Organic asteroid crushing recipes outputs: Can additionally yield Sporeglass heart. - Petrified asteroid crushing recipes outputs: Can additionally yield Chrono-fossil shard. - Steam roboport additionally requires 20 Iron beam. - Vanilla roboport charging energy 500kW -> 1MW. - Advanced bot engine now made in the Nanotecture fabrication complex. - Advanced bot engine recipe inputs: Additionally requires 8 batteries. - Obelisk heavy cargo bot energy per tick 17 -> 9kJ. - Advanced roboport engine recipe inputs: 40 Electric engine units -> 40 Advanced motors. - Basic steam locomotive burnt inventory size 2 -> 3. - Advanced steam locomotive burnt inventory size 1 -> 2. - Diesel locomotive burnt inventory size 1 -> 3. - Moved exotic matter separation recipes into Exotic matter separation tech. - High tech part technology's prerequisite now Exotic matter separation. - Basic Uranium asteroid crushing recipe outputs: Removed 235, 238 and Pure lead. Increased probability of Uranium chunk. - Added More Asteroid Reprocessing to incompatible list. Bugfixes: - Removed extraneous data.raw call which was simplifying Advanced roboport engine and Advanced robot engine recipes.
Version: 1.2.04 Date: 7-21-2025 Bugfixes: - Restored Quantum Age tech icon after overwriting it with Exotic Age icon during re-exporting.
Version: 1.2.03 Date: 7-21-2025 Bugfixes: - Don't call random before variable initialized.
Version: 1.2.02 Date: 7-21-2025 Features: - Created items for some of the anomalies necessary for forthcoming Space & Black Hole Data recipes. Changes: - Re-exported recently introduced graphics with higher-quality nohalo scaling and superior compression ratios. - Restored crystal_echo line by line color randomization. - Excavator surface conditions now include gravity. - Small simulator energy usage 500kW -> 3MW. - Simulation data recipe input: 2 Computer power -> 4. - Computing power recipe input: 5 Electronic parts -> 10. - Computing power recipe output: 1000 Computing power -> 100. Time required 100 -> 60s.
Version: 1.2.01 Date: 7-20-2025 Bugfixes: - Temporarily disabled Atan Ash startup setting causing burnt entities to drop ash, this should allow new maps to be MP compatible. Edit: Looking more closely at Atan-ash, there is in fact a hook for on_configuration_changed, ergo this fix should allow MP compatibility for new and old saves.
Version: 1.2.00 Date: 7-19-2025 Bugfixes: - Laser turret damage_multiplier -1.2 -> 1.2, does damage again.
Version: 1.1.99 Date: 7-19-2025 Features: - Added empty diesel fuel unit as the burnt result for diesel fuel unit. - Added recipe to railway allowing refilling empty diesel fuel unit. Changes: - Diesel fuel unit recipe input: Additionally requires 1 insulated wire, time required 1 -> 1.5s. - Diesel fluid fuel value 50 -> 200 kJ. - Kerosene fluid fuel value 200 -> 140 kJ. - Diesel fuel unit recipe output: 10 diesel fuel unit -> 1. No longer net gain in energy from putting diesel into fuel unit. - Diesel locomotive technology prerequisites now: Logistics 2, Plastic, Advanced circuit, Electric engine unit. - Diesel locomotive recipe inputs: 10 circuits -> 5 advanced circuits, additionally requires 10 steel mechanical parts, 8 Electric engine units. - Removed superfluous pump unlock from fluid wagon.
Version: 1.1.98 Date: 7-19-2025 Changes: - Black hole exotic age tech prerequisites: additionally requires Gauss module. - Black hole exotic age tech recipe input: additionally requires 1 Gauss module. - Exotic age tech recipe input: 2 Photon cavity -> 1 Speed module 6, 2 Gluon cavity -> 1 Efficiency module 6, 2 Z-boson cavity -> 1 Productivity module 6. - Swapped hydrofluoric for nitric acid in the Tier 2 slag chunk extraction recipe and moved unlock to Nitric Acid. - Increased probabilities of chunk yields for all slag extraction recipes. - Created productivity technology with 5 levels for Slag chunk extraction, slotted in Simulation Computer Age—unique icon pending. Bugfixes: - Hidden dependency names corrected for Woodoria and K2SO. @Assasin_Asha
Version: 1.1.97 Date: 7-19-2025 Changes: - Computer, Simulation and Alien Age technology icons updated with high fidelity 512x512 versions. - Simulation and Alien Computer Age technology descriptions inscribed. - Exotic Age technology prerequisites additionally include Efficiency 6, Productivity 6, Speed 6 and Matter Stabilizer. - Exotic Age technology recipe output 2 Exotic tech -> 1. - Exotic Age technology recipe inputs: High tech parts 8 -> 25. Additionally requires 2 Photon cavity, 2 Gluon cavity and 2 Z-boson cavity. - Advanced steam fluid wagon capacity 10000 -> 25000. - Burner heater and Fluid heater max heat transfer rate: 1800 -> 5400 kW. - Burner heater and Fluid heater heat connections changed from output only to input/output. - Enabled heat pipe connector graphics for Burner heater edges.
Version: 1.1.96 Date: 7-19-2025 Changes: - Neo assembler can additionally craft recipes of category Electronics. - Nano material factory can additionally craft Electromagnetic recipes. - [breaking] Nano material factory fluid input/outputs 1/1 -> 2/2. - Nano material factory recipe inputs: 20 Processing units -> 20 Computing units, additionally requires 20 Carbon-fiber plate. - Renamed liquid nitrogen cooled beacons: Tier1—Subzero Phase Array Beacon, Tier2—Absolute Zero Phase Array Beacon, descriptions appropriately modified and extended versions added to technologies. - Removed ei-bio-chamber from Excavator crafting categories. - Removed Advanced motor recipe unlock from Automation 3 technology. - Automation 3 technology prerequisite set to Simulation Computer Age matching its required research inputs. - Quantum Age additionally requires Electrified oil production, Advanced deep drill, Advanced centrifuge, and Excavator researched. - Quantum age tech recipe output 4 Quantum techs -> 1. - Fusion quantum age tech recipe output 10 Fusion techs -> 1. - Exotic age tech recipe output 10 Exotic techs -> 2. - Black hole exotic age tech recipe output 2 Black hole techs -> 1. - Simulation computer age tech recipe output 8 Simulation techs -> 2. - Alien computer age tech recipe output 10 Alien techs -> 2. - Renamed Fusion Research Quantum-Fusion Age, added descriptor. - Age base research ingredient costs adjusted from 100: Steam—200, Electricity—300, Computer—400, Simulation—500, Alien—500, Quantum—600, Fusion—700, Exotic—800, Black-hole—900. - Quantum Age and Exotic Age technology icons updated with high fidelity 512x512 versions. - Advanced centrifuge, Advanced chemical plant, Advanced deep drill, Excavator, Electrified oil production, Petroleum reforming, and Dirty water production moved to Simulation Computer Age in concordance with prerequisites. - Moved Ash separation recipe unlock from Automation 3 -> Coal coke processing. - Ash separation recipe output: iron ore -> poor iron chunk, probability 5 -> 4%. Additionally can yield slag @ 1% chance. - Nano material factory renamed Nanotecture fabrication complex and description updated. - Removed Eliont's "easter egg" cheat_mode activator. FFS...
