GZ Infrastructure & Information Science Pack

by gz-mods

Buried fiber networks, 32-tile powered relays, Data Centers, Infrastructure Science, and electrified factory flooring. Autonomous personal vehicles for multiplayer road networks.

Content
13 days ago
2.0
196
Transportation Logistics Manufacturing Power

Changelog

Version: 0.4.64
Date: 2026-10-21
  Changes:
    - Set green (logistic) science to 1 engine unit + 1 inserter + 1 glass bottle (when science bottles are enabled).
    - Remove transport belts and gear wheels from green science entirely.
    - Move ordinary engines to pre-green red+blue research and restore lubricant-free, solid-only engine crafting.
    - Preserve post-green petroleum, lubricant, and electric engine progression.
Version: 0.4.63
Date: 2026-10-21
  Fixes:
    - Clamp generated crate/pallet packing and unpacking recipes to 0% productivity.
    - Retain all packaging ratios, byproduct return probabilities, and manual/automated unpacking behavior.
Version: 0.4.61
Date: 2026-10-21
  Fixes:
    - Prevent crate and pallet unpacking recipes from being chosen as automatic
      hand-crafting intermediates (e.g., using 0.1 pallets of gears for steam machines).
    - Unpacking still works by manual selection or in assemblers, but only with
      actual crate/pallet ingredients; ordinary gear and other base recipes
      remain the automatic crafting routes.
    - Exclude unpacking operations from Total Raw recipe decomposition.
Version: 0.4.59
Date: 2026-10-20
  Fixes:
    - Finalize identical non-self-colliding layer masks for Hauler, Semi and Refrigerated Semi after Infrastructure's late compatibility passes.
    - Add /gz-truck-masks to inspect the collision layers actually loaded by Factorio.
Version: 0.4.57
Date: 2026-10-20
  Fixes:
    - Move Receiving Warehouse Semi parking bays outward within the same loading tiles, preventing spawn collision with paired loading inserters for both warehouse orientations.
    - Select any physically spawnable stored Semi bay instead of allowing an obstructed first stored bay to block all other trucks.
    - Expand /gz-freight-check with per-bay nearby-entity diagnostics when spawning is blocked.
Version: 0.4.54
Date: 2026-10-20
  Fixes:
    - Return the generated all-item crate/pallet catalog to its separate Crates & Pallets crafting tab; no bulk recipes in MASTER.
    - In MASTER, organize Infrastructure warehouses into six size rows and five consistent columns (Passive Provider, Storage, Requester, Buffer, Active Provider).
    - Keep all other mods' crafting groups and recipes unchanged. Retain normal crating/pallet crafting without a Packing Warehouse.
Version: 0.4.52
Date: 2026-10-20
  Fixes:
    - Correct IISP to Road Navigation GUI handoff: close the launcher before opening navigation.
    - Disable Road Navigation launch buttons when the current surface has no 6x6 driving-road nodes.
    - Report the 6x6 road requirement when navigation is invoked without a connected road.
Version: 0.4.51
Date: 2026-10-20
  Changes:
    - Remove Distribution Hub, Packing Warehouse, and all refrigerated warehouses without legacy prototypes or migrations.
    - Preserve refrigeration compressors, refrigerated Semis, wagons, and boats; compressors cool ordinary containers too.
    - Organize Infrastructure and the five logistics-container roles in the GZ MASTER tab.
    - Arrange six sizes in each of five rows: passive-provider, storage, requester, buffer, active-provider.
    - Include crate and pallet recipe catalogs in dedicated MASTER rows after those five logistics rows.
    - Remove Distribution Hub par dispatch; keep 3-Bay Dock demand with in-transit reservations.
Version: 0.4.50
Date: 2026-10-20
  Features:
    - Complete cardinal parking geometry for the standalone three-bay dock, with lane-aligned approach/exit and rotation-time truck retargeting.
    - Show the entire open Receiving Warehouse apron in its footprint/selection outline, without expanding collision.
    - Always show receiving/construction native network coverage when hovering a building or yard apron, or opening a warehouse inventory.
Version: 0.4.49
Date: 20. 10. 2026
  Changes:
    - Hauler, Semi and Refrigerated Semi now share collision masks that ignore each other, preventing truck-to-truck impact damage while keeping normal terrain/building collisions.
    - Active road trucks yield to traffic ahead without consuming fuel or triggering blocked-route recovery; adjacent road lanes can still pass.
