Factorio Prestige

by Xobot

A prestige / meta-progression system for Factorio: Space Age.

Content
8 hours ago
2.0
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Transportation Logistics Enemies Environment

Changelog

Version: 0.28.0
Date: 2026-06-13
  Bugfixes:
    - RSO starting resources now actually respawn after a prestige. The
      resetGeneration call added in 0.26.0 ran in the same tick as
      surface.clear() and was silently swallowed; it's now deferred ~1 second
      until the clear has settled, which is when RSO can place the patches.
  Changes:
    - Added Resource Spawner Overhaul (rso-mod) as an optional dependency, so it
      loads before this mod and the RSO-compat behavior is in effect from the
      start of the game.
Version: 0.26.0
Date: 2026-06-13
  Bugfixes:
    - Prestige now fully resets the character: gun, ammo, armor (and its
      equipment grid) and logistic-trash slots are cleared, not just the main
      inventory. Fixes weapons/ammunition/equipment accumulating across
      consecutive prestiges.
    - Prestige now resets biter evolution to zero on every surface (evolution
      is tracked on the enemy force, which the wipe previously never touched).
    - Resource Spawner Overhaul (RSO) compatibility: starting resources now
      respawn after a prestige. surface.clear() left RSO's "starting area
      already spawned" flag set, so the guaranteed starting patches never came
      back; the wipe now calls RSO's resetGeneration to re-roll regions and
      re-spawn the starting resources. No-op when RSO isn't installed.
    - Under RSO, the Map tab no longer shrinks resources. RSO reads the
      frequency/size/richness autoplace controls as multipliers on its own
      config, so the mod's default 75/75/50 values were scaling RSO patches
      (and starting patches) down to ~88% size / 50% richness. With RSO active
      those controls are now left neutral (1.0) so RSO's own settings govern
      resource size/richness/frequency; cliffs and starting-area size still
      apply. (Without RSO, the Map tab behaves exactly as before.)
Version: 0.25.0
Date: 2026-06-13
  Features:
    - New "Endless" upgrade category: upgrades with no level cap, bought
      level-by-level for a flat point cost each.
      - Faster Crafting (1 pt/level): +50% manual crafting speed per level,
        forever.
Version: 0.24.0
Date: 2026-06-13
  Features:
    - Two new Lignumis-only kits (shown only when the lignumis mod is active):
      - Wood Kit (3 pt): 800 wood belts, 50 wood undergrounds, 50 wood splitters,
        20 stone furnaces, 82 burner mining drills, 20 burner inserters.
      - Rudimentary Bots (1 pt): 10 basic (copper) construction robots, wood
        armor, a basic personal roboport, and a basic portable generator.
    - Kits can now be gated behind a mod (requires_mod), like Flow unlocks.
Version: 0.23.0
Date: 2026-06-12
  Balancing:
    - Inter-Planet Belt recipe is much more expensive: 100 express belts +
      100 processing units (was 4 + 2), still crafting 2 endpoints.
    - Costs now follow formulas (l = levels already owned): Belt Stacking 5+2l
      (max 3), Inserter Capacity 1+l (max raised 6 -> 8), Research Productivity
      1+l (max raised 5 -> 10), Base Productivity 2+2l (max raised 5 -> 10),
      Base Research Speed 5+3l (max 5), all Curses 3+2l, Map cap steps
      floor(1 + l/2) (1, 1, 2, 2, 3, ...).
    - Flow: Inter-Planet Belts 10 -> 20 pt; Stack Inserter Recipe 20 -> 10 pt.
    - New Flow unlock: Higher-Tier Belts (10 pt, only shown when ev-logistics is
      installed). Adopts ev-logistics' hyper belt/underground/splitter recipes
      into the Prestige crafting tab and unlocks them via prestige instead of its
      hyper-logistics research (now hidden). Recipes otherwise untouched — still
      crafted in a foundry on Vulcanus.