Version: 1.1.95 Date: 7-18-2025 Changes: - Electromagnetics plant can additionally craft: EU circuit, Neodymium magnet, Efficiency/Production/Speed modules 4-5, Plasma turret, Solar panel 2-3, Cooled beacon, Compact beacon, Data cable, Induction matrix components basic -> advanced, Insulated wire, Central processing unit, Electronic parts, Semiconductor-based circuits, Holographic projectors, EM locomotives and charger, Field generator, Computing unit, Module parts and Module base. - Flesh Crucible and Neuromarrow Engine can additionally craft Biochamber recipes. - Biochamber can additionally craft bio versions of: Magnet, Suspicious plating, Insulated wire, Energy crystal, High energy crystal, Hydrofluoric acid, Nitric acid and Electronic parts. - Evolved alien seed moved from chemistry to EI bio. - Bio matter moved from chemistry to EI bio. - Efficiency/Production/Speed module 6, Gauss module, and Induction matrix superior components moved to Exotic assembler. - Moved Efficiency/Production/Speed module 6 and Induction matrix superior components technologies to Fusion-Space Quantum Age with additional prerequisite of High tech parts. - Gauss module base research ingredient requirement 100 -> 300. - Superior induction matrix coil, converter, and core base research ingredient cost 100 -> 150. - Efficiency/Production/Speed module 6 base research ingredient requirement 100 -> 150. - EM Charger recipe inputs: 2 Field generators -> 8, 25 processing units -> 25 computing units. - Cooled beacon recipe inputs: 4 electronic parts -> 20 processing units, 8 steel mechanical parts -> 12, additionally requires 8 advanced motors, 16 gold ingots. - Compact beacon recipe inputs: 5 carbon carbon-fiber compound -> 15, 6 magnets -> 8, 10 steel mechanical parts -> 20, superior data 20 -> 30, additionally requires 10 computing units.
Version: 1.1.94 Date: 7-17-2025 Features: - Created alternative Advanced motor recipe requiring 150 lubricant but no cryo-dust. - New technology Advanced motor created in Computer Age for alternative Advanced motor recipe. - New technology Advanced motor cryo created in Alien Computer Age with prerequisite Cryodust for Advanced motor cryo recipe which substitutes 135 lubricant for 2 cryodust. Changes: - Restored advanced motor recipe requiring lubricant. - Rocket silo technology prerequisites now includes Advanced motor. - Module core and Module part recipes moved to Modules technology. - Module technologies now require Modules technology as a prerequisite. - Computer core prerequisite changed from Gaia to Advanced motor—Simulation Computer Age can be reached without leaving Nauvis. - Simulation chamber recipe input: 8 Electric engine unit -> 8 Advanced engine unit. - Krastorio storage inventory slot sizes: Strongbox 120 -> 24, Warehouse 500 -> 48. Includes logistic variants. - Capped all detected storage and logistic containers at 64 slots—overfilled containers items will not disappear, but they will only allow items to be taken out. - Exotic matter centrifuging from exotic ore probability cut in half and max output doubled from 1 -> 2. Bugfixes: - Check if Steel furnace is an assembler or a smelter before setting its energy_usage. - ei_data.heating_energy table creation fortified with dynamic creation and sanity checks.
Version: 1.1.93 Date: 7-17-2025 Changes: - Camp-fire now requires favorable surface conditions such as an atmosphere. - Camp-fire no longer requires heating not to freeze. - Quantum research computer recipe inputs: 100 processing units -> 100 computing units. - Warp beacon recipe inputs: 2000 processing units -> 2000 computing units. - Alien beacon repair kit recipe inputs: 200 processing units -> 200 computing units. - EI Crushers can now do all space crushing recipes. - Space crusher can now do all ground crushing recipes. - EI crushers' heating energy requirement aligned with space crusher. - Steam crusher energy usage 50 -> 380kW. Bugfixes: - Added lang entry for camp-fire burning recipes. - Vanilla_patches.lua prevents nil error checking if steel-furnace has been turned internally into an assembling-machine ie Krastorio2-spaced-out.
Version: 1.1.92 Date: 7-16-2025 Changes: - Heat steel furnace recipe aligned with regular steel furnace + 1 low capacity heat pipe. - Several planets as well as Krastorio2-spaced-out re-added as hidden dependencies to encourage amenable load order. - Krastorio2-spaced-out singularity beacons now count as 2 beacons toward beacon overload limit. Bugfixes: - Get_ages() now avoids infinite loops by keeping track of seen technologies and de-duplicating return output with new ei_lib.unique_values_only(). - Heat steel furnace prototype no longer based off deepcopy of steel furnace and ergo existence can be guaranteed despite interlopers.
Version: 1.1.91 Date: 7-16-2025 Bugfixes: - Reforge_gaia global no longer reset to 0 on every load due to checking against variable with typo ergo Gaia will only be reborn once if necessary.
Version: 1.1.90 Date: 7-15-2025 Changes: - Pruned unwarranted and synergy-unconfirmed optional mod dependencies. - Reduced slot size of several chest-shaped vehicles' inventory, notably: Car—14, Tank—16. - Moved Flow Control pipe section unlocks to Fluid Handling.
Version: 1.1.89 Date: 7-15-2025 Changes: - Result ~= spoil_result—gold bacteria spoiling into gold chunks corrected.
Version: 1.1.88 Date: 7-15-2025 Changes: - Split lignumis compatibility recipe switches off into alternative recipes: Burner inserter, mechanical inserter, burner mining drill and burner lab now have alternatives using wood and gold. - Lignumis gold bacteria spoils into gold chunks.
Version: 1.1.87 Date: 7-15-2025 Changes: - ei_lib.merge_item can now additionally iterate over simple-entity and tree. - Lignumis gold ore -> gold chunk merge now includes the flora.
Version: 1.1.86 Date: 7-15-2025 Bugfixes: - Wrapped extinguisher technology prerequisite in { } to satisfy the table gods.
Version: 1.1.85 Date: 7-15-2025 Features: - Added fire extinguisher to required dependencies, slotted into Electric age—prerequisite is Sulfur Processing, enables hand-held fire-fighting efforts. Changes: - Reduced how often camp-fire spawns fire. - Turbo belts, splitters, and undergrounds additionally require 8, 12, and 30 steel mechanical parts. - Neodymium belts, splitters, and undergrounds additionally craftable in Foundry. - Neodymium splitter input: processing unit -> computing unit, additionally requires 18 steel mechanical parts. - Neodymium belt and underground additionally require 10, 30 steel mechanical parts. - Express transport belt input: carbon-fiber plate 1 -> 3. - Express transport underground belt input: carbon-fiber plate 1 -> 12, steel mechanical parts 5 -> 30. - Express transport splitter input: carbon-fiber plate 1 -> 12, steel mechanical parts 5 -> 12. Bugfixes: - Induction matrix core stats initialized with values of 0 instead of nil preventing error in editor. - Induction matrix core stats checker additionally guards against nil error.
Version: 1.1.84 Date: 7-14-2025 Features: - Moved carbon manipulation recipes introduced in 1.1.5 into new technology: Carbon Manipulation—prerequisites are Space Platform and High Energy Crystal Production. - Added recipe to turn molten carbon into raw carbon. - Added recipe to turn coal coke into molten carbon. Changes: - Carbon -> Molten carbon slag output -> ash.
Version: 1.1.83 Date: 7-13-2025 Bugfixes: - Measure twice cut once >.<
Version: 1.1.82 Date: 7-13-2025 Changes: - Camp fire can now burn wood, wooden chests, and Lignumis lumber. - Gate energy inflow limit 5 -> 25GW. - Gate buffer capacity 50 -> 60GJ. Shutoff remains 45 GJ. Bugfixes: - Nil check to prevent invalid entity in camp_fire control file caused by removing entities with on_destroy handlers.
Version: 1.1.81 Date: 7-13-2025 Changes: - EMT glow effect color pool expanded upon. Bugfixes: - Merged pull request from @baadfood: heat steel furnace connections now functioning properly and accessible from all sides. - Fixed charger glow params associated nil error. - Fixed train glow function referred to mispelled startup setting and ergo was always off. - Fixed echo_codex handle_global also referred to mispelled startup setting.
Version: 1.1.7 Date: 7-13-2025 Changes: - RESTORED removal of Kovarex Enrichment Process recipe—technology renamed Kovarex Fuel Enrichment to reflect remaining Nuclear Fuel recipe unlock. - Black hole, Quantum, Exotic and associated sub ages technology recipe complexity increased. - Pollution combinator recipe requires electronic parts as well as an electronic circuit. Bugfixes: - Corrected mispelling of Suspicious and Crushing in en lang file. - Compact beacon correctly shows as being in Quantum Age with all associated prerequisites. - Molten carbon symbiote reheating now yields molten carbon symbiote instead of reverting to molten carbon. - Change method of modifying jamie's pollution combinator recipe.
