Build island industry, survey remote resources, and automate ocean bulk shipping with industrial ports, bulk carriers, offshore oil and maritime power on an ocean-first archipelago world.
Mods introducing new content into the game.
Version: 0.8.0
Date: 2026-08-30
Features:
- Added Deep-Draft Port Engineering as the infrastructure foundation for Maritime Industry's heavy-shipping tier.
- Added Deepwater Dredging Sections that deepen existing ordinary/shallow harbour water into vanilla deepwater for heavy-vessel channels and turning basins.
- Added a dedicated Deep-Draft Quay Edge lane for heavy-vessel berths while preserving Cargo Ships waterway compatibility.
- Added the Cargo Ships-compatible Deep-Draft Berth for Panamax, ocean-container and VLCC-class services.
- Added the Panamax Bulk Carrier as the first heavy-draft vessel: a slow high-capacity dry-bulk trunk carrier built in the Commercial Dry Dock.
- Added the Ocean Container Ship as a deep-draft hub-to-hub liner with exactly twice the slot capacity ratio of the Feeder Container Ship.
- Added the Heavy Ship-to-Shore Container Crane with longer reach, higher transfer speed and a genuine-deepwater berth requirement.
- Added the Deep-Draft Container Berth as a dedicated scheduled stop for mainline container terminals.
- Added the Very Large Crude Carrier (VLCC) as the heavy deep-draft petroleum trunk carrier, with exactly twice the configured-capacity ratio of Maritime's existing Crude Oil Tanker.
- Added VLCC-only high-capacity crude loading and unloading arms with dedicated ship connection categories and crude-oil filtering.
- Added the Deep-Draft Tanker Berth as the scheduled terminal stop for VLCC crude services.
- Deep-Draft Berths enforce real deepwater adjacency at build time and reject/refund placements beside ordinary shallow harbour water.
Mechanics:
- Ordinary/shallow water and standard Quay Edge lanes now carry a Maritime-only shallow-draft blocker collision layer; deepwater and Deep-Draft Quay Edge do not. Heavy vessels use this layer in their native rolling-stock collision masks, physically preventing shallow-water operation without per-tick scripting.
- Deepwater produced by harbour deepening inherits Maritime Industry's existing deep-ocean reclamation protection, so a deliberately deepened shipping channel cannot immediately be erased with ordinary landfill/foundation.
- Existing Cargo Ships waterways remain the navigation network; deep-draft engineering changes water depth, not scheduling or pathfinding ownership.
- The Ocean Container Ship uses the same native shallow-draft collision blocker as the Panamax on both hull and engine; no per-tick draft script is introduced.
- Heavy container gantries reuse the proven quay-crane runtime presenter but require actual deepwater in front of the crane while standard gantries retain ordinary coastal operation.
- The VLCC hull and dedicated engine use the same native shallow-draft blocker as the Panamax and Ocean Container Ship; high-capacity VLCC transfer arms additionally reject placement unless genuine deepwater is within terminal reach.
- VLCC transfer arms use a separate mi-vlcc-crude-tanker connection category, preventing the normal Crude Oil Tanker from using heavy terminal hardware and vice versa.
Progression:
- Deep-Draft Port Engineering requires Port Construction, Shipbuilding and chemical science, placing heavy-port civil works after the 0.7.0 shipyard foundation.
- Heavy Bulk Shipping follows Deep-Draft Port Engineering and Dry Bulk Logistics, so the Panamax cannot be researched before both its cargo system and deepwater port standard exist.
- Ocean Container Shipping follows Deep-Draft Port Engineering and Containerisation, keeping feeder service useful before mainline deepwater liner infrastructure becomes available.
- VLCC Crude Shipping requires Deep-Draft Port Engineering, Tanker Industry and Offshore Industry, and also requires Deep Sea Oil Extraction when that dependency technology is present.