    - New Flow unlock: Quality Condenser (10 pt, only shown when the
      quality-condenser mod is installed). Same adoption pattern: its recipe
      moves to the Prestige crafting tab and prestige replaces its research
      (now hidden) as the only way to unlock it.
    - New Flow unlock: Keep QoL Research (10 pt, only shown when the
      qol_research mod is installed). On prestige, researched Quality of Life
      technologies (and the bonuses they grant) survive the research reset.
    - Removed Black Hole Storage (was an unwired 15-pt placeholder).
    - Smaller Start curse: starting area now shrinks -30% per level (0.7/0.4/0.1)
      instead of saturating at level 2, so every level has a real drawback.
      (Audit finding #7.)
    - Curse rewards toned down: Smaller Start +25% point gain per level (was
      +50%), More Pollution +10% productivity per level (was +25%), Enemy
      Evolution Accelerant +30% research speed per level (was +50%).
    - Curse +/- hover tooltips now show the current totals at the owned level
      for both the benefit (green "Now" line) and the drawback (red "Now"
      line, mirroring the actual mapgen math); the per-level trade stays on
      the card itself.
  Changes:
    - The "Curses" section is now called "Challenges" (display only; saved
      state is unaffected).
    - Buying/refunding upgrades, kits and curses no longer rebuilds the whole
      Prestige tab — the point-buy sections refresh in place, so the page keeps
      its scroll position (part of audit finding #4).
    - The top-left menu button is now the gold prestige star (sprite button via
      item-group/prestige-group) instead of a text button; existing saves get
      the new button automatically.
    - Removed the Effects tab (effects are shown on each upgrade's hover tooltip).
    - Removed the reserved "Recipe Overhauls" button.
    - Lignumis milestones: removed Wood science (1 pt); added Provisional rocket
      silo (3 pt, craft one provisional-rocket-silo).
    - Added a mod-portal thumbnail (144px gold star; tools/make-thumbnail.ps1
      regenerates it).
  Notes:
    - Requires a full restart (data + locale change).
Version: 0.22.0
Date: 2026-06-10
  Features:
    - Inter-Planet Belts implemented (the 10-pt Flow flagship). Crafting the recipe
      (4 express belts + 2 blue circuits -> 2 endpoints) is enabled by the upgrade.
      Place two endpoints and link them: items fed into one emerge from the other,
      even across planets (engine linked-belt mechanism — no per-tick scripting).
      - Controls: Left-click an endpoint to start a link, click another to finish
        (remote view reaches other planets). Shift+Left-click relinks an already-
        linked target. Q cancels a pending link. Shift+Right-click disconnects.
        R flips an endpoint between input and output.
      - Visual feedback: green markers show an existing link when hovering an
        endpoint; gold dashed markers show a pending link.
      - Runs at 90 items/s — a step above the modpack's fastest belt (75/s),
        which remains the floor — and dresses fully in a donor belt tier's assets via
        data-final-fixes.lua: belt surface animation, underground-style cover,
        and icon. Donor preference: ev-logistics' purple hyper belt when present
        (chosen over planetaris-arig's white), else whatever belt is fastest.
      - Crafted in pairs.
    - New script scripts/linkbelt.lua (pairing UX, adapted from the EditorExtensions
      pattern); custom inputs piggyback on standard game controls (no new keybinds).
    - The Prestige crafting tab has a proper icon: a custom gold star at 128px
      (graphics/icons/prestige-group.png — the mod's first shipped art), replacing
      the gold-tinted 64px inserter icon that rendered small.
  Notes:
    - Requires a full restart (data + locale change).
Version: 0.21.0
Date: 2026-06-10
  Changes:
    - Prestige-unlocked recipes now live in their own "Prestige" crafting tab
      (new item-group + subgroup), instead of being mixed into the Logistics tab.
    - The prestige inserter is now cloned from the real Space Age stack-inserter
      instead of the bulk-inserter, so it uses the genuine stack-inserter model,
      textures and icon (no more bulk-inserter look / tint hack). Renamed to
      "Prestige Stack Inserter" to distinguish it from the vanilla one; still
      1.5x swing/extension speed and crafted from a bulk inserter + blue circuit.