Version: 1.1.6 Date: 7-12-2025 Bugfixes: - Actually send events all the way through induction matrix control preventing nil value. - Added check against nil event in on_built and on_destroyed events. - Logistics 3 prerequisites and age set to match its research inputs, ie Simulation Computer Age. - Corrected mispelled prototype name which was prohibiting productivity on electron tube. - Corrected incorrect prototype name for jamie's pollution combinator, recipe now properly modified. - Altered changelog formatting in pursuit of allowing in-game display.
Version: 1.1.5 Date: 7-12-2025 Features: - Alternative artillery shell and turret recipes using ingredients located on Nauvis created and added to Artillery technology. - Alternative pre-quantum age carbon-fiber plate production involving Carbon and Molten glass in the Arc Furnace to make high-temperature Molten carbon combined with High energy crystal and/or Energy crystal solution in the Crystal grower to make high-temperature molten carbon symbiote which the Caster then combines with 500c steam to cast Carbon-fiber plates—all recipes unlocked with Rocket Silo, cooled molten carbon can be fed back through the Arc furnace to heat it up again. Changes: - Quantum age carbon fiber plate recipe inputs: 1 crushed coal -> 1 carbon, additionally requires 3 ceramic, sulfuric acid -> hydrofluoric acid, steam must be at least 900c. - Quantum age carbon fiber plate recipe crafting time 5 -> 20s. - Nano material factory energy usage 4 -> 80MW. - Artillery turret recipe input: 40 iron mechanical parts -> 15 iron mechanical parts, 15 steel mechanical parts, 5 iron beam, 5 steel beam. - Artillery shell recipe input: 8 explosives -> 4 explosive cannon shell, additionally requires 2 electronic parts. - Inserter capacity bonus 1 additionally affects bulk inserter. - Slag extraction, fluorite from sand, fluorite from dirty water, dirty water from any sorted into material refining category. - [BREAKING]Purifier inputs/outputs 1 -> 2. - [BREAKING]Crystal grower inputs/outputs 1/0 -> 2/2. - Arc furnace fluid input 0 -> 1. - Caster fluid inputs 1 -> 2. - Water extraction from morphium additionally outputs bio sludge. - Bio sludge as byproduct production drastically curtailed and productivity forbidden. - Steam logistic chest size 48 -> 32. - Fluorite from morphium category crafting-with-fluid -> centrifuging. - Fluorite from dirty water category crafting-with-fluid -> purifier. Additionally outputs water. Bugfixes: - Added lang definition for ei-warm-fire.
Version: 1.1.4 Date: 7-11-2025 Features: - Added camp-fire which can burn fuel for light, slotted into Dark age—caution around open flames is always warranted. Adapted from: @dodo.the.last's fire - Lignumis compatibility adds recipe to Caster for gold plate. - Added flammable oils to required dependencies—flammable fluids in destroyed pipes have a chance to catch fire and/or explode. See optional dependency WaterTurret-revived for countermeasure. Changes: - Heat chemical plant crafting speed 0.5 -> 1.5. - Heat chemical plant emissions 0 -> 5/m. - Chemical plant energy usage 217kW -> 1MW. - Advanced chemical plant energy usage 500kW -> 2.5MW. - Advanced chemical plant emissions 0 -> 8/m. - Heat oil refinery energy usage 420kW -> 1.5MW - Heat oil refinery pollution 0 -> 15/m. - Advanced oil refinery energy usage 500kW -> 3MW. - Advanced oil refinery pollution 10 -> 25/m. - Foundry emissions 6 -> 18/m. - Steam assembler effectivity 30 -> 70%. - Steam inserters effectivity 10 -> 70%. - Basic oil pump jack effectivity 100 -> 70%. - Basic oil pump jack emissions 0 -> 10/m. - Advanced centrifuge emissions 0 -> 8/m. - Advanced centrifuge energy usage 750 -> 900kW. - Steam mining drill emissions 0 -> 10/m. - Steam mining drill effectivity 100 -> 70% - Steam mining drill module slots 0 -> 2. - Excavator emissions 0 -> 25/m. - Electric quarry emissions 100 -> 30/m. - Electric quarry mining speed 0.5 -> 1. - Burner quarry emissions 12 -> 36/m. - Burner quarry mining speed 0.5 -> 1. - Burner quarry energy usage 150kW -> 1.1MW. - Advanced deep drill module slots 2 -> 4. - Advanced deep drill energy usage 2 -> 7MW. - Deep drill module slots 1 -> 2. - Big mining drill energy usage 300 kW -> 2MW. - Steam assembler emissions 0 -> 4/m. - Steam crusher emissions 0 -> 2/m. - Crusher emissions 0 -> 2/m. - Advanced crusher emissions 0 -> 4/m. - Advanced crusher energy usage 362 kW -> 1.4MW. - Crystal grower emissions 0 -> 4/m. - Purifier emissions 0 -> 8/m. - Wafer factory emissions 0 -> 6/m. - Distillation tower emissions 0 -> 10/m. - Advanced distillation tower emissions 0 -> 12/m. - Advanced distillation tower energy usage 207kW -> 6MW. - Hypercooler emissions 0 -> 8/m. - Neuromarrow Engine emissions 0 -> 35/m. - Flesh Crucible emissions 0 -> 20/m. - Nano material factory emissions 0 -> 8/m. Bugfixes: - Included lang definitions for: ei-matter-explosion and Lignumis entries which were (winding up?) missing.
Version: 1.1.3 Date: 7-11-2025 Features: - Mod compatibility added for Flare Stack by @GotLag—slots into Steam and Electricity age. Changes: - Steam assembler module slots 0 -> 2. - EI beacons and buildings now accept quality modules. - Can no longer void items penalty free into water.
Version: 1.1.2 Date: 7-10-2025 Changes: - Merged Lignumis gold ore and molten gold with EI equivalents. - Lignumis molten gold from ore recipe additionally yields slag. - Lignumis gold plate recipe additionally yields slag. Bugfixes: - Foundry molten iron & copper now merge into EI equivalents instead of vice versa. - Steel beam -> molten steel recipe input corrected to Steel beam, not Steel ingot. - Removed vanilla requester chest from logistic robotics.
Version: 1.1.1 Date: 7-10-2025 Features: - Steam pumps are now created with enough steam to jump-start fluid flow in remote bases—initial amount increases with quality. Changes: - Foundry molten metal from ores slag output probability 100 -> 33%. - Lignumis compatibility remediated, start should now be possible.
Version: 1.1.0 Date: 7-9-2025 Features: - Burner and electric lab made compatible with Disco Science. @ShayoDarkleaf Changes: - Caster can additionally craft holmium and tungsten plates. - Combined molten metals from foundry with arc furnace equivalents. - Foundry molten metal from lava stone output -> 8-12 slag. - Foundry molten metal from ores additionally produces slag. - Foundry iron gear wheel casting -> iron mechanical parts casting. - Foundry iron stick casting -> iron beam. - Foundry crafting speed reduced 4 -> 1.5. Power usage increased 2.5 -> 58MW. Module slots reduced 4 -> 2. Bugfixes: - Prevented productivity from affecting slag output. - Prevented productivity from affecting morphium -> extraction by-products. - Lang entry for neodymium extraction from morphium. - Lang entry definition typo corrected for poor chunk smelting.
Version: 1.0.9 Date: 7-8-2025 Features: - Infinite productivity technologies for: Ore purification, Dirty water usage, and Morphium usage. - Technology for creating dirty water from stone and water: Dirty water production. - Technology for extracting pure ores from dirty water: Dirty water usage. - Technology for extracting crushed neodymium from dirty water: Neodymium dirty water usage. - Split Morphium -> Petroleum recipes off into seperate technology gated behind Morphium usage and Alien Computer Age. Changes: - Moved Morphium -> Fluorite recipe to Morphium usage technology. - Morphium usage technology now shows Morphium instead of Dirty water icon. - Reverted ESI 333% output buff to pure ore -> molten ore production (50->15). - Updated 90 lines of lang zh-TW. - Restored poor iron and copper chunks. (Can't be processed into Pure ore, higher probability of slag, 3:1 chunk:plate ratio) - Restored removal of productivity from lubricant. - Insulated pipes and storage tanks no longer require heating not to freeze (ie on Aquilo) and can additionally be crafted by the Cryogenic plant.
