Every ore patch is a currency. You mine dirty cash, wash it, dry it, sort
it by denomination, strap it, and press it into vacuum bricks.
Status: early. The Nauvis cash chain, the catalogue and the Handler
work end to end. Everything listed under "Not in yet" further down is
genuinely not in yet.
The chain
A deposit gives you an unsorted pile of one currency, mixed denominations,
some of it contaminated. Several stages later it is a sealed brick.
deposit -> pile -> Washer -> Dryer -> Sorting Table
-> Strapper: strap -> bundle -> brick
Off to the side sit the UV Scanner, the Note Press, the Shredder, the
Paperwork Office and the Scrubber.
Contamination is an item identity, not a hidden number, so everything is
sortable on a belt with a filter inserter:
- Soiled — the common case. Water and detergent in the Washer.
- Inked — dye-pack residue. Needs solvent.
- Marked — serial numbers on a police list. Identical to clean cash
until a UV Scanner reveals it. Scanning costs throughput and most of
what it tells you is that everything was fine. - Counterfeit — worthless as cash, and the Note Press turns it into
unsorted notes of whichever currency you choose. It is the only way to
produce a currency you have no deposit for.
Nothing is crafted
There is no smelting, no gears, no assembler recipes to memorise. Belts,
inserters, drills, rail, chests, power, right up to the rocket silo, are
bought from a catalogue of 122 entries across 7 tabs, using coins
earned by delivering contracts.
Prices are not invented. Every item is resolved down to raw resources
through the real vanilla recipe graph, so Factorio's own progression curve
sets the price curve.
No research
Every vanilla technology is disabled. Progression comes from the Handler,
which issues one assignment at a time — a currency, a denomination and an
amount — and pays out in unlocks. You do not choose your work.
18 currencies, no exchange
Real ISO 4217 codes across four rarity tiers, each with four denominations
drawn from what that currency actually issues — DKK at 50/100/200/500, JPY
at 1000/2000/5000/10000.
You cannot convert one currency into another. If a contract wants DKK,
the only way to get DKK is to find a DKK deposit and mine it. Every
currency is a place on the map. Deposits are finite: mine a patch out and
it is gone, through the same eight visible depletion stages an iron patch
uses.
Power is paper
Banknotes are the fuel. Paper burns the same whatever is printed on it, so
fuel value is identical across denominations and you feed the small notes
to the Incinerator and ship the large ones.
There is no solar. The Scrubber pulls pollution back out of the air and is
hand-built from 25 wood — and wood only comes from the trees standing on
your map, so your ability to clean up after yourself is finite.
There is no combat. Pollution is the pressure.
How the art is made
Machine sprites are 3D renders — not drawings, and not image generation.
Each machine is kitbashed in Blender from CC0 models (Poly Haven) plus two
licensed royalty-free models, lit and rendered in Cycles at 3x size, then
reduced and sharpened down to sprite scale. That render-large-and-reduce
step is where the per-pixel crispness comes from, and it is the same
approach vanilla's entity art uses. The source models stay in the Blender
project; only the rendered PNG ships in the mod.
Item icons — bills, straps, bundles, bricks — are drawn programmatically
by a Python generator from a table of 18 currencies and a hand-authored
5x7 pixel font. Adding a currency is one row: a code, a tier, a planet,
two hex colours and four note values.
On AI: I use Claude to write code — the render pipeline, the sprite
generators, and most of the mod's Lua. No AI image generation is used
anywhere in this mod; there is no image model in the pipeline at any
stage. The art direction is mine: I decide what each machine should be,
and I reject renders until they are right.
Not in yet
Named so you know what you are and are not downloading:
- Water pollution. 0.9.0 adds the hundred-step toxic water gradient
the system will use, but nothing yet dirties a lake. The tiles are
groundwork, not a feature. - The other four planets. Vulcanus, Fulgora, Gleba and Aquilo have no
Laundromat content. The game is on Nauvis. - The solvent loop. Inked cash consumes solvent, but the cracking and
distillation chain behind it is not built. - The paperwork ladder. No document intermediates yet.