Balance:
- Panamax bulk capacity is 20% of Cargo Ships' configured cargo-ship slot count versus 8% for Maritime's Handysize carrier, giving 2.5x the bulk-lot slots at substantially greater weight and lower speed.
- Ocean Container Ship capacity is 70% of Cargo Ships' configured cargo-ship slot count versus 35% for the Feeder Container Ship, giving exactly 2x the container slots at lower speed and much greater weight.
- VLCC capacity is 160% of Cargo Ships' configured tanker capacity versus 80% for Maritime's Crude Oil Tanker, giving exactly 2x the fluid capacity at substantially greater weight and only 60% of native tanker speed.
- VLCC crude arms pump at least 160 fluid units per tick, four times the minimum Maritime tanker-arm rate, while staying filtered to crude oil.
Fixes:
- Preserved Factorio's mandatory train collision layer when adding the deep-draft blocker to Panamax, Ocean Container Ship and VLCC rolling stock, fixing the 2.1 prototype validation error against vanilla locomotives.
Compatibility:
- Existing 0.7.0 vessels remain shallow-draft capable and are not given the new blocker layer; only the Panamax, Ocean Container Ship and VLCC heavy classes use it in this build.
- No every-tick vessel monitor is introduced; depth enforcement for the heavy fleet is prototype/collision based.
- No new third-party graphics are bundled; deep-draft infrastructure references Base and Cargo Ships artwork.
Version: 0.7.0
Date: 2026-08-26
Features:
- Added Marine Engineering and Shipbuilding as the foundation of Maritime Industry's dedicated shipyard progression.
- Added the Small Vessel Slipway for boats and hydrographic survey craft.
- Added the Shipyard Fabrication Hall for producing marine hull plate, prefabricated hull sections, propulsion units, ship control systems and marine piping systems.
- Added the Commercial Dry Dock as the dedicated construction machine for full-size commercial vessels.
- Commercial Dry Docks enforce coastal placement, accepting a narrow engineered quay/apron strip between the dock and navigable water while rejecting inland shipyards.
- Converted Maritime Industry's Handysize Bulk Carrier, Feeder Container Ship and all three specialist tanker classes to dry-dock construction.
- Converted the Hydrographic Survey Boat to slipway construction.
Overhaul:
- Cargo Ships' native Boat, Cargo Ship and Oil Tanker now follow the same shipyard rules while Maritime Industry is active; their runtime entities and ship definitions remain owned by Cargo Ships.
- Reworked ship recipes around prefabricated hull, propulsion, control and piping modules instead of direct character crafting from raw steel and engines.
- Marine Engineering now precedes Water Transport so the slipway and component chain exist before the first Boat recipe unlocks; Shipbuilding sits after Automated Water Transport and before full-size Cargo Ships and Tank Ships.
Balance:
- Ship construction is deliberately slow and infrastructure-heavy, making the first vessel a capital project without introducing recurring maintenance or wear.
- The early shipyard chain remains red/green science and avoids petroleum-derived ingredients so the ocean-first progression stays viable before offshore crude is established.
Compatibility:
- Uses native Factorio assembling-machine recipe categories; no scripted crafting loop is introduced.
- Existing Cargo Ships waterways, schedules, engines, pumps, offshore oil rigs and floating-power behaviour are unchanged.
- No new third-party graphics are bundled in this release; shipyard presentation is composed from existing Base and Cargo Ships graphics.
Version: 0.6.0
Date: 2026-08-23
Features:
- Added Offshore Industry as the next Maritime Industry integration tier, connecting the required Cargo Ships: Oil Rig and Floating Electric Pole add-ons to the Maritime research tree.
- Added a dedicated Offshore Infrastructure crafting subgroup and moved the native Oil Rig and Floating Electric Pole items/recipes into the Maritime Industry crafting group while keeping their source-mod entities intact.
- Split Tanker Industry into three vessel roles: Crude Oil Tanker, Coastal Product Tanker and Chemical Tanker.