Version: 1.0.8 Date: 7-7-2025 Changes: - Burner lab, assembler and quarry smoke sprite swapped and production thinned out. Bugfixes: - Beacon overload on_destroyed not updating machines.
Version: 1.0.7 Date: 7-7-2025 Bugfixes: - Correctly remove vanilla passive provider and storage logistic chests from technology unlocks. - Set internal flag indicating mod's Space Age requirement.
Version: 1.0.6 Date: 7-5-2025 Bugfixes: - Swapped direct data.raw calls in music_patches with ei_lib.raw to prevent indexing nil values and now falls back to creating new track entries if originals are missing.
Version: 1.0.5 Date: 7-5-2025 Features: - Imported french translation from Patch FR des Mods by @bev.
Version: 1.0.4 Date: 7-3-2025 Features: - Individual technologies for the EI Containers progression— Containers (Electricity Age—Regular, Filter) -> Logistic Containers (Computer Age—Red, Yellow) -> Advanced Logistic Containers (Computer Age—Blue, Pink, Green). Changes: - Renamed Logistic System to Logistic Theory and rewrote description to reflect its lack of chest unlocks. - Flying robot frame additionally requires 5 Electronic parts. - Turbo loader lubricant distillate input -> electrolyte. - Turbo belt, splitter, underground lubricant input -> electrolyte. - Air scrubber lubricant distillate input -> lubricant. - Computer age technology pack lubricant distillate input -> lubricant. Bugfixes: - Corrected spelling of Nuetron -> Neutron in collector entity filter resolving nil error. - Gaia discovery and Induction matrix core tier 1 additionally require Epoch packs upto Computer Age.
Version: 1.0.3 Date: 7-3-2025 Features: - More asteroid spawner definition set created for Nauvis<->Gaia route. Changes: - Slag chunk extraction using Morphium recipe: Morphium input 100 -> 10. Acidic water output -> 1-3 Bio sludge. - (in line with 1.0.0 changes to Morphium->liquid extractions) - All Morphium->Resource extraction recipes additionally require 1 High energy crystal - All Morphium->Resource extraction recipes outputs: Dirty water -> Bio sludge, additionally small chance to yield Energy crystal. - Starting coal 2 -> 4. - Updated internal More Asteroids to 0.4.2. Bugfixes: - Neutron collector additionally checks if emitters are active before counting towards collection. - Neutron collector visibly shuts off according to being disabled by control behavior. - Molten glass sand input 240 -> 60, ratio now not abysmally worse than using regular smelters and instead 25% more efficient for the same volume of sand. - Pistol restored to starting equipment. - Black hole generator now checks if Injector pylon is active before counting it towards Injection requirement or adding its supplied energy to internal battery. - Pruned changelog hallucinations and corrected formatting.
Version: 1.0.2 Date: 7-3-2025 Bugfixes: - Copper, Iron, Steel ingot recipes sorted back into Material refining.
Version: 1.0.1 Date: 7-3-2025 Changes: - Pneumatic soul no longer requires gold. Bugfixes: - Steam inserter filter icons now visible above steam fluidbox.
Version: 1.0.0 Date: 7-2-2025 Features: - Seven main menu background replacements—select a choice from startup options—defaults to The Crystal That Screams. Options include: Vector Bifurcation: Portal Ignition, Saluting the Solar Core, Daemonic Invitation, Yin and Yang: Cloudflesh, Industrial Dominance: Crystalline Vigil, and Choking Smog: Ascension Protocol - Soundtrack replacement for main menu. - Full soundtrack replacement for Nauvis. - Full soundtrack for Gaia. - Positioned and or enabled wire connectors for all of the following: *Crystal accumulator, *EM train charger, Neuromarrow engine, Cannon turret, Plasma turret, Flesh crucible, Black hole generator, Energy injector/*extractor pylons, Fusion reactor, Fission facility, Neutron activator, Neutron collector, Nuclear waste storage, Burner heater, Fluid heater, *Industrial combustion turbine*, High temperature reactor, Advanced oil refinery, Gate, Advanced roboport, EI containers, *Induction matrix core, Particle accelerator, Matter stabilizer, Quantum computer, Advanced+Distillation towers, Burner assembler, Steam assembler, Steam crusher, Metalworks 1-4, Neo assembler, Exotic assembler, Crusher, Advanced crusher, Wafer factory, Caster, Air filter, Nano material factory, Advanced chemical plant, Advanced centrifuge, Plasma heater, Arc furnace, Purifier, Crystal grower, Computer core, and Small simulation chamber. *No functionality. —Props to Quezlers wire connector utility mod. - Custom headlights for each Steam train. - Custom engine start, engine stop, engine running, engine idle and 6 whistle-on-stop sounds for Steam trains. - Custom firing sound with 6 variants for Plasma turret. - Custom explosion sound with 6 variants for Plasma turret bullet explosion. - Pulsing idle glow for Arc Furnace. - Pulsing idle glow for Plasma Heater. - Advanced semiconductor potentially yields advanced semiconductor failure which can be crushed into energy crystals, crushed gold, and sand. - All the Bio alternative recipes now have a significant chance of producing Bio sludge. - Slag can be run through the Purifier with either sulfuric or hydrosulfuric acid or morphium+high energy crystal to extract variable amounts of iron, copper, lead, sulfur, coal, neodymium, and uranium chunks at a low probability alongside a consistent but variable amount of acidic water. - Import zh-CN locale from ai_cn by @lyx_kljk. - Added two space only steam recipes. - Imported and tweaked More Asteroids ESI fork. - EI Turbo loader added and inserted into upgrade progression. It filters per lane and stacks upto 2. Sprite recolor credit to @Samario - Elevated pipes added to required dependencies and slotted into Steam Age. The recipe's requirement for iron stick -> copper mechanical parts. - Zeus Wrath lightning turret, gun, and ammo added to required dependencies and slotted into Quantum Age. Recipe requirements mostly replaced and supplemented with EI specific exotics. - Explosive, Toxic, Cold, and Arachnid biters added to required dependencies—Explosive will spawn on Nauvis and Vulcanus, Cold will spawn on Nauvis and Aquillo, Toxic & Arachnid will spawn on Nauvis; these settings are enforced. - Fulgoran Enemies added to required dependencies. - RP Steam Roboports added to required dependencies and slotted into the Steam Age—behold the majesty of well thought out early-game mechanical bots. Beware: a bot running out of steam results in an impromptu meting with the ground! Also includes a STEAM POWERED PUMP, unlocked with Steam pistons. - Atan Air Scrubber added to required dependencies and slotted into Computer Age—Recipes modified with EI specific materials, intermediates, waste products. - Pollution Combinator (Jamie's Fork) added to required dependencies and slotted in Computer Age—recipe requirement for 1 Circuit -> 2 Electronic Parts. - Atan ash added to required dependencies—ash sprite size scaling increased to improve visibility. - Cheese's Concentrated Solar added to required dependencies and slotted into Steam Age—recipes modified with EI specific materials and intermediates. - Fluid boiler glow added. - Mechanical inserter and long inserter added to Dark Age—through ancient dark rites these springs can filter 1 item while slowly coiling and uncoiling in perpetuem, powered only by the void. - NOTE Restored indicates something was brought back from Exotic Industires 0.69 from Factorio 1.1.