Krastorio 2 Greenhouse + Wood Pyrolysis


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.

Content
23 hours ago
2.0 - 2.1
5.26K
Fluids Manufacturing

Changelog

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.