Cultivate wood and convert it to coal and oil through pyrolysis. Coal Liquefaction can be accessed early on, and Gleba crops can be cultivated in Space Age as well. The mod is highly configurable.
Mods introducing new content into the game.
Version: 1.7.5
Date: 2026-10-21
Compatibility:
- Simple Seablock: Provided very basic compatibility with no thoughts to balance, only enough
for it to not crash on load. Forcefully disables the setting for early coal liquefaction,
because the mod already unlocks that early, but in a different way.
Version: 1.7.4
Date: 2026-10-10
Bugfixes:
- Fixed that coal could be recycled back into wood (had forgotten to disable the automatic
generation of a recycling recipe for the carbonization recipe).
Version: 1.7.3
Date: 2026-10-06
Compatibility:
- Arig + Any Planet Start: Fixed that the first distillation recipe can't unlock with the Oil
Processing tech when starting on the planet Arig, because the effects are overwritten. Adds
the recipe unlocking at the second prototype stage instead.
Version: 1.7.2
Date: 2026-10-05
Changes:
- The setting for greenhouse glass now has three options: 1) Use the specialized glass provided
by this mod, 2) only use glass from a compatible mod (smaller mods are prioritized, iron
plates are used as a fallback) or 3) disable the use of glass entirely, in which case iron
plates are used instead. NB: No migrations provided!
Info:
- Added a migration script that informs the player of the change above.
- Improved description of setting for glass.
- Reordered some settings.
Locale:
- Updated Chinese translation using DeepL.
Version: 1.7.1
Date: 2026-10-05
Compatibility:
- Improved compatibility for Krastorio 2. Now unlocks the greenhouse for trees alongside the
existing one, and adapts recipes to require some stone instead of landfill. Also reordered
items and recipes.
- Added "Bob's Metals, Chemicals and Intermediates" as a possible source of glass for the
greenhouses. When "Angel's Smelting" is also installed, the greenhouse tech will require the
glass tech to be unlocked first.
- Greenhouses no longer require any glass tech from other mods to be unlocked when the glass
is already provided by the mod itself.
Balancing:
- Greenhouse for trees: Relaxed surface requirements a bit more.
Notes:
- It still seems best to just disable the greenhouse for trees and the greenhouse glass when
Krastorio 2 is installed.
Version: 1.7.0
Date: 2026-10-03
Balancing:
- Greenhouses:
- NB: Quality variants no longer receive any output speed bonus by default! I always wanted
to ret rid of this since planted trees and agricultural towers can't benefit from quality,
but it was only recently that I discovered the needed update to the API (v2.0.58). I figure
that not everyone will like this change, so there is an option to re-enable the scaling
in the settings.
- Doubled consumption of electricity (25kW -> 50kW) because of changes below.
- Gleba greenhouses: Increased default base output rate (0.375/s -> 1.0/s) since quality no
longer needs to be considered for balancing. This way, a greenhouse setup should produce
~93.5% (instead of only ~35%) pr. area compared to an agricultural tower setup. (The new
output rate is the equivalent of 6 trees).
- Greenhouse for trees: Doubled default base production rate (0.25/s -> 0.5/s) to somewhat keep
up with the other changes. (The new output is the equivalent of 75 trees, an amount that
could technically be planted within a 7x7 area, the size of the greenhouse collision box. It
it still less than the 0.67/s provided by the greenhouse in Krastorio 2.)
Changes:
- NB: Merged some settings, because I felt that there are too many. Yumako trees + Jellystems
and Slipstacks + Sunnycombs now have their output rates configured as groups. No migrations
provided, so check the settings!
Compatibility:
- Added Quality as an optional dependency so it loads first.
Info:
- Created a migration script informing the player of the changes above.
- Adjusted migration script for v1.6.0.
- Updated and simplified descriptions of many settings.
- Simplified mod description.
Locale:
- Updated Chinese translation using DeepL (also fixed missing translations).
Version: 1.6.0
Date: 2026-10-02
Balancing:
- Main Gleba greenhouse recipes: Removed the option for requiring overgrowth soil, now they
simply require artificial soil, and in much lower amount.
- Other Gleba greenhouse recipes: Reduced the amount of spoilage required.
Changes:
- NB: Merged settings for Gleba greenhouses into one. Cannot migrate, so check settings!
Info:
- Created a migration script informing the player of the changes above.