*** Changes: - Spearling fast construction bot energy capacity 5 -> 25MJ. - Obelisk cargo bot speed 1 -> 20km/h, energy per tick 0.1 -> 17KJ, energy per move 1 -> 25KJ. - Pneumatic Soul additionally requires 1 Gold ingot. - EI Tier 1 bots technologies moved to Simulation Computer Age. - Gaia spawns: Removed Fulgoran ruins, drastically reduced scrap size, richness, probability. - Set custom freeplay init message and starting loadout. - Matter stabilizers light changed from white -> cerulean, scale and intensity reduced, gentle flicker added. - Black hole energy injector pylon light changed from white -> turquoise , scale and intensity reduced, gentle flicker added. - Black hole energy extractor pylon now lights up hot pink. - Exotic assemblers energy requirement 1 -> 5 MW, additionally accepts Quality modules and glows while crafting. Death explosion changed from medium regular to huge plasma. - Matter stabilizers must now be on to provide stabilization and Exotic assemblers must be crafting or have crafting progress to explode and are biased to explode with greater certainty the further along crafting progress is. In addition 1 Stabilizer no longer affords total protection against instability, an algorithm for matter machine chance to explode on any given update cycle can be expressed as: - P = [0.12 / (s + 1)^2.43] × (1 + p)^3 ÷ (U / S) - s = number of in-range stabilizers - S = total number of stabilizers in the world - p = crafting progress (0–1) - U = effective updates per stabilizer per second - "The more it crafts, the closer it comes to rupture. Stabilizers help. Time never does." - Exotic assemblers will now—upon suffering critical entropic cascade—emit a floating message, print a message with gps coordinates and violently detonate rendering asunder all in proximity. - High temperature reactor now converts water -> steam at 1:10 ratio and ergo requires 1/10th the water for all its steam recipes. Fluid box input size 1200000 -> 120000. - Steel and Heat steel furnace energy consumption 90 -> 135kW. - Heat steel furnace emissions per minute 2 -> 1.25 pollution. - Gate recipe inputs: Concrete 50 -> 250, Electronic parts 100 -> 200, Steel plate 200 -> 100, additionally requires 100 Steel beams. - Burner lab, assembler, and quarry now emit smoke when working. - Burner lab can additionally research Computer Age technologies. - Flesh Crucible power usage 500 -> 750kW. Two additional pipe connections added to contend with additional recipes. - Neuromarrow Engine power usage 500kW -> 1.5MW. - Bio related recipes that were made in assemblers or chem labs have been moved to the Neuromarrow Engine and Flesh Crucible. - Crushing semiconductor now yields variable amounts of sand and occassionally crushed gold. - Restored Stone path (1.6), Hazard (1.8), Refined(2.2), and Regular concrete (1.8) speed bonus buffs. - Restored nuclear fuel 1.5x speed and acceleration bonuses. - Restored Burner assembler recipe inputs: Additionally requires 2 Copper beams. - Restored Rocket parts recipe inputs: Additionally requires 1 Copper beam. - Plasma heater recipe inputs: Additionally requires 10 Electronic parts. - Arc furnace recipe inputs: Additionally requires 10 Steel beams. - Restored Fluid boiler recipe inputs: Additionally requires 2 Copper beams. - Restored Burner/Electric quarry recipe inputs: Additionally requires 10 Copper beams. - Electric quarry recipe inputs: Iron plate/Iron mechanical parts -> Steel Plate/Steel mechanical parts. - Excavator recipe inputs: 24 Steel plate -> 12. Additionally requires 12 Steel beams. Restored requirement for 4 electric quarries. - Restored Steam assembler recipe inputs: Additionally requires 2 Copper beams. - Restored Steam crusher recipe inputs: Additionally requires 2 Copper beams. - Restored Steam miner recipe inputs: 4 Iron mechanical parts -> 4 Copper beams. - Big lab recipe inputs: 40 Energy crystal -> 100 High energy crystal. Additionally requires 100 Steel beams. - Lab inputs: Electric lab goes upto Alien/Advanced Computer Age, Electromagnetic, Metllurgic, Agricultural. Biolab is same plus Quantum age. Big lab is same plus Exotic Age. - Restored Electron tube intermediate. - Solar panel buff reverted 100 -> 80kW. - Restored barrels stacking to 1 concurrent with their drastically increased capacity. - Restored ammo damage buff to regular and piercing round magazines. - Restored Spidertron burner engine mechanic—additionally emits smoke and pollution. - Restored production module limitations to EI modules. - Restored copper, iron, steel beam intermediates. - Restored electron tube intermediate. - Restored dirty water -> fluorite, water+slag -> dirty water, water+sand -> dirty water recipes. - Restored EI specific vanilla recipe modifiers. - Restored Gaia specific pump. - Arc Furnace/Plasma Heater ore smelting now has 1% chance of producing slag. - Restored slag mechanic—smelting produces accompanying slag which must be dealt with. - Milestone preset: Added variety of items, entities, and doodads. - Advanced roboport doubled in size. Charging slots 6 -> 12. Slots 10 -> 20. Radius 70 -> 115. Idle energy usage 4 -> 8MW. Charging energy 4 -> 12 MW. Buffer capacity 400MJ -> 1GJ. Input flow limit 160 -> 300MW. Health 1000 -> 2000. - Advanced roboport recipe: additionally requires 50 Electronic parts and 40 Steel beams, Roboports 4 -> 8, Processing units 20 -> 40, Advanced motors 20 -> 40. No longer allows Productivity. - Biochamber power source restored to nutrients. - Steam long inserter recipe inputs: Burner inserter -> Steam inserter, Steam engine -> Steel mechanical parts. - Long inserter recipe inputs: Iron mechanical parts -> Steel mechanical parts. - Morphium fluid related recipes moved to Alien intermediates. - Simulation computer age tech recipe inputs: Simulation data 12 -> 48, 3 Electric engine unit -> 4 Data cables. - Restored Gaia pump—on Gaia regular offshore pumps will face corporeal rejection, Gaia pumps must be used, and they too will choose non-existence if used outside of Gaia. - Computer age tech recipe inputs: 1 Advanced circuit -> Electronic Parts, 10 Lubricant -> 25 lube distillate, output 1 -> 2 science, time 18s -> 27. - Bio Sludge fuel value 0 -> 25kJ. - Alien seeds no longer found in Fulgorite. - Fulgoran ruins and scrap now yield iron mechanical parts and iron beams instead of iron gear wheels and iron sticks. - Rocket silo 10 -> 4 modules. - Accumulator buffer capacity 10 -> 6MJ. Input flow limit 325 -> 425kW. Output flow limit 325 -> 425kW. - Fluid burn values modifed for: Crude oil 150 -> 50kJ. Heavy oil 100 -> 250kJ. Light oil 100 -> 500kJ. - Steam train sprite updated to use @cupcakescankills animated steam train—the wheels spin in sync with movement and it has animations for elevated rails. Bear in mind UPS usage scales linearly with total count of this particular entity. - Diesel locomotive emissions per minute 0 -> 1.75. - Steam train smoke ending size increased. - Steam train max power 800 -> 900kW. Friction force 0.003 -> 0.4 Air resistance 0.003 -> 0.01. Weight 4000 -> 4500. Emissions per minute 0 -> 10. Fuel effectivity 100 -> 70%. Front light colored to represent ye old soot coated incandescent. - Steam basic cargo wagon friction force 0.0015 -> 0.1. Air resistance 0.002 -> 0.006 - Advanced steam train max power 1150 -> 1400kW. Smoke frequency 100 -> 175. Air resistance 0.002 -> 0.1. Friction force 0.002 -> 0.8. Emissions per minute 0 -> 5. Fuel effectivity 110 -> 85%. Front light colored to represent ye slightly less old soot coated incandescent. - Steam advanced fluid wagon friction force 0.4 -> 0.05. - Steam advanced cargo wagon friction force 0.4 -> 0.8. - Gaia oceans now made of Diluted morphium instead of Morphium. Yields Morphium, Bio sludge, and 5% probability of energy crystal when combined with 1 High energy crystal and 10 Oxygen difluoride. - Morphium -> Concentrated morphium now additionally requires 1 High energy crystal and 10 Oxygen difluoride and yields 1 energy