- Added dedicated crude and chemical marine loading/unloading arms; tanker classes now use matching fluid-wagon connection categories so terminal hardware only attaches to the intended Maritime tanker role.
- Crude loading and unloading arms are hard-filtered to crude oil, providing an enforced high-volume crude terminal path.
- Added Quay Apron Sections, a hazard-marked waterway-compatible berth surface for the working edge beside pumps, cranes and mooring positions.
- Added Port Construction directly to 0.6.0 so engineered harbours can be built instead of relying on natural coastline geometry.
- Added a true waterway-compatible Quay Edge surface for the final berth strip beside docked ships; it is walkable/buildable ground and Cargo Ships waterways explicitly accept its dedicated quay-surface layer.
- Added Harbour Dredging Sections that excavate ordinary Nauvis ground, landfill and port paving into standard navigable water for straight channels and rectangular harbour basins.
- Added Reinforced Quay Walls for finishing straight reclaimed waterfront edges and defining industrial berth faces.
- Added Tanker Industry as the dedicated liquid-bulk logistics branch after Industrial Ports and Cargo Ships tanker handling.
- Added the 100,000-unit Terminal Tank Farm for high-capacity circuit-readable shore storage.
- Added high-throughput Marine Loading Arms and Marine Unloading Arms derived from Cargo Ships' ship-pump connection system.
- Added the Cargo Ships-compatible Tanker Berth for scheduled liquid-bulk services.
- Added the Coastal Product Tanker for fast short- and medium-haul refinery-product routes.
Progression:
- Offshore Industry follows Dry Bulk Logistics and remains entirely in red/green science.
- Deep Sea Oil Extraction now branches from Offshore Industry and requires Cargo Ships tanker handling, creating a coherent survey/freight -> offshore engineering -> tanker -> oil-rig route.
- Rebalanced Deep Sea Oil Extraction to red/green science while preserving Cargo Ships: Oil Rig's own prerequisite mode, preventing petroleum-derived chemical science from gating the intended first offshore petroleum source.
- Overseas Energy Distribution now branches from Offshore Industry while preserving Cargo Ships: Floating Electric Pole's existing Electric Energy Distribution I requirement.
Fixes:
- Fixed Quay Apron continuation on deepwater berths: the shore-anchor guard now permits one engineered Quay Edge/Apron tile between new paving and real shore, allowing a two-tile Edge + Apron working strip while still rejecting a third outward row.
- Reworked Quay Edge Sections from the temporary overlay workaround into a true paved berth tile, allowing a continuous usable quay surface directly beneath straight Cargo Ships berth waterways.
- Added a deepwater safety guard: Quay Edge and Quay Apron paving on natural deep ocean must stay within the engineered two-tile berth width of adjacent real shore or reclaimed port land; one shore-backed Quay Edge/Apron tile may serve as the single intermediate anchor, while a second intermediate quay tile is rejected.
- Fixed valid deepwater berth paving being falsely rejected because the previous runtime guard depended on finding a nearby straight-waterway entity instead of recognising the actual adjacent quay/shore tile.
- Restored the Marine Loading Arm to Cargo Ships' native loading-pump geometry while explicitly enforcing shore-to-ship flow.
- Explicitly enforce opposite shore/ship flow directions on both Maritime marine arms and slightly increase tanker valve latch tolerance.
- Clarified that tanker pumps require a tanker stopped orthogonally on straight waterway; diagonal and curved waterway cannot accept fluid-wagon pump connections.
- Fixed Terminal Tank Farm pipe connection positions so all four connections remain strictly inside the expanded entity collision box under Factorio 2.1 prototype validation.
Improvements:
- Product loading/unloading arms retain their established 0.6.0 entity names for save compatibility but now explicitly mate only with the Coastal Product Tanker.
- Crude tankers favour capacity over speed at 80% of configured Cargo Ships tanker capacity; product tankers remain fast at 50%; chemical tankers trade capacity for specialised service at 35%.