    - Head-on road traffic uses deterministic truck priority so simultaneous yielding cannot permanently deadlock both trucks.
Version: 0.4.48
Date: 20. 10. 2026
  Changes:
    - Receiving Warehouses (including refrigerated variants) and Construction Yards now extend native roboport logistics network coverage through non-selectable, invisible relay entities.
    - Orange logistics coverage and green construction coverage shown in Infrastructure view; Yards retain their forward 64x64 truck construction area (green).
    - Active construction Haulers show their local 8-tile radius in orange instead of the vanilla green equipment overlay; the actual 8-tile construction radius remains unchanged.
    - Relays rebuilt on mod upgrade, and cleaned up on mining, destruction, rotation, surface removal, and force changes.
Version: 0.4.47
Date: 2026-10-20
  Features:
    - Make the 3-Bay Logistics Dock a programmable early-game road-logistics endpoint: 12 item-and-quality stock targets, working with any supported attached chest/warehouse without native requester chests.
    - Auto-follow native logistic-container request/provider mode unless the player manually overrides the dock; preserve manual modes and programmed targets through reloads.
    - Enable fueled, manually placed freight Semis to take autonomous logistics assignments on connected service roads, independent of Receiving Warehouse fleet ownership.
  Fixes:
    - Derive current road requests from actual stock less active truck destination reservations and native robot deliveries, with no persistent historical request ledger.
    - Allow only one dock per attached physical container to expose shared stock or emit its demand, avoiding duplicate requests from multiple dock faces.
    - Test alternate providers and routes rather than silently abandoning dispatch if the geographically closest candidate is unreachable.
    - Cap assigned freight by destination's physical insertable capacity less cargo already assigned there.
    - Preserve existing Receiving Warehouse, Distribution Hub, Construction Yard, refrigeration, and physical truck transfer behavior.
Version: 0.4.45
Date: 2026-10-20
  Features:
    - Add a separately craftable steam-powered Lab with native steam fluid input and all finalized lab science inputs.
    - Add a separately craftable steam-powered Agricultural Tower when Space Age is active, preserving planting range and harvest behavior.
    - Keep existing electric labs and all existing agricultural towers completely intact.
    - Unlock each steam sidegrade alongside its original recipe and support Q-pipette, blueprints and construction ghosts with canonical items.
Version: 0.4.44
Date: 2026-10-20
  Fixes:
    - Restore steam machine and inserter Q-pipette, blueprint copying and bot construction by explicitly preserving player-creation and usable selection/copy flags.
    - Give each canonical steam entity a single unique visible place_result item; hidden legacy items continue to place their matching legacy steam entities instead of competing with the canonical items.
    - Ensure the cloned replacement items have no hidden item flags, and preserve explicit ghost material mappings for old machines.
Version: 0.4.43
Date: 2026-10-20
  Fixes:
    - Restore Q-pipette, blueprint copying and ordinary settings copy/paste for steam-powered machines.
    - Make both new steam entities and legacy machines in existing saves explicitly placeable by their visible steam item.
    - Clear inherited hidden state from the replacement items; retain hidden original item aliases for save compatibility.
Version: 0.4.42
Date: 2026-10-19
  Fixes:
    - Change the opt-in Cargo Ships vessel setting to suppress the original Boat, Cargo Ship and Oil Tanker recipes in both player crafting and machine recipe lists.
    - Disable those exact recipes, remove their technology unlock effects and clear pre-existing force recipe unlocks when the option is enabled.
    - Preserve Cargo Ships entities/items, ports, waterways and all GZ vessels.
Version: 0.4.41
Date: 2026-10-19
  Features:
    - Add an opt-in startup setting, shown only when Cargo Ships is installed, to hide its three original vessel recipes from the player's crafting menu.
    - Leave machine crafting, technology unlocks, vessel entities and all GZ boat recipes unchanged.
Version: 0.4.40
Date: 2026-10-19
  Changes:
    - Centralize screen-window construction, glass theme, lifecycle and standard draggable headers through Gizmod gui_windows.