crystal with 5% probability, and 1 bio sludge with 10% probability. - Morphium -> Fluorite recipe additionally requires 1 High energy crystal and outputs 1 energy crystal with 5% probability. - Concentrated Morphium -> Light oil/Kerosene/Heavy Oil/Lubricant: Recipes for each now adjusted to require equal proportions Concentrated morphium and steam, and additionally a high energy crystal. Yields adjusted to be Morphium input x3 = Output (So 64 Concentrated Morphium+Steam+1High energy crystal -> 192 Lubricant), and in addition all will yield energy crystal with 5% probability and bio sludge with 10% propability. - Fueler maximum range startup setting 100 -> 32. Default setting 20 -> 16. - EI tech scaling toggle disabled—bound in blood, commit to the dream or awaken forever. - Ceiling on EI tech scaling multiplier now depends on scaling setting. (Very cheap: 500, More Cheap: 1000, Cheap: 1500, Default: 2000, Less Expensive: 3500, Expensive: 5000, Very Expensive: 100000). - Barrel capacity startup option maximum 5000 -> 2000. - Pipe to ground length startup configuration maximum 40 -> 20. - Nuclear reactor bonus removed by default & startup toggle disabled. - Nuclear reactor output startup configuration options brought closer together, 150 - 175 - 200 - 225 - 250MW versus 75 <-> 300MW. - Beacon overload mechanic startup toggle disabled and default set to on—breaching the realms to disable it will incur irrevocable dishonor. - Ultimate bug zapper range 500 -> 64. Pushback 4 -> 8 tiles. Damage 10k -> 2k. Energy input flow limit 10 -> 20MW. - Vanilla beacon module slots 2 -> 1. Module distribution effectivity 1.5 -> 0.375. Distribution effectivity bonus per quality level 0.2 -> 0.125 Energy usage 125 -> 900kW. Cling to the old gods at your peril—for the rest, destiny awaits. - Copper cooled beacon module distribution effectivity 0.25 -> 0.5. Distribution effectivity bonus per quality level 0 -> 0.25. - Iron cooled beacon module slots 12 -> 6. Module distrubution effectivity 0.25 -> 0.75. Distribution effectivity bonus per quality level 0 -> 0.5. - Warp beacon power usage 100 -> 250MW. Distribution effectivity bonus per quality level 0 -> 0.25. - Alien beacon power usage 1W -> 125MW. Distribution effectivity bonus per quality level 0 -> 0.25. - High capacity crane recipe requirement for 10 Steel ingots -> 20 Steel mechanical parts. - Landfill from sand moved from Glass to Landfill technology. - High energy crystal production restored to Computer Age. - High energy crystal recipes adjusted to be probalistic. - Spidertron restored to Computer Age, moved to the end. - Quantum Age prerequisites changed from Alien/Simulation Computer Age base to Crystal accumulator, High energy crystal growing, Bio electronic parts, Bio nitric acid, Bio high energy crystal, and Compact beacon. - Oxygen difluoride technology moved to Computer Age after Bio chamber. - Bio chamber renamed to Flesh Crucible, and Bio reactor to Neuromarrow Engine—both have received updated descriptions of the horrors within. - Alien computer age prerequisites now Oxygen difluoride and High energy crystal production. - Alien computer age recipe now: 5 Blooming alien seeds, 1 High energy crystal, 50 Bio matter, and 100 Concentrated morphium per 10 cards over 70 seconds. - Flying robot frame prerequisite changed to Electronic parts. - Computer Age prerequisite changed from Electronic Parts -> Construction robotics, Logistic robotics, Semiconductor based circuit production, Oil Gathering, Crystal Grower, Logistics 2, Fluid wagon, Nuclear waste storage, Basic benzol production, High capacity crane, Arc Furnace, and Combustion Turbine. - Steam engine recipe requirements for Copper mechanical parts 1 -> 2, additionally requires 2 Iron mechanical parts. - Steam age tech recipe additionally requires 2 Pipes. - Pump requires electricity again and moved to Fluid wagon unlock. - Laser turret range 20 -> 30, damage 20 -> 12. - Flamethrower moved to Steam Age and fluid consumption modified 3/s -> 15/s. Minimum range 6 -> 9. Range 30 -> 36. Cone of fire reduced 20%. Stream accuracy enhanced and turret inclination to lead targets improved. Additionally, various fluids have been allowed with damage modifiers as follows:Heavy Oil Distilate x0.4, Medium Oil Distilate x0.5, Residual Oil x0.65, Crude Oil x1, Heavy Oil x1.15, Light Oil x1.25, Petroleum Gas x1.35, Kerosene x1.45. - Electric mining drill power usage 90 -> 150kw. - Wooden chest now has 8 slots. - Iron chest now has 12 slots and requires iron beams. - Steel chest now has 16 slots and requires steel beams. - EI Containers: 1x1 50 -> 20 slots, filter variant 18 slots. 2x2 250 -> 32 slots, filter variant 22 slots.. 6x6 1000 -> 64 slots, filter variant 26 slots. - EI Containers: Each tier now only requires 1 of the previous. Logistics variants recipes requirement for Steel Plate -> Steel Mechanical Parts. Tier 1 logistic variants all additionally require 1 Steel mechanical part. Filter variants requirement for circuits -> Steel mechanical parts. All base variants additionally require Steel beams. All logistic variants additionally require Simulation data: 1x1-10, 2x2-20, 6x6-40. Health multipliers applied per size: 1.5x for 1x1, 3x for 2x2, 6x for 6x6. Resistances to physical/fire/impact applied per size: 1x1-25/50/50. 2x2-45/65/65. 6x6-65/80/80. - Plasma turret and Zeus Wrath imports recipes complexity and absolute material requirements significantly increased. - Plasma turret range reduced 300 -> 200. Energy drain 40MW -> 70MW. Energy per shot 100MJ -> 900MJ. Energy Buffer 200 -> 950MJ. Maximum energy inflow 200 -> 400MW. Electric damage 1000 -> 2500. Explosive damage 300 -> 1250. Health 1000 -> 2000. Footprint & physical size doubled. Aiming traversal characteristics slowed. Projectile quintupled in size. Explosion radius 9 -> 13.5 and given purple glow. Projectiles initial speed dramatically lowered, acceleration enhanced, final speed unchanged. - Zeus wrath technology renamed Thalassic Ascension—descriptor appropriate for relic-tier weaponry applied. - Zeus turret renamed Poseidon Installation— range increased from 45 to 350, minimum range 8.75 -> 70, cooldown 0.5s -> 12s. Minimum drain 0 -> 75MW. Energy per shot 500MJ -> 1GJ. Maximum energy inflow 200MW -> 400MW. Energy buffer 20 -> 1.1GJ. Health 1000 -> 3000. Inner radius damage 500 -> 900. Outer radius damage 100 -> 300. Appropriate description also bestowed. - Zeus blaster renamed Aegaeon Lance and bestowed appropriate description. - Zeus wrath Lightning in a bottle renamed Voltaic Reliquary and bestowed appropriate description. Inner radius damage 500 -> 900. Outer radius damage 100 -> 300. - Space platform starter pack reduced from 2000 -> 60. - Assembling machines animation speed reverted to dynamic-from-speed instead of static. - Recycler and crusher surface restrictions restored. - Thruster exclusion zone revised from 15 tiles to 25—still dramatically lower than vanilla. - Foundry fluidbox reverted from 5000 -> default. - Fulgora oceans reverted to primordial—no longer crude oil. - Gleba planting restrictions restored—no more planting anywhere. - Epoch Tech requirements extended—now all the various epochs science are required all the way through the tech tree. - Logistics restored to Steam Age as in original Exotic Industries. - Yellow splitter circuit requirement restored. - EI fluid tanks restored to Steam Age, tooltips correctly attributed, technologies unlock sequentially after the regular storage tank. - Concrete moved to Steam Age—now requires Advanced materials handling. - Concrete recipe's requirement for Iron ore - > Iron beam. - Refined concrete recipe's requirement for Copper mechanical parts -> Steel beam. - Electricity age prerequisites now include Advanced steam train, Silo fluid storage tank, Burner heater, and Steam logistics chests. - Advanced steam train prerequisites now include Automated rail transportation. - Steam age prerequisites restored and amended: Military, Stone wall, Gun turret, Mechanical inserter and Burner assembler. - Rocket lift capacity buff setting removed. - Loader complexity patch setting removed. The mountain is now external—climb it if you dare. - Neodymium loader max stack size now same as stack inserter. Stack size can be specified. Express loader now has single lane filtering and stacks to 2. -Additional inputs for Loader recipes from Express onwards. - All loader electricity requirements and energy buffers increased—overall there is a shorter duration of full speed items:second to buffer ratio. - Krastorio2 no longer integrated. K2 Spaced Out can load alongside—immense though the overlap may be. - English Informatron Wiki Pages brought to heel—in line with Remembrance ethos. - Advanced bots have been renamed: Obelisk heavy cargo bot, Spearling fast construction bot, Wraithline advanced logistic bot, & Architectum advanced construction bot. Descriptions have been modified with appropriate mythos. - Arc furnace, Plasma Heater, Gate, Crystal Grower descriptions updated. - All references to Neodym now -> Neodymium. - RU locale updated by @Hoochie63. - Arc Furnace now maintains 12MW idle power draw unaffected by modules to preserve electrode readiness. - Plasma Heater now has 24MW idle power draw unaffected by modules ensuring unbroken plasma confinement even while dormant. - Fission research facility power draw 5MW -> 8.8MW. - Wafer factory power draw 1MW -> 2.4MW. - Deep drill power draw 1MW -> 4.2MW. - Caster power draw 300kW -> 1.2MW. - Crystal grower power draw 450kW -> 1.6MW. - Purifier power draw 450kW -> 2MW. - Distillation tower power draw 200kW -> 3.2MW. - Crusher power draw 150kW -> 900kW. - Nuclear waste dump working power draw 0 -> 5MW. - Nuclear waste dump working pollution 0 -> 5. - Gate energy buffer 5GJ -> 50GJ. - Gate energy buffer maximum inflow rate 100MW -> 5GW. - Gate energy usage 20MW -> 200MW. - Gate activation threshold moved from 20% -> 90%. - Gate per item energy requirement now assesses weight table for scaling (ie count=count*weight table[item]), additionally paid energy cost scales by ((items*count)^1.2)*100 - reforge_gaia transitioned to internal on_nthtick scheduler to support reverting internal name to gaia. Bugfixes: - Remote call which disables Krastorio2 singularity beacon win condition no longer endlessly called in on_nth tick—on init and config changed only. - Black hole, Induction matrix, and Gaia on_tick scripts now use the on_tick event.tick instead of game.tick. - EM train power draw no longer initializes with 10% reduction via efficiency, now properly defaults to 0%. - Fueler updater now uses on_tick event.tick instead of game.tick. - Circuit connectors properly positioned on EI Loaders. - Initial gate camera view/exit will not throw nil error on surfaces other than Gaia and Nauvis. - Exotic matter down tooltip now says down instead of up. - Entity updater will skip to next entity type if totally empty queue detected for current entity. - Lab, Big Lab, Biolab now correctly add all detected science packs as possible inputs & they'll be AFTER the Epochs. - EI bots no longer invisible while carrying cargo. - Non logistic EI Containers will no longer alert for being out of a logistics zone. - EM Charger will no longer ignore EM Trains chained together with Multiple Unit mod. - Alien spawner balanced & deterministic rarity system restored. - Steam & EM Train prototypes updated to use 2.0 start, stop, drive, idle definitions, correcting certain inconsistencies. - EM Charger no longer makes non-EM wagons glow. - EM Charger no longer uses game.tick for glow seed entropy. - EM Trains no longer play the whooshing past you noise unless at a sufficient speed. - EI_rng no longer accesses game.tick or global storage internally to avoid desyncs. Entropy is now provided from the calling function by local deterministic variables. - Where deterministically possible, math.random usage restored. - EM Train impact sounds re-exported as 48khz .ogg with consistently named files to ensure proper loading and playback. - Bobs Logistic crash related to incorrect next_upgrade on EI containers fixed. - Neodymium transport belt, underground, splitter moved after Turbo in crafting menu. - Inserter crane entries corrected in Milestones preset. - Crystal Accumulator technology name restored to lang_en - Avoiding gate energy draw no longer possible. - (Pre-Remembrance)Internal name for Gaia planet reverted to gaia, external name Gaia, preserving existing save files which did not have malformed Gaia generation settings. A dummy prototype remains as to not invalidate 1.5.7 saves before the on-load migration. If upgrading from 1.5.6 or before, you will no longer need to update your ship schedule. If from 1.5.7, you will need to update your ship schedule, and Gaia may display in category Other until clicked on to refresh it.
Version: 0.5.7 Date: 4-30-2025 Features: - EM Train Carriages now glow alongside EM Locomotives Changes: - lang_ru updated by ashot15 - ei_rng switched from UPS expensive factorio rng to deterministic linear congruential generator Bugfixes: - reforge_gaia behavior corrected, recursion stabilized. You will need to correct your ship schedule. - alien_spawner.lua transitioned from math.rand to ei_rng
Version: 0.5.6 Date: 4-19-2025 Changes: - All (newly coded) math.rand switched to mp friendly synced variants reported by @debuasgaming
Version: 0.5.5 Date: 4-17-2025 Features: - Crystal_echo ei_lib command to support colorful printed messages - Custom HID headlights for EM trains. Also projects behind at reduced power. - Custom underglow for EM trains while loading/unloading. - 6 Custom whooshing noises for EM trains moving down tracks. - 6 Custom crash noises for EM trains. - Custom brake sound for EM trains. - Warp in effect on login ;) - Train diagnostic readout on researching any buff or startup configuration change. - EM Charger Glow, EM Train Glow added to startup settings as startup toggles. - EM Charger glow fade duration and EM train glow fade duration added as startup numeric values. - EM Updater Ring que width added as startup numeric value. - EM Updater Ring que transparency added as startup numeric value. - EM Updater Ring que fade duration added as startup numeric value. Changes: - EM Updater Ring que customization added, indicated color will now reflect working/offline/error/etc status. - AAI burner lab disabled due to overlap with EI burner lab. Reported by @L??M??3674 Bugfixes: - Gaia correctly receives autoplacement instructions IE the 5 Exotic Industries specific resources will now consistently spawn.. WHEN YOU CONNECT ON CONFIGURATION CHANGE GAIA WILL BE SCANNED AND IF NONE OF THE CUSTOM RESOURCES ARE FOUND, DESTROYED AND REGENERATED ... PLAYERS WILL BE TELEPORTED TO NAUVIS. - EI tanks requirements for previous tier fixed, previously Spherical tank required Silo tank. Reported by @crysiszocker1 - Loader prototype complexity setting toggle works again.
Version: 0.5.4 Date: 4-16-2025 Changes: - K2 import related errors will log errors instead of preventing game from loading at all Bugfixes: - Duplicate map gen preset name removed from RU locale
Version: 0.5.3 Date: 4-15-2025 Features: - Custom sound effects for EM trains & cargo wagons
Version: 0.5.2 Date: 4-15-2025 Bugfixes: - Commented out a naughty line related to inhibitor lamp - Removed errant deregister call from update charger. - Removed register charger debug output.