- Quay Apron and Quay Edge tiles share the same engineered quay-surface layer and a two-stage deepwater shore-anchor guard: Edge + Apron can form a two-tile berth strip, while a third outward row is rejected.
- Tanker Industry now requires Port Construction so players receive straight-berth shaping tools before marine loading arms and tanker terminals.
- Reworked the Terminal Tank Farm into an 8x6 three-by-two vessel bank using native Base storage-tank graphics while retaining one native 100,000-unit fluid inventory and circuit connection.
- Reworked Marine Loading and Unloading Arms into heavier twin-pump terminal skids while preserving Cargo Ships valve positions, connection categories and tanker-fluid transfer geometry.
- Increased marine-arm selection width for the larger machinery without changing its water-compatible collision geometry.
Balance:
- Coastal Product Tanker capacity scales to 50% of Cargo Ships' configured tanker capacity while running 20% faster than the mainline tanker.
- Marine loading arms run at twice the base pump rate so terminal throughput can keep pace with industrial tank farms without bypassing Cargo Ships fluid connections.
- Tanker Industry uses chemical science and remains a parallel cargo branch from Industrial Ports rather than requiring Containerisation.
Compatibility:
- Maritime Industry does not duplicate or replace the Oil Rig or Floating Electric Pole entities; the hard-dependency add-ons remain authoritative for their prototypes and runtime behavior.
- The Offshore Industry integration leaves the tanker vessels, marine loading arms, quay construction, dredging and ship runtime behavior in this release unchanged.
- Tanker ships continue to use Cargo Ships' native waterway, engine-coupling, scheduling and ship-pump systems.
- Maritime references Base and Cargo Ships graphics directly and does not copy tanker, pump or tank artwork into the Maritime package.
Version: 0.5.0
Date: 2026-08-23
Fixes:
- Fixed Feeder Container Ship deck alignment through the south/east half of the rotation by rebuilding all 256 deck frames around the correct ship sprite centre.
- Fixed Feeder Container Ship load failure by expanding the Maritime container-deck overlay to Cargo Ships' native 256-direction rotated-sprite layout.
- Removed inherited Cargo Ships bulk-hold hatch covers from the Feeder Container Ship so the Maritime container deck remains visible while idle and in every orientation.
- Quayside container gantry visuals rebuild on normal initialization/configuration changes and are no longer affected by the tall-entity visibility toggle.
Features:
- Added Containerisation as the next Maritime Industry progression tier after Industrial Ports.
- Added reusable 20 ft and 40 ft intermodal container shells.
- Added containerised cargo recipes for major manufactured intermediates, electronics, engines and rocket components.
- Added dedicated Container Packing and Container Unpacking Stations; unpacking returns the empty container for reuse.
- Added a 6x5 Container Yard for high-capacity empty and loaded box storage.
- Added Rail Container Cranes and long-reach Quayside Container Gantry Cranes.
- Added Cargo Ships-compatible Container Berths for scheduled liner services.
- Added the Feeder Container Ship for faster medium-capacity inter-island container routes.
Improvements:
- Corrected container crane display scale: ship-to-shore gantry now uses the supplied artwork's intended 1.5x scale; rail-yard crane increased to 0.9x while remaining visibly smaller.
- Reworked Container Packing and Unpacking Stations into larger 5x4 freight-processing sheds with visible container banks rather than plain tinted assembler clones.
- Reworked the Container Yard presentation into multi-colour lower and upper container tiers while retaining one circuit-readable inventory entity.
- Increased visual separation between the Rail Container Crane and Quayside Container Gantry Crane through distinct platform scale, safety colours and terminal-role iconography.
- Strengthened Container Berth presentation and gave the Feeder Container Ship a restrained blue-grey hull identity without bundling or copying Cargo Ships graphics.
- Added a dedicated multi-colour container-deck overlay to the Feeder Container Ship while retaining Cargo Ships' original hull animation and runtime ownership.
