White phosphorus ignites when it waits. Use it right away, burn the surplus for heat, or make it safe as red phosphorus. Requires Space Age to be owned (spoiling), not enabled. Integrates with Brevven's BZ mods.
Mods introducing new content into the game.
Version: 0.3.4
Date: 2026-10-24
Bugfixes:
- Fixed a crash when building by hand while another mod or the map editor left the build's item list invalid. Only placed glow markers read it now.
Version: 0.3.3
Date: 2026-10-23
Changes:
- Require Factorio 2.1.23 or later in the 2.1 series.
- Mention Brevven's BZ mods in the searchable summary.
Version: 0.3.2
Date: 2026-10-17
Changes:
- Connect external factories through prepared furnace charges, slurry clarification, chlorinated solvents and battery cathodes.
- These integration additions leave Fluffy-only recipes, machines and progression unchanged, with or without Space Age.
Compatibility:
- Coordinate Tellurium's external material chains and save-safe recipe upgrades; Fluffy-only gameplay remains unchanged.
Version: 0.3.1
Date: 2026-10-17
Compatibility:
- Refresh Cadmium 0.5.0 material chains, old recipe assignments and recycling after final family bills.
Version: 0.3.0
Date: 2026-10-17
Changes:
- External material packs gain prepared furnace charges, phosphate leach slurry, chlorinated phosphorus and iron-phosphate cathodes.
- Use BZ foundries for charge preparation, native caustic soda and argon in chemistry, and Cadmium filters in slurry clarification where reachable.
- Require phosphorus in native electronic components, etching, epoxy, toluene/PE plastic, TNT nitration, late primers and K2 fertilizer.
- Add native machinery parts to the arc furnace, tower, retort and preservation cabinet; retain the kiln's complete native bill.
- Keep Fluffy-only and Fluffy with Space Age recipes unchanged. Preserve local planetary sources and distinct battery chemistries.
Compatibility:
- Coordinated companions when installed: Gallium 0.3.1, Neodymium 0.3.3, Caesium 0.2.4, Antimony 0.4.2 and Molybdenum 0.4.4.
- Retired bonus recipes follow the final native bill, including later family parts, product returns and recycling.
Bugfixes:
- Preserve old buffered items, fluids, qualities, recipe assignments, blueprints and research access when upgrading.
- Split chlorinated solvent manufacture to fit ordinary two-input chemical plants; retain early native motors to avoid the phosphorus/rare-earth bootstrap cycle.
Version: 0.2.3
Date: 2026-10-16
Compatibility:
- Preserve matching native waste per feed batch in combined Magnesium plastic.
- Original Fluffy-only recipes remain unchanged.
Version: 0.2.2
Date: 2026-10-16
Bugfixes:
- Fix the missing recycling technology icon by using its Recycler mod path.
- Skip the caustic phosphine variant when the final host has no fixed product amount.
Compatibility:
- Requires Factorio 2.1.22 or later.
Version: 0.2.1
Date: 2026-10-12
Features:
- Arig sand sifting has a 2% chance to yield one phosphate rock alongside its existing products.
- Muluna regolith digging has a 2.5% chance to yield one phosphate rock alongside its existing
products. Both sources use the planet's own processing research and need no phosphorus input.
Version: 0.2.0
Date: 2026-10-12
Features:
- Gleba biochambers turn 30 spoilage into one phosphorus ash. Ash fertilizes iron and copper
bacteria: two bacteria, two bioflux and one ash grow twelve bacteria in eight seconds.
- Phosphate fertilizer now follows agricultural science. Bioflux and yumako nutrient bonuses
remain; the spoilage nutrient bonus is removed and existing machines use the normal recipe.
- Crush carbonic asteroids for five carbon and two phosphate rock, with a 10% chunk return.
Carbon-fed phosphorus furnaces make four white phosphorus from ten rock, one carbon and four stone.
- Fulgora can leach 20 scrap with 20 sulfuric acid and 50 water into 30 phosphoric acid.
- Fulgora and Gleba make their own white and red phosphorus without phosphate rock. Phosphorus
furnaces reduce 60 phosphoric acid with one solid fuel (Fulgora, after phosphate scrap recovery)
or two carbon (Gleba, after phosphate fertilizer) into four white phosphorus. Gleba's acid comes
from spoilage ash dissolved in water. This route costs more phosphate than rock and takes no
productivity bonus. Furnaces gain a pipe input that only appears for these recipes.
- Vulcanus foundries turn ten red phosphorus into eight black phosphorus under high pressure.
Two black phosphorus replace half the holmium plates in a phosphorene supercapacitor.
- Infinite metallurgic research adds 10% white phosphorus output per level to every furnace route,
including carbon and cadmium dust recovery. Conversion and reactivation gain no bonus.
- Asteroid phosphate crushing joins asteroid productivity research.
- Phosphorus chemistry also runs in cryogenic plants; doped silicon runs in electromagnetic plants.
Washing cannot multiply phosphorus. Black phosphorus gains the foundry bonus, with no route back.
- Recycled heat pipes, heat exchangers and processing units return their phosphorus materials.
The five phosphorus buildings recycle into their construction materials.
- A Space Age tip lists local sources, safe shipping forms and planetary fire strengths.
Aquilo still relies on imports.
Compatibility:
- With Tellurium, one red phosphorus deoxidises molten tellurium copper casting: 25 alloy instead
of 20 from the same tellurium and molten copper. Its existing foundry research stays in place.
- Carbon-fed cadmium dust recovery has a separate research so early dust recovery stays early.
- Base-game recipes and research retain their existing behavior when Space Age is disabled.
Version: 0.1.10
Date: 2026-10-12
Features:
- Vulcanus makes its own phosphorus. Big volcanic rocks also drop 2 to 6 phosphate rock and huge
ones 4 to 12, enough for the lubricant of the first foundries and turbo belts.
- The Foundry research unlocks basic slag from lava: 500 lava and 2 calcite make 250 molten iron,
5 stone and 4 phosphate rock in a foundry.
Balancing:
- Cargo landing pads and cargo bays resist phosphorus fire like chests (50%). One stack of white
phosphorus spoiling in a pad on Vulcanus no longer nearly destroys it; larger loads still burn
it down. Ship phosphorus as red.
Bugfixes:
- Fixed a load error on phosphate concrete with Muluna and other family mods.
- Phosphate concrete and refined concrete now use the phosphoric acid in place of water, so
assemblers can make them. With two fluid inputs no assembler accepted them.
- The glow marker only swaps its iron plate for glass that red and green science can reach. With
Moshine it uses iron again and can be crafted as soon as it is unlocked.
Compatibility:
- Any Planet Start: recipes available from the start, such as heat pipes and heat exchangers on a
Frozeta start, no longer need phosphorus.
- apia: white and crude red phosphorus no longer get a lymph refresh recipe, so they still ignite
when they wait.
- Tenebris Prime and Rabbasca no longer make unpowered copies of the phosphorus furnace, conversion
kiln, retort and preservation cabinet. Copies already built turn back into the normal buildings.
Version: 0.1.9
Date: 2026-10-10
Features:
- Phosphorus retorts now have two module slots for speed and efficiency modules, matching
conversion kilns. Productivity and quality remain excluded from red-to-white reactivation.
- Existing placed retorts gain the slots automatically; ten red still yields nine white.
Version: 0.1.8
Date: 2026-10-07
Compatibility:
- With reachable Manganese, phosphorus furnaces replace five steel plates with five mangalloy for
the cold rock-feed chute. Preserve the refractory lining and other host-derived materials.
- Require the alloy's early research without adding a science tier or cycle. Respect the furnace
recipe bypass and retain existing recipes when the alloy is unavailable.
Version: 0.1.7
Date: 2026-10-05
Features:
- Idle combustion towers now cool by 1 degree Celsius per second, down to 15 degrees.