Version: 0.5.1 Date: 4-15-2025 Features: - Imported ru, zh locales from previous repository, applied pull from @astorin, now committed.. likely requires updates which will require native speaker - Visual indicators added for EM train charger -> train energy transfer process. Style can be set in startup settings to either Beam, Ring, or off. - Colorful glow effects have been added to the EM charger & trains. - ei_lib.recipe_output_add() added to support Ash & Slag implementation. - Lithium chloride recipe consisting of x50 Lithium brine & x10 Hydrogen Chloride Changes: - EM trains will now reinitialize on configuration change, this mitigates certain somewhat intangible issues. - EM trains updater no longer loops buffs each tick. Now they are checked on configuration change and finishing research. - Diurnal Dynamics, Distant Misfires, Fire Lights, Visible Pollution, Light Overhaul, Pro Flashlight, and Overloaded Trains added to optional dependencies. Diurnal Dynamics provides for darker, 50% longer nights and space platforms which darken with distance from the sun. Distant Misfires transforms projectiles into physically simulated entities capable of missing. Fire lights adds lights and/or glow effects to all projectiles, fires, etc. Visible Pollution adds a visible smog cloud which affects gameplay by obscuring solar panels and reducing their output, incentivizing solar builds away from your main pollution clouds. Light Overhaul provides an improved flashlight, increases nighttime contrast, and reduces the desaturation of nightvision. Pro Flashlight causes you to aim your flashlight at highlighted entities when standing still. Overloaded Trains will cause the weight of cargo to affect train acceleration, top speed and deceleration. These can impact UPS and are removable at any time. Bugfixes: - Lithium chloride recipe restored and added to Lithium technology - EM train charger properly counts nearby tiles-Overlaps will double charge. - EM train charger no longer provides infinite energy if you power it up and then remove the electric network connection. - EM trains/chargers no longer draw power assuming a 60 tick update cycle, now adjusts to the updaters tick settings. - ei_lib.add_unlock_recipe reworked with sanity checks and improved debug output. - Lignumis no longer adds unbuildable steam-science-pack to Gaia & some others
Version: 0.5.0 Date: 4-13-2025 Changes: - EI Storage tanks adjusted to provide iron:storage capacity ratios superior to the stock tank. Health was also increased and resistances to physical, impact, and fire added. The ratios are: stock tank-555:1, tank1-600:1, tank2:666:1, tank3:750:1. Bugfixes: - Tooltips added for metalworks recipes, arc furnace, purifier, crusher, biolab.
Version: 0.4.9 Date: 4-11-2025 Changes: - Loader electricity usage adjusted and now increases per tier Bugfixes: - Sanity check when creating insulated/data pipe from default pipe, this mitigates crashes caused by multi layered sprites. (Revealed by Muluna 1.34.2) While it will not crash, other mods changing entities to use multiple layer sprites will cause insulated/data pipe graphics to display incorrectly. Proper resolution pending. - Electronic components now tied to EI electronic parts technology. Reported by @Vasishtha - Spidertron limiter updated to use 2.0s new lua logistics commands, setting a logistic request on the spidertron will no longer cause a crash. Reported by @debuasgaming
Version: 0.4.8 Date: 4-10-2025 Features: - Colorful animated glow effects for Arc Furnace, Plasma Heater, Gate, & Caster working states. (Current sprites imported from Glow Trees; credit to asher_sky) - Loader Complexity Patch: Startup setting which significantly increases material input complexity for loaders and REWARDS YOU by enabling filtering for the Express loader and stacking for the Neodymium loader - Rocket lift capacity multiplier added to startup settings - Entity update cycle length adjustment added to startup settings. This setting determines over how many ticks the 8 entity update stages run. Default 60 ie all entities are looped once per 60 ticks ie 1 second Changes: - Loaders now require electricity and can be wired - Arc Furnace energy requirement 5MW -> 30MW, pollution value 0 -> 6 - Plasma Heater energy requirement 20Mw -> 70MW, craft speed 1 -> 1.25, now accepts Quality module, pollution value 0 -> 3 - Caster module slots 1 -> 2, now accepts Quality module, pollution value 0 -> 1 - Skip converting Fulgora oceans into crude oil if Fulgora Extended is enabled & chemical-mire-gives-muck is enabled Bugfixes: - Additional checks to prevent null references in on tick updater & gate updater - Startup settings tooltips were configured inconsistently, tooltips should all work now Notes: - Several quick fixes have been implemented to allow the use of K2 imports, final implementations pending
Version: 0.4.3 Date: 4-4-2025 Changes: - UPS optimisation, thanks to 1righteousgod @ Discord - Bugfixes
Version: 0.4.0 Date: 3-4-2025 Changes: - Platform requests scanner - constant combinator outputting orbiting platform requests sorted by platforms. Can be connected to logistic container in set requests mode. - Ported Fueler Tower, can insert burnable fuel to vehicles and take burnt results - Also made fueler supply ammo-turret, artillery-turret, artillery-wagon in range from it own inventory - Fueler inventory larger and support filters - Ported supersonic EM-trains, with working to full extent EM trains upgrade technologies - Ported several Krastorio entities: steel pipe, steel pump, planetary teleporter, wind turbine, gas power station, energy storage, deitherium fusion reactor, advanced steam turbine, antimatter reactor, immersite quarry drill, small roboport, big roboport, greenhouse, electrolysis plant, filtration plant, atmospheric condenser, fluid flare stack, advanced chemical plant, quantum computer, matter plant, matter associator, stablizer charging station, air purifier, fluids, intermediates, immersite and antimatter ammo and rockets, and intergalactic transceiver - Rockets can lift up to 20 tons, starter pack weight 20T and create platform with 2000 foundation - Larger rocket silo inventory, use custom minimum payload from hub gui to deliver underfull rockets - Biolabs feed on nutrients instead of electricity - Stone brick can be crushed back to stone - Large foundry fluid buffer - Can dump items to water tiles on Nauvis, Gleba, Aquilo as well as on Fulgora - Oil ocean yields crude oil - Artificial soil can be placed anywhere Notes: - Plans to rework rockets later with expensive but reusable carrier rockets and expendable cargo pods - Port more entities to place in Simulation Computer Age stage thats looks quite empty now comparing to others - Will balance / simplify / merge recipes and items during gameplay - K2 intergalactic transceiver - working, but without victory trigger, for use in scenario, that, maybe will be later
Version: 0.3.6 Date: 3-18-2025 Changes: - AAI: burner-assembling-machine replaced in recipes with ei-steam-assembler - Laser tech prerequisites fix
Version: 0.3.5 Date: 3-18-2025 Changes: - Yellow splitter and loader use iron-mechanical-parts - Some tech order and unlocks glitches fixed
Version: 0.3.3 Date: 3-16-2025 Changes: - Buffed pure ore - molten - cast recipes - Option to disable EI dynamic tech scaling - New recipe: ammonia gas => ammonia in hypercooler - Fixed ei-fusion ( Thermonuclear fusion reactor ) - Concrete and refined-concrete need iron-stick instead of mechanical parts again - Lignumis Compatibility fixes, locale fixes
Version: 0.3.0 Date: 3-12-2025 Changes: - Dedicated filter inserter gone, as all inserters can now filter - Filter EI containers now 20 / 40 / 120 slots, non-filter 50 / 250 / 1000 - Fixed some locale strings - Removed duplicating recipes - iron and copper smelting - aai-industry: added stone-tablet recipe unlock to electronics
Version: 0.2.1 Date: 3-9-2025 Changes: - Option to setup all trigger tech with Computer Age science packs. - Morphium pools on Gaia can be landfilled - Reduced build restricted area behind thrusters.
Version: 0.2.0 Date: 3-4-2025 Changes: - Basic Lignumis Compatibility - Wood science pack => Dark Age science pack - Steam science pack => Steam Age science pack - This two recipes changed to Lignumis ones - Some starting recipes shifted to steam age
Version: 0.1.3 Date: 3-3-2025 Changes: - Compatibility - Localization - Check and remove hidden tech in prerequisites rendering tech unresearchable - Option to flatten tech tree (default off)
Version: 0.1.2 Date: 3-1-2025 Changes: - Compatibility fixes Marked-as-conflicting: - tenebris - tenebris-prime - WideChests - factorioplus
Version: 0.1.0 Date: 3-1-2025 Changes: - Many fixes for compatibility between different mods - Some fixes for future compatibility between different planets - May dump items into water tiles on main planets - Poor chunks removed - Some vanilla changes reverted, sticks, gears craftable - EI containers / loaders / advanced bots back on menu, fueler and trains not yet, later - Muluna (planet-muluna) compatibility - Fixed recipes - Foxed localization