Krastorio 2 Greenhouse + Wood Pyrolysis


Easily grow wood in a greenhouse and convert it to coal and oil through wood pyrolysis. Contains an option for unlocking Coal Liquefaction early, as well as for growing several Gleba crops in their own greenhouses. Graphical assets were borrowed from "Krastorio 2" by raiguard.

Content
17 hours ago
2.0
2.35K
Fluids Manufacturing

Changelog

Version: 1.1.5
Date: 2025-09-04
  Translation:
    - Added Chinese translation, contributed by user Houraiji_Kyuusyou.
Version: 1.1.4
Date: 2025-05-27
  Bugfixes:
    - Mod now checks whether sand & glass recipes from "Crushing Industry" have been enabled. This
      fixes a crash when the option for that is disabled.
Version: 1.1.3
Date: 2025-03-21
  Changes:
    - Adapted mod to also make use of the glass added by "Crushing Industry", if present.
  Balancing:
    - Rebalanced glass cost for greenhouses depending on the mod installed to somewhat reflect the
      cost of producing that glass.
Version: 1.1.2
Date: 2025-03-04
  Balancing:
    - Greatly reduced seed cost for the normal tree greenhouse (25 -> 10 tree seeds).
    - Halved the time it takes to extract tree seeds from wood, to match similar recipes.
  Graphics:
    - Slightly decreased size of the thumbnail's motif, to better fit style of Mod Portal.
Version: 1.1.1
Date: 2025-02-26
  Graphics:
    - Changed ordering/use of working animation graphics for the greenhouses. As a result, they
      have very slightly darker colors during the day, and they also glow a bit during the night.
  Changes:
    - Very slightly reduced collision box size for greenhouses.
  Internal:
    - Tidied up.
Version: 1.1.0
Date: 2025-02-20
  Minor Features:
    - Added new greenhouse variants that may be unlocked with Agriculture: Slipstack variant that
      outputs stone and spoilage, Sunnycomb variant that outputs only spoilage.
  Changes:
    - Adjusted batch size & production time for greenhouses, for the sake of uniformity.
  Balancing:
    - Adjusted default output for yumako tree & jellystem greenhouses slightly upwards.
    - Removed allow_productivity property for greenhouses, because the game only uses that for
      intermediate products.
  Info:
    - Updated descriptions to be more accurate and consistent.
  Graphics:
    - Adjusted greenhouse colors.
    - Adjusted advanced pyrolysis recipe effect colors.
  Internal:
    - Refactored code.
    - Updated internal names to be more accurate and consistent. Migrations added.
    - Tidied up.
Version: 1.0.3
Date: 2025-02-19
  Balancing:
    - Removed surface restriction on wood processing recipe.
Version: 1.0.2
Date: 2025-02-17
  Bugfixes:
    - Fixed icons for greenhouse entities so "Made in" shows the correct variant for the yumako and
      jellynut recipes.
  Internal:
    - Fixed a comment on recipe output efficiency.
    - Tidied up.
Version: 1.0.1
Date: 2025-02-15
  Balancing:
    - Increased production speed for the basic pyrolysis recipe.
  Info:
    - Removed README.md file, not really needed.
Version: 1.0.0
Date: 2025-02-15
  Changes:
    - Initial release.
    - Extracted code and assets for the greenhouse from "Krastorio 2" by raiguard and ported them
      to Factorio 2.0. Included the GNU LGPLv3 license, which applies to most of the assets.
    - Adapted mod to work with the Space Age DLC and various other mods.
    - Requires base >= 2.0.7 for automatic technology effect reset on configuration changed.
  Minor Features:
    - Created 3 greenhouse variants that produce either wood, yumako fruits or jellynuts. The first
      one absorbs pollution, but the rest release spores in proportion to their production speed.
    - Created pyrolysis recipes for creating coal and oil from wood:
      - Basic wood pyrolysis (furnace): 6 wood -> 3 coal.
      - Advanced wood pyrolysis (chemical plant): 15 wood -> 20 crude oil, 15 petroleum, 3 coal.
    - Created several startup settings:
      - Enable greenhouses for yumako fruits and jellynuts. Can be set to require overgrowth soil
        or just artificial soil for their recipes.
      - Enable early research of Coal Liquefaction tech.
      - Configure the amount of module slots available in all greenhouses.
      - Individually configure output rate for each of the 3 greenhouses.
    - Added circuit wire connections to greenhouses.
    - Compat for "AAI Industry", "Factorio+" and "Glass": Changes greenhouse recipe ingredients,
      replacing iron plates with some variant of glass.
  Balancing:
    - Greenhouse for wood may normally be unlocked after Steel Processing and Landfill tech; the
      other variants with the appropriate soil technology, depending on startup setting.
    - Tree seeding will be unlocked early, along with the greenhouse for wood. The relevant tech
      had its cost lowered to compensate (not removed, since it has dependents).
    - The basic pyrolysis recipe is available from the start, while the advanced one may be unlocked
      with Oil Processing (requires only Fluid Handing, has a fairly small research cost).
    - Coal Liquefaction can be researched right after Advanced Oil Processing, at much lower cost.
    - All recipes for crop growth are very simple. Just add water!
    - Carefully balanced both pyrolysis recipes to be useful, but for different production chains.
    - Modified recipe for greenhouses to require steel plates, iron/glass plates, circuits and the
      appropriate seeds + soil.
    - Greatly increased overall cost of greenhouses, mostly because it is a renewable source of
      energy. Still a lot cheaper than solar panels.
    - Greenhouse for wood by default outputs as much wood as 37.5 planted trees (about 32 could be
      manually planted within the same 7x7 area) and outputs 0.25 wood/s. In practice, this seems
      to net a power output pr. area at least twice that of solar + accu. But:
    - Greenhouse for wood absorbs only 1.125 pollution/min, which is about 13.5% of what is emitted
      when burning its wood output in a Boiler, so it's not a clean energy source!
    - Balanced yumako and jellynut recipes so output with the legendary tier greenhouse is still a
      bit less pr. area than with the agricultural tower.
    - Requires certain surface conditions for each greenhouse. The one for wood can be built on
      Nauvis and Gleba (since wood can be acquired in both places), the rest only on Gleba.
    - Greenhouse module slot amount set to 0 by default, since planted trees and agricultural
      towers cannot receive such effects.
    - Halved the cost of wood for the tree seed recipe, feels nicer.
    - Note: Higher quality greenhouses work faster, without producing more spores. I cannot fix
      that with the current API.
  Graphics:
    - Created colored variants of the greenhouse for each type of crop.
    - Removed working animation flickering, barely noticable for the original, and too apparent
      with other colors. Greatly reduces file size with many color variants!
    - Created some simple, custom remnants for the greenhouses.
    - Created a custom explosion effect for the greenhouses.
    - Added impact category and impact effect for the greenhouses (related to sound as well.)
    - Increased size of greenhouse alt-view recipe icon.
    - Created circuit wire connection visuals for greenhouses.
    - Created a thumbnail with a proper preview of the greenhouse with shadows.
  Sounds:
    - Got rid of working sound effect (white noise).
  Info:
    - Created a README.md file explaining the mod.