- Updated mod setting descriptions.
- Now manually sorts ingredients for greenhouse recipes.
- Changed tech recipe unlock order.
- Fixed several changelog entries ("Locales:" -> "Locale:").
Locale:
- Updated Chinese translation using DeepL.
Internal:
- Changed the the way that the code keeps track of what has been enabled according to settings
and presence of mods.
- Created a separate file with a small library of functions.
Version: 1.5.2
Date: 2026-10-01
Balancing:
- Greenhouse for trees: Lowered pressure requirement a bit so the greenhouse can also be built
on the planet Lignumis from the mod of the same name. Also increased the ceiling on solar
power a bit, but not with any particular planet in mind. Just a quick fix.
Info:
- Fixed some info text for the greenhouse glass.
Locale:
- Updated Chinese translation.
Version: 1.5.1
Date: 2026-09-25
Changes:
- Reordered recipes: Moved distillation for the biochamber to another subgroup.
Info:
- Fixed several errors in changelog, particularly in the latest entry.
Version: 1.5.0
Date: 2026-09-25
Balancing:
- Created a new distillation recipe exclusive to the biochamber, for the sake of more accurate
balancing that keeps the difference in yield between the carbonization/distillation process
chains within a reasonable range even as bonuses to productivity increase. The new recipe
produces a bit less coal and petroleum gas to counter the 50% productivity bonus. Assuming
maximum use of biochambers, as well as the use of an electric boiler for steam, yield ratios
should be like this: Solid fuel starts at ~128.0% and rises towards ~138.0%, while petroleum
gas starts at ~119.5% and falls towards 106.5%. Good enough!
Changes:
- Reordered recipes.
- Created new names for some recipes and settings. Created migrations for it.
Info:
- Fixed minor errors in changelog entry for v1.4.6.
- Updated description of recipes and some related settings.
Locale:
- Updated Chinese translation with DeepL.
Internal:
- Updated and expanded end note in recipe.lua about balancing.
Notes:
- The Chinese translation relies a lot on DeepL now, and I cannot guarantee the quality of it.
Version: 1.4.7
Date: 2026-09-24
Bugfixes:
- Fixed a load error when Space Age is not installed.
Version: 1.4.6
Date: 2026-09-24
Balancing:
- Pyrolysis: Carefully rebalanced the distillation recipe so that it always maintains at least
a small advantage over the carbonization recipe in regards to yields on petroleum gas, even
as it tends to diminish with increasing productivity bonuses (due to differences in chain
lengths). The distillation recipe is still usable in the biochamber, to keep it ahead.
Assuming the use of an electric boiler for steam, the ratio for solid fuel was slightly
increased to ~104.5%, rising towards ~116.0% (with biochambers: ~157.0%, rising towards
~165.5%), but for petroleum gas, it should be ~123.5%, falling towards ~103.0% (with
biochambers: ~150.0%, falling towards 131.5%).
Info:
- Created a migration script informing the player of the change above.
Notes:
- Balancing for productivity and biochambers require a lot of compromise. I had to give up on
energy parity between the pyrolysis recipes, and the disparity compounds with productivity.
But at least the distillation recipe, which is more complicated, remains at an advantage, and
that seems more important. (Of course, the investment cost already tends to be a lot lower,
but that's a metric that probably doesn't matter to those who seek to grow the factory.)
- I may create a recipe that is unique to the biochamber and replaces distillation in the
the future, for better balance and higher realism.
Version: 1.4.5
Date: 2026-09-23
Info:
- Updated some references to pyrolysis recipes in a startup setting.
Locale:
- Updated Chinese translation with DeepL.
Version: 1.4.4
Date: 2026-09-23
Balancing:
- Advanced pyrolysis recipe: Very slightly increased the amount of petroleum gas produced and
also allowed it to work in the biochamber from the Space Age DLC! This is meant to give the
"advanced" oil chain an advantage over the "basic" one in the late-game, where extreme
productivity bonuses tend to favor overall longer production chains in regards to yield.
(There is no perfect way to balance this, the productivity mechanic is the problem).
- Greenhouse for trees:
- Once again made pollution absorption active (so it can also be read from the tooltip),
just like how it is with the biochamber in the Space Age DLC. The problem of the game
engine limitation is mitigated by the solution from v1.4.2.
- Made pollution absorption scale with the base output rate.
Info:
- Pyrolysis recipes: Changed names to "Wood carbonization" and "Wood distillation" and added
short descriptions. This was done to give less of an impression that the "advanced" recipe is
always better than the "basic" one for the most important oil production (productivity
bonuses from machines and legendary modules can flip things on their head down the line, at
least if you only care about maximizing yields from an input; but that also changes again
with the biochamber in Space Age, since the "advanced" recipe works in it now).
- Updated description of setting related to the greenhouse for trees.
- Fixed changelog entry for v1.0.0.
Locale:
- Updated Chinese translation with DeepL.
Version: 1.4.3
Date: 2026-09-22
Changes:
- Quality and Space Age can now be used independently of each other with this mod.
Balancing:
- Greenhouse for trees: Doubled absorption of pollution to 2.25 units/min. Also made it passive
so it can't be affected by modules, which fixes an issue with lower consumption actually
reducing it (game engine limitation). Unfortunately, the absorption won't show in any of the
menus or tooltips any longer!
- Main Gleba greenhuses: Reduced spore production slightly.
Info:
- Updated values in descriptions of startup settings.
Locale:
- Updated values in Chinese translation.
Version: 1.4.2
Date: 2026-09-21
Balancing:
- Greenhouses: Modules are still allowed (if enabled), but consumption can no longer be reduced
below 0%. This is to prevent any reduction of the spore pollution from the greenhouses for
Yumako and Jellynut trees below the default value. As a side effect, pollution absorption
from the greenhouse for trees won't be accidentally lowered beyond the default value either
(issue caused by game engine limitation in regards to negative numbers).
Version: 1.4.1
Date: 2026-09-20
Balancing:
- Further reduced the cost of researching Coal Liquefaction when the option for unlocking it
early is enabled.
Version: 1.4.0
Date: 2026-09-17
Minor Features:
- Created an option (that is enabled by default) for making the mod provide its own glass for
the greenhouse recipes. The sand, and the glass made from it, are not used anywhere else.
Balancing:
- Greenhouse recipes: Reduced the amount of iron/glass plates required.
Graphics:
- Added graphics for the optional sand and glass items. Borrowed from "Glass" by GotLag.
Locale:
- Updated Chinese translation through careful use of DeepL.
Internal:
- Changed the way that the recipes for the greenhouses are built.
Version: 1.3.3
Date: 2026-08-11
Changes:
- Created some degree of integration with Krastorio 2 by making the greenhouse recipes more
similar to that of the original when the mod is present. Of course, they also use glass as
an ingredient.
Bugfixes:
- Fixed a load error when both AAI Industry and Krastorio 2 are installed. Added proper checks
for presence of glass items to avoid crash. Also improved the way that a glass item and its
amount is selected in the presence of several mods.
Version: 1.3.2
Date: 2026-08-01
Changes:
- Fixed changelog for version 1.3.1.
Version: 1.3.1
Date: 2026-08-01
Changes:
- Added compatibility for the mod "QuirkyCat Glass, Sand and Clay (and minerals)" by QuirkyCat.
- Adjusted prioritization of mod compatibilities.
Balancing:
- Adjusted greenhouse glass cost for all compatible mods that provide glass.
Version: 1.3.0
Date: 2026-07-14
Changes:
- Updated to work with Factorio 2.1:
- Recipes now use the "categories" property instead of "category".
- Updated internal name of recipe "wood-processing" to "tree-seed".
Sounds:
- Greenhouse entities: Added open/close sound effects similar to those of large,
fluid-accepting machines.
Notes:
- Since Factorio 2.1.7, large entities produce a rather grand sound effect when placed down or
mined. Don't know how to change that, since the behaviour is not defined by the prototype.
Version: 1.2.0
Date: 2025-10-29
Minor Features:
- Created new startup settings, allowing for more flexibility in relation to other mods:
- Disable one or both of the wood pyrolysis recipes.
- Disable the tree greenhouse.
Info:
- Added new descriptions, updated some existing ones.
Translation:
- Updated Chinese translation through careful use of DeepL, fixed some formatting.
Internal:
- Made the use of localised descriptions more consistent.
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 trees 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 trees. 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 trees by default outputs as much wood as 37.5 planted trees 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 trees absorbs only 1.125 pollution/min (as much as 37.5/2 trees), 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 trees 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.