- Replaced the screenshot-derived crane placeholders with clean four-direction transparent crane sprites based on the Apache-2.0 Port Crane Loader artwork, including a Maritime yellow rail-crane variant and red ship-to-shore crane.
- Reworked the Quayside Container Gantry Crane into an invisible functional inserter plus a separate tall visual entity rendered above docked ships; R toggles between ship loading and unloading after placement.
- Added coastal placement validation for the Quayside Container Gantry Crane so it must be aligned with water in front and land behind.
Balance:
- Empty 20 ft and 40 ft containers now use one inventory slot each, making return/repositioning capacity a real part of container-network design.
- 20 ft containers carry ten normal item stacks; 40 ft containers carry twenty.
- Loose ores, coal and stone remain excluded from container packing so dry-bulk terminals retain their dedicated role.
- Empty-container recovery creates a return-logistics requirement instead of consuming containers on every trip.
Compatibility:
- Dry-bulk lots now preserve the represented raw-material weight and opt out of autogenerated recycler/decomposition routes, matching the container cargo safeguards.
- Handysize Bulk Carrier capacity now scales to 8% of Cargo Ships' configured cargo-ship capacity, preserving its 80-slot default while respecting custom capacity settings.
- Container cargo recipes are only generated when the corresponding item prototype exists, avoiding invalid unlocks in overhauls that remove optional vanilla intermediates.
- Generated cargo names now preserve an overhaul item's explicit localised name instead of assuming a vanilla locale key.
- Container recipe amounts are bounded to Factorio's 65,535-item prototype limit; impossible extreme-stack cargo definitions are skipped rather than creating invalid prototypes.
- Packed containers now retain the mass of their represented cargo plus the empty shell, preventing container packing from bypassing item-weight logistics in Space Age-style environments.
- Disabled autogenerated recycling/decomposition for container packing and unpacking so the reusable-shell loop remains authoritative.
- Container Yards retain their inherited circuit connector so terminal inventories can be monitored and controlled through the circuit network.
- Feeder Container Ship capacity now scales to 35% of Cargo Ships' configured cargo-ship capacity and preserves Cargo Ships' engine fuel-capacity settings instead of overriding them.
- Ships and berths continue to use Cargo Ships' native ship-definition and waterway scheduling systems.
Version: 0.4.0
Date: 2026-08-18
Features:
- Added protected deep-ocean shipping lanes on vanilla deepwater and deepwater-green tiles.
- Ordinary landfill and compatible foundation-style fill can no longer reclaim protected deep ocean.
- Reinforced quay foundation sections can now be placed directly over coastal and shallow water to create refined-concrete port frontage.
Balance:
- Shallow/coastal water remains reclaimable so ports can be shaped naturally without allowing continent-scale ocean paving.
- Elevated rail supports and ramps can no longer span protected deep ocean, preserving ships as the long-distance inter-island transport layer.
Compatibility:
- Deep-ocean fill restrictions are applied generically to ground-producing tile placers instead of hard-coding specific third-party landfill mods.
- Cargo Ships waterways, retractable bridges, offshore oil rigs, buoys and Cargo Ships floating electric poles remain allowed in deep ocean.
- No Deepsea Mechanic dependency is required; Maritime Industry owns its Factorio 2.1 implementation directly.
Version: 0.3.0
Date: 2026-08-17
Features:
- Added Industrial Ports, the first full-scale Maritime Industry port-development tier.
- Added reinforced quay foundation sections for developed port construction.
- Added the 5x5 Port Authority for harbour control and local charting.
- Added the Industrial Dry Bulk Berth as the reinforced developed-port berth.
- Added 5x5 Bulk Stockpiles for high-capacity dry-bulk storage.
- Added the three-bin Bulk Rail Hopper and bidirectional Bulk Rail Transfer Crane for train-to-port interchange.
- Added the long-boom Stacker-Reclaimer for automated stockyard transfer.
Improvements:
- Reworked port machinery scale and presentation from in-game testing so the terminal reads as heavy industrial infrastructure.