    - Keep existing panels, event handlers, names and gameplay data intact.
Version: 0.4.39
Date: 2026-10-19
  Changes:
    - Require GZ Compact Ships 0.1.26 for automatic dock input D dispatch and optional cargo output in the existing IISP integration.
Version: 0.4.38
Date: 2026-10-19
  Features:
    - Add IISP as an external GZ Dock button with standalone/embedded Infrastructure and Information Science Pack dashboards.
    - Show maritime routes and docks alongside information-science and road metrics.
    - Wire all-routes and per-dock administration to the required Compact Ships 0.1.25 API.
Version: 0.4.37
Date: 2026-10-19
  Features:
    - Make GZ Compact Ships 0.1.24+ a required dependency.
    - Share per-player Infrastructure-view state with Compact Ships via a read-only remote interface.
    - Notify Compact Ships immediately when the Infrastructure overlay shortcut is toggled.
Version: 0.4.36
Date: 2026-10-19
  Bugfixes:
    - Prevent new-game and configuration-change crashes without optional Cargo Ships by scanning only registered Logistics Boat entity prototypes.
    - Preserve the existing Logistics Boat and refrigerated variant registration when Cargo Ships is installed.
Version: 0.4.35
Date: 2026-10-19
  Bugfixes:
    - Move the Steam Stone Crusher inlet to the north half-tile center ({0, -0.5}), within the narrow 1x2 crusher entity bounding box. Fixes prototype load failure for both the steam machine and its legacy gz-stone-crusher alias.
Version: 0.4.34
Date: 2026-10-19
  Features:
    - Add the compact 1x2 Steam Stone Crusher alongside Infrastructure's existing steam-powered machines when the Tweaks crusher is available.
    - Use a dedicated steam inlet on the short end of the crusher, rotating with its orientation; retain the 1.25 crafting speed and stone-to-sand recipe category.
    - Replace the legacy crusher item/recipe and downstream build ingredients, while preserving placed crushers as steam-powered save-compatible aliases.
Version: 0.4.33
Date: 2026-10-14
  Bugfixes:
    - Move steam mining drill fuel port to the rear, opposite the ore output, in all four drill orientations.
    - Reserve lateral ports for mining fluids such as sulfuric acid; preserve side-to-side fluid pass-through on the steam drill and legacy converted electric drill.
Version: 0.4.32
Date: 2026-10-14
  Changes:
    - Steam Fast and Steam Long-Handed Inserters now pass steam between opposite west/east ports using a shared bidirectional native energy fluidbox.
    - Preserve normal inserter mechanics, collision, steam temperature requirements, recipes, visuals, and energy consumption.
Version: 0.4.31
Date: 2026-10-14
  Bugfixes:
    - Correct fluid pipe port on both steam inserters to a valid 1x1-tile center position.
    - Keep the port east-facing so neighboring steam pipes can connect without resizing collisions.
Version: 0.4.30
Date: 2026-10-14
  Features:
    - Add steam-powered Fast and Long-Handed Inserters with golden-brown machinery sprites and steam-badged icons.
    - Side-mounted pipe inlets keep item pickup/drop lanes clear, require 100-165 C steam, and use native fluid energy.
    - Both variants unlock from Automation using only early iron/gear/pipe/burner-inserter components.
    - Preserve electric Fast and Long-Handed Inserters as later upgrades; no scripted steam consumption.
Version: 0.4.29
Date: 2026-10-14
  Changes:
    - Define Infrastructure-owned steam versions of the electric mining drill, Assembler 1, and (when Terra is installed) its Lumber Mill.
    - Replace early-machine recipes and technology unlocks; keep old placed entities as steam-powered legacy compatibility aliases.
    - Reserve distinct steam inlet ports from process-fluid ports; preserve uranium mining fluids, woodworking recipes, and Assembler 2 upgrades.
Version: 0.4.28
Date: 2026-10-14
  Bugfixes:
    - Starter CNG natural-gas geyser registration now includes the 4x4 well's footprint requirements.
    - Requests a targeted, idempotent backfill of missing starter geysers in existing Diplomacy teams.
Version: 0.4.27
Date: 2026-10-14
  Bugfixes:
    - Fix LNG boiler water fluid box lookup (fluid_box rather than input_fluid_box).
    - Move piped LNG fuel inlet to the south, away from water connections.
    - Restore modern GeneratorPrototype graphics for gas plant and turbines.
    - Correct 5x5 turbine pipe-port placement and require high-temperature steam.

