Maritime Industry


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.

Content
2 days ago
2.1
38
Transportation Logistics Trains Storage

Changelog

Version: 0.5.0
Date: 2026-08-21
  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.
  Balance:
    - 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:
    - Container cargo recipes are only generated when the corresponding item prototype exists, avoiding invalid unlocks in overhauls that remove optional vanilla intermediates.
    - 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.