- Expanded the Bulk Rail Transfer Crane and Quayside Bulk Transfer Crane to 4x4 heavy-equipment footprints with larger working arms.
- Expanded the Stacker-Reclaimer to a 7x3 long-boom stockyard machine with a distinct dark-green industrial silhouette.
- Rebuilt the Bulk Rail Hopper as a taller receiving bank with visible bulk material instead of a chest-like placeholder.
- Reworked the Bulk Stockpile into an open yard pile and improved crafting/technology icon differentiation across the port set.
- Removed inherited random radar backer-name suffixes from Port Authority entities, including already-placed authorities after configuration changes.
- Kept the first survey and dry-bulk shipping route in red/green science while placing developed industrial ports later in progression.
Compatibility:
- Added fallbacks for overhauls that replace vanilla concrete or remove the native bulk-inserter prototype.
- Retained the established Maritime Archipelago world shape and remote-resource geography unchanged from the tested 0.2.0 foundation.
Dependencies:
- Requires Cargo Ships 2.1.6 or newer.
- Requires Cargo Ships: Oil Rig 2.1.2 or newer.
- Requires Cargo Ships: Floating Electric Pole 2.1.0 or newer.
- Requires Forgeworks Core 0.3.1 or newer.
Version: 0.2.0
Date: 2026-08-16
Features:
- Added Hydrographic Surveying as the first Maritime Industry exploration technology.
- Added a Hydrographic Survey Boat that uses Factorio 2.1 native vehicle chunk exploration while travelling, with no runtime polling script.
- Added Cargo Ships Mod Data definitions for the survey boat's freely driven and waterway versions.
- Added a long-range Hydrographic Survey Station for coastal and remote-island charting.
- Added a dedicated Hydrographic Surveying item subgroup and progression branch.
Balance:
- Moved the first Maritime Industry exploration and dry-bulk route entirely into red/green science progression.
- Replaced the Handysize bulk carrier's advanced-circuit requirement with electronic circuits so petroleum is not required before the first bulk route can be established.
- Replaced concrete in the first Dry Bulk Berth recipe with stone brick so the initial maritime route does not depend on later construction materials.
- Reduced Dry Bulk Logistics research from 200 to 150 science packs and made Hydrographic Surveying a prerequisite.
World generation:
- Retained the 400% water-frequency / 800% water-coverage archipelago world and remote resource geography introduced in 0.1.0.
- Starter iron, copper, coal and stone remain finite while major deposits are pushed toward outlying islands.
- Land crude oil and uranium remain strategic remote resources; offshore oil remains the intended early petroleum route.
Dependencies:
- Requires Cargo Ships 2.1.6 or newer.
- Requires Cargo Ships: Oil Rig 2.1.2 or newer.
- Requires Cargo Ships: Floating Electric Pole 2.1.0 or newer.
- Requires Forgeworks Core 0.3.1 or newer.
Version: 0.1.0
Date: 2026-08-16
Features:
- Added Maritime Industry's first dry-bulk logistics progression.
- Added the Handysize bulk carrier using Cargo Ships 2.1 ship-definition Mod Data integration.
- Added dry bulk berths compatible with Cargo Ships waterways and schedules.
- Added bulk cargo terminals and long-reach bulk ship loaders.
- Added bulk-lot handling for iron ore, copper ore, coal and stone.
- Added a dedicated Maritime Industry item group and technology branch.
- Made new Nauvis worlds default to the Maritime Archipelago: 400% water frequency and 800% water coverage.
- Added maritime resource geography with finite starter resources, remote resource specialisation and richer distant deposits.
Dependencies:
- Requires Cargo Ships 2.1.6 or newer.
- Requires Cargo Ships: Oil Rig 2.1.2 or newer.
- Requires Cargo Ships: Floating Electric Pole 2.1.0 or newer.
- Requires Forgeworks Core 0.3.1 or newer.