Burning towers retain their full 2 MW heat output. Connected heat networks cool through the
tower; stored heat can keep them warm longer. Empty, disabled and ash-blocked towers cool.
- Conversion kilns and retorts use magnesia instead of stone bricks when reachable with Magnesium.
- Retorts add five units of condenser metal and four pipes. Reachable early Tellurium supplies tellurium
copper; other packs use copper plates. Preserve the other host-derived construction materials.
- Move retort construction and white-phosphorus reactivation to a small separate red/green research,
after Phosphorus processing and eligible Tellurium processing. Kilns remain available earlier.
Compatibility:
- Existing saves with Phosphorus processing researched retain retort access automatically.
- Antimony 0.3.12 adds two antimony metal or early Babbitt alloy to kiln drive bearings.
- Keep higher-tier or cyclic optional material branches out of early construction recipes.
Version: 0.1.6
Date: 2026-10-05
Features:
- Add late-game phosphorus weapon damage research: three purple/yellow tiers give 20%, 40% and 60% extra burn damage against hostile forces, followed by infinite space-science research adding 20 percentage points per level. Accidental and friendly burns stay unchanged.
- Add building protection research: 25%, 50% and 75% reduction at purple/yellow science, followed by 90%, 95% and 99% space-science tiers. The final finite tier costs 20,000 of each required pack. Protection applies after existing resistances and does not stop contents spoiling.
- Add the phosphorus preservation cabinet, unlocked with purple and yellow science. It accepts only white phosphorus, with one input slot, one output slot and a separate ash removal slot.
- Five white phosphorus are conditioned in five seconds without changing quantity or quality. Supplied cabinets keep their contents fresh; water or power loss resumes ageing, and expired batches cannot be revived.
- Cabinets draw 250 kW continuously and use one water per second while occupied. Their iron-chest exterior has an animated water wave, rising bubbles and green/amber/red status indicators.
Compatibility:
- Cabinet construction uses magnesia instead of bricks with Magnesium, five cadmium-plated hardware with Cadmium, and two antimony trioxide with Antimony. Material research is a prerequisite of the cabinet unlock; all integrations are optional.
- Preserve existing fire damage, weapons, recipes and saves until the new research is completed.
Version: 0.1.5
Date: 2026-10-05
Features:
- Explosives manufacturing now requires one phosphorus ash per four explosives.
The standard batch is two coal, two sulfur, 20 water and one ash for four explosives in eight seconds.
- Remove the separate ash-dried explosives recipe and its now-empty research.
Existing chemical plants using ash-dried explosives migrate to the standard recipe.
Compatibility:
- Preserve other ingredients and crafting time per output, combat effects and existing explosives items.
- Require Phosphorus processing only without new science packs or research cycles.
Skip early, random-output, recycling, matter recovery and existing ash-containing recipes.
- Add a default-on Explosives need phosphorus ash startup setting and respect recipe bypasses.
Separate TNT nitration alternatives from material mods remain available.
Version: 0.1.4
Date: 2026-10-04
Features:
- Land mines require red-phosphorus primer components: one red phosphorus per four mines.
Existing steel, explosives, crafting time per mine, damage and trigger behavior are preserved.
Compatibility:
- Require Phosphorus processing only at the existing science tier and without research cycles.
Preserve starting and random-output recipes; batch other deterministic outputs to whole materials.
- Regenerate recycling and respect the new required-land-mines startup setting or land-mine bypass.
Existing researched saves keep their mine unlocks and placed mines; supply red phosphorus to assemblers.
Version: 0.1.3
Date: 2026-10-03
Bugfixes:
- Fixed the missing phosphate rock icon in the new-game resource settings.
Version: 0.1.2
Date: 2026-09-30
Compatibility:
- With Manganese (trikop), an optional lithium manganese iron phosphate battery recipe: the ingredients of 4 batteries plus 1 manganese plate make 5 batteries. It unlocks with batteries.