Version: 0.4.26
Date: 2026-10-14
  Changes:
    - CNG is processed natural gas (stable fluid prototype for save compatibility).
    - Gas processor directly barrels raw gas with steel; LNG requires a cryogenic plant.
    - Add fuel-compatible CNG/LNG barrels and pipe-fed LNG 800 C boiler.
    - Adapt Laplace and Carnot steam turbines from Turbines++ Reloaded; omit exchangers and torque multipliers.

Version: 0.4.25
Date: 2026-10-14
  Bugfixes:
    - Use Factorio 2.0 empty barrel item name "barrel" in both CNG fill/empty recipes.
    - Unlock the existing "barrel" recipe with Natural Gas (when present), rather than the nonexistent "empty-barrel" recipe.

Version: 0.4.24
Date: 2026-10-14
  Bugfixes:
    - Provide explicit recipe icon and subgroup for gz-empty-cng-barrel (multiple results), fixing Factorio data-stage loading.

Version: 0.4.23
Date: 2026-10-14
  Changes:
    - Override Diplomacy's canonical team-start coal patch to 100,000 units (before global starting-richness scaling) through the new registry.
    - Register a pair of nearby natural gas geysers on Nauvis per team start, even when guaranteed crude oil is disabled.
    - Bias natural gas autoplace toward riverbanks, cliff contours and uplands, retaining Resource-tab frequency/size/richness controls.
    - Continue to work standalone when Diplomacy is not installed.

Version: 0.4.22
Date: 2026-10-14
  Changes:
    - Add self-contained Natural Gas branch directly after Chemical Science, with no petrochemical prerequisite.
    - 4x4 dedicated electric well; 6x6 bottom-anchored tall processor; 8x8 six-megawatt low-emission power plant.
    - Separate raw/processed gas fluids, Nauvis gas geyser map generation (including mapgen backfill on existing saves), and fill/empty CNG barrels.
    - Construction uses steel, bricks, circuits and pipes; no concrete, oil or petrochemical bootstrap requirements.
    - Use supplied animated 20-frame well/power spritesheets; exempt electric gas processor from cartridge conversion.

Version: 0.4.21
Date: 2026-10-14
  Changes:
    - Reassert Logistic Science Pack research with both red and chemical (blue) science costs and Chemical Science as a prerequisite.
    - Halve Advanced Circuit research unit count (rounding up); preserve its red-only ingredients and mandatory Moshine silicon-cell prerequisite in Terra.

Version: 0.4.20
Date: 2026-10-14
  Changes:
    - Move Chemical Science immediately after red-tier advanced circuits (50 red research); remove Clean Coal and Battery prerequisites.
    - Put Fluid Handling, reinforced pipeworks and Clean Coal after blue science. Sulfuric Acid Recovery remains a separate unlock immediately after Clean Coal, and Battery follows acid recovery.
    - Put sulfur and bulk sulfuric acid behind AOP Petrochemical Science when present; retire the non-Catalyst Makeshift Lab sulfur bypass.
    - Unlock Processing Units after recovered acid, independent of late Sulfur Processing, to prevent the petrochemical-facility prerequisite cycle.
    - Require blue science for green-science research and halve green-tier research unit costs when installed without Terra (Terra owns the final integrated pass).

Version: 0.4.19
Date: 2026-10-14
  Changes:
    - Exempt every mining-drill prototype from environmental cartridge conversion; burner drills retain normal fuel, electric drills retain electricity, and third-party drills retain native energy sources.
    - Exclude all mining drills from cartridge collection truck service scans, leaving assembler/lab service unchanged.

Version: 0.4.18
Date: 2026-10-14
  Changes:
    - Blue science requires recovered carbon instead of sulfur or engines; its 50-red science research count remains unchanged.
    - Added a separate red-science Sulfuric Acid Recovery technology, moving the wastewater oxidizer out of Clean Coal.
    - Moved oil gathering/processing, sulfur, plastics, lubricants and engines after green science; green science no longer needs engines or advanced oil and uses gears instead.
    - Prepare the advanced-circuit technology to use Moshine silicon cells when that mod is present (Terra's authoritative integration sets the actual recipe).

Version: 0.4.17
Date: 2026-10-13
  Changes:
    - Chemical (blue) Science Pack technology now costs exactly 50 Automation (red) Science Packs, retaining its advanced-circuit and sulfur-processing prerequisites.

Version: 0.4.15
Date: 2026-10-10
  Changes:
    - Collector Haulers now load toward 100 charged Eco Modules and 100 charged Catalyst Modules before deployment.
    - Cartridge-powered machines automatically request a four-cartridge reserve when a collector truck comes within service range.
    - Replaced invisible cartridge collection with visible short-range service bots that deliver charged cartridges and physically return spent cartridges to the truck.
    - Collector trucks wait at each service stop until the current bot swap wave returns before continuing their route.

Version: 0.4.14
Date: 2026-10-09
  Changes:
    - Cap deployed Auxiliary collection trucks at 0.75 tiles/second so they do not outrun their collection bots.

Version: 0.4.12
Date: 2026-10-07
  Changes:
    - Sulfur Processing now unlocks a Makeshift Chemical Lab sulfur recipe.
    - Added a second fluid input to the Makeshift Chemical Lab for water + petroleum-gas sulfur production.

Version: 0.4.11
Date: 2026-10-07
  Changes:
    - Added an assembler-only Battery recipe for Assembling Machines 2, 3, and 4.
    - Kept titanium activation and petroleum lubricant exclusive to the Makeshift Chemical Lab.

Version: 0.4.10
Date: 2026-10-07
  Changes:
    - Make Military Science Pack research red-only.
    - Move Concrete, Accumulators, and Advanced Material Processing to red + blue science.
    - Move Rocketry and Flamethrower research to red + blue + military science.
    - Make Logistic System a red + blue + green technology independent of Logistic Robotics.
    - Push Logistic Robotics behind Electromagnetic Science when Space Age is present.

Version: 0.4.9
Date: 2026-10-07
  Changes:
    - Move Modules, Speed Module, Productivity Module, Efficiency Module, Personal Battery, and Modular Armor research from red + green to red + blue science.
    - Replace explicit Logistic Science prerequisites on those technologies with Chemical Science while preserving their other prerequisites.

Version: 0.4.8
Date: 2026-10-06
  Changes:
    - Move Flammables, Explosives, and Lubricant research to red + blue science.
    - Keep Logistic Science Pack research on red + blue science for the reordered progression.

Version: 0.4.6
Date: 2026-10-06
  Changes:
    - Sulfurous wastewater oxidation now yields only sulfuric acid and sulfate waste; sulfur is no longer a product.
  Fixes:
    - Move the 4x4 Clean Coal process-building fluid ports from the inner second/third tile positions to the illustrated outer first/fourth positions.

Version: 0.4.5
Date: 2026-10-06
  Changes:
    - Reduce Clean Coal fuel emissions to 35% of normal coal.