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: 0.5.0
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.