Bugfixes:
- Fixed the missing name ("Unknown key") of the lithium iron phosphate battery recipe with Krastorio 2.
Version: 0.1.1
Date: 2026-09-28
Changes:
- Removed the unused load-order dependency on Ash [fork].
Version: 0.1.0
Date: 2026-09-25
Info:
- Requires Space Age to be owned (spoiling), not enabled. Works in vanilla, with Space Age, and with
Brevven-style material mods up to Krastorio 2 and Space Exploration.
Features:
- Phosphate rock (Nauvis, outside the starting area), the phosphorus furnace and white phosphorus.
- White phosphorus ignites after 15 minutes (startup setting, 2 to 120) wherever it waits: the holder takes damage, a phosphorus fire
starts, and white phosphorus nearby catches too. Walls and gaps are firebreaks; no fire in vacuum or
under water.
- Combustion tower: burns white phosphorus into heat for heat pipes and phosphorus ash, which dissolves
into phosphoric acid. Its fuel never spoils.
- Red phosphorus for transport: the heat-powered conversion kiln, washing, and the phosphorus retort that
turns red back into white next to the consumer (3x3).
- Required: plastic (1 white phosphorus per 4, a third more plastic), lubricant (1 per 10), processing
units (doped silicon), batteries (phosphoric acid), heat pipes and heat exchangers (red phosphorus,
deoxidised tubing). Each has a startup setting.
- Ash uses: landfill from ash and stone, phosphate concrete and refined concrete (half again as much),
fertilized Gleba nutrients (Space Age). Where a mod has them, heat shielding takes ash instead of sulfur
and heat-resistant low density structures take ash (startup setting).
- Red phosphorus primers: a quarter more magazines, shotgun shells and cannon shells for 1 red phosphorus.
- With chlorine (BZ Chlorine, Krastorio 2): tributyl phosphate from red phosphorus and chlorine; with BZ
Chlorine, flame-retardant epoxy.
- Doped advanced circuits, etched processing units, ash-dried explosives, uranium from phosphoric acid,
solvent reprocessing, incendiary magazines, grenades and flamethrower ammo.
- Glow marker: an unpowered lamp that burns 24 hours, dims for its last 8 and leaves ash. Point at a
placed marker to see how long it has left. No circuit or logistic connection.
- Wooden buildings burn better, and a phosphorus fire runs a few hops along wooden entities.
Compatibility:
- Every alternative and required use is derived from the loaded mods' own recipes.
- Building recipes follow the vanilla buildings they resemble (steel furnace, boiler, chemical plant) as
the loaded mods changed them: zirconia, invar, tungsten carbide and so on appear in material packs.
- Brevven (both lines): coke as reductant, graphite electrode, silica flux, silicon for doping,
phosphor bronze (twice the plates), doping on BZ Gold's CPU.
- Brim Stuff: wet-process phosphoric acid, NPK fertilizer slurry, ash as the nitration drying agent.
- Timeken: phosphine with sodium hydroxide; glass for glow markers. MDbob: doped electronic components.
- Krastorio 2: NPK fertilizer (with SE), lithium iron phosphate batteries, incendiary rifle magazines,
matter conversion, K2 crushing never destroys white phosphorus.
- Space Exploration: phosphate rock on SE planets and in core mining, delivery cannon for the stable
forms, space zones are fireproof.
- Space Age and planet mods: fire follows pressure and oxygen; phosphoric acid is shared with apia and is
acidthrower ammo on Muria; Astroponics fertilizer with phosphoric acid.
- Cadmium, Tellurium, Magnesium: cadmium from furnace dust, phosphoric filter washing, tellurium copper deoxidised with red phosphorus (the only recipe; Phosphorus processing comes first),
doped cadmium telluride, magnesium phosphate cement, the phosphorus furnace lined with magnesia instead of stone bricks, catalysed plastic.
- Incinerators, crushers and other voiding recipes from other mods cannot destroy white phosphorus.