  Notes:
    - Requires a full restart (data + locale change).
Version: 0.20.0
Date: 2026-06-09
  Features:
    - First prestige-unlocked recipe (proof of concept): a "Stack Inserter" — a faster
      bulk inserter crafted from a bulk inserter + a blue circuit.
      - data.lua: new item + entity (cloned from bulk inserter, 1.5x speed, tinted
        icon) + a disabled recipe. Guarded so it only adds when the bulk inserter and
        blue circuit exist.
      - New effect kind "unlock_recipe": the "Stack Inserter Recipe" Flow upgrade
        (20 pts) enables the recipe for the force; re-applied on prestige/load.
    - Requires a full restart (data + locale change).
Version: 0.19.0
Date: 2026-06-09
  Changes:
    - Removed the Achievements tab. The base game already has achievements, and a
      parallel system wouldn't add enough. Tabs are now Prestige / Milestones / Effects.
Version: 0.18.1
Date: 2026-06-09
  Changes:
    - Milestones grid: trimmed cell width to remove the horizontal scrollbar.
    - Cleaned info.json encoding.
Version: 0.18.0
Date: 2026-06-09
  Changes:
    - Milestones tab layout upgrade: large 40px icon sprites per milestone and a
      4-column grid that fills the width (was small inline icons in 2 narrow columns).
      Falls back to an inline icon if a sprite path is unavailable.
Version: 0.17.1
Date: 2026-06-09
  Changes:
    - Lignumis group: removed the First lumber / First wooden gear milestones (one-craft
      trivial items that could be farmed for points). Kept the science packs, which
      require a real production chain.
Version: 0.17.0
Date: 2026-06-09
  Features:
    - Added a Lignumis milestone group for the early wood start (first lumber, first
      wooden gear, wood science, steam science). Only shows when the Lignumis mod is
      installed.
    - Milestone groups whose milestones don't exist in the active modset are now
      hidden entirely (no empty heading).
Version: 0.16.0
Date: 2026-06-09
  Features:
    - Added Power and Kills milestone groups and expanded Progress, taking cues from
      the Milestones mod's Space Age preset:
      - Progress: first locomotive, construction robot, the planet buildings
        (foundry / EM plant / biochamber / cryogenic plant), spidertron, mech armor.
      - Power: first solar panel, accumulator, nuclear reactor, fusion reactor.
      - Kills: biters (medium/big/behemoth, +1000 behemoth), Vulcanus demolishers,
        Gleba stomper/strafer pentapods.
    - New "kill" milestone kind tracked via kill-count statistics; kill stats are
      cleared on prestige so they re-earn.
Version: 0.15.0
Date: 2026-06-09
  Changes:
    - Reworked milestones from production-quantity thresholds to achievement-based
      ("reach a new thing", mostly produce >= 1):
      - Science spine with escalating points (automation 1 ... space 7), planetary
        sciences tiered by distance (Vulcanus/Fulgora/Gleba = 8, Aquilo = 9,
        Promethium = 10).
      - Progress: first steel, oil processing (fluid), blue circuits, and rocket
        launch counts (1 / 10 / 100).
    - Milestones now show item/fluid icons (rich text) like the Milestones mod.
    - Supports item / fluid / technology / rocket milestone kinds; milestones whose
      target doesn't exist in the active mods are hidden and skipped (X / Y reflects
      only valid ones).
  Notes:
    - Modded-planet science packs not yet included; values are a first pass for the
      joint cost-balancing.
Version: 0.14.0
Date: 2026-06-09
  Features:
    - Replaced the wooden-chest test milestones with a real production-driven set
      (Smelting / Circuits / Chemistry / Science / Progression), ~30 milestones with
      point values. Item milestones read total production across surfaces+qualities;
      progression tracks rocket launches.
    - Milestones tab redesigned: grouped sections with live progress (current /
      threshold) and point values; generic header.
    - Production statistics are cleared on prestige so milestones re-earn from zero
      each run (they reset, as before).
    - Per-second polling refreshes only the Milestones tab (Prestige tab scroll
      undisturbed). Milestone item names are guarded, so a set missing in the active
      mods simply won't appear.
  Notes:
    - Milestone point values and thresholds are a first real pass; cost balancing
      against this income comes next.
Version: 0.13.0
Date: 2026-06-09
  Changes:
    - Removed the Power-Hungry Mode and Glass Cannon curses: machine speed/power and
      building max-health are prototype-locked with no clean runtime lever, so neither
      could be done faithfully. Effects unwind automatically via the delta tracker.
    - Remaining curses: Smaller Start, More Pollution, Bigger & Faster Expansions,
      Enemy Evolution Accelerant.
Version: 0.12.0
Date: 2026-06-06
  Changes:
    - More Pollution curse reframed and wired:
      - Benefit +25% productivity per level (per-recipe productivity_bonus).
      - Drawback via pollution dynamics (game.map_settings.pollution, from baseline):
        ageing down (pollution lingers/accumulates), diffusion_ratio up (spreads
        further), enemy_attack_pollution_consumption_modifier down (more attacks).
      - Baseline snapshot now stores pollution defaults too; idempotent at level 0.
Version: 0.11.1
Date: 2026-06-06
  Changes:
    - Corrected the Inserter Capacity description: it raises items moved per swing
      (throughput), but stacking items onto belts requires the bulk prototype flag,
      which is data-stage only and (by design choice) left to bulk inserters.
Version: 0.11.0
Date: 2026-06-06
  Changes:
    - Reframed two prototype-locked speedups into real force modifiers:
      - "Belt Speed" -> "Belt Stacking" (belt_stack_size_bonus +1/level): belts carry
        items stacked higher for more throughput.
      - "Inserter Speed" -> "Inserter Capacity" (inserter_stack_size_bonus +1/level):
        all inserters, even basic ones, grab/place more items per swing like stack
        inserters, feeding stacked belts.
    - Tooltips now render flat-count effects as "+N" (not "+N%").
    - Force-modifier application is pcall-guarded so a bad value can't crash a prestige.
Version: 0.10.2
Date: 2026-06-06
  Bugfixes:
    - Don't overwrite a planet's starting-area size on prestige unless the
      Smaller-Start curse is active. Previously it was forced to 1.0 every prestige,
      shrinking custom starting areas (e.g. Lignumis's generous start).
Version: 0.10.1
Date: 2026-06-06
  Bugfixes:
    - Fix crash on prestige ("Value must be a dictionary in property tree at
      ROOT.enemy_evolution"): game.map_settings sub-tables cannot be reassigned
      wholesale; set their fields individually instead. apply_world_settings is now
      also pcall-guarded so a map-settings issue can never crash a prestige.
Version: 0.10.0
Date: 2026-06-06
  Features:
    - Map config now actually applies on prestige (scripts/mapgen.lua):
      - Per planet/ore frequency/size/richness (overrides -> global -> base, clamped
        to the unlocked cap) written to each surface's map_gen_settings before it
        regenerates.
      - Cliffs toggle and Smaller-Start area (start planet) applied too.
      - Planets first visited after a prestige get the config via on_surface_created.
      - Evolution-rate and Bigger/Faster-Expansion curses applied to game.map_settings
        from a stored baseline (idempotent).
  Notes:
    - The map baseline is intentionally below vanilla (freq/size 75%, richness 50%),
      so it is only applied after the first prestige; the initial run stays vanilla.
Version: 0.9.1
Date: 2026-06-06
  Changes:
    - Tooltips now describe the real wired effects: per-level magnitude and the
      current total at your owned level (Speedups/Flow buttons, Curse +/- buttons).
    - Upgrades with no wired effect yet show "(effect not yet wired)".
    - Kit Buy tooltip notes the contents are granted on prestige.
Version: 0.9.0
Date: 2026-06-06
  Features:
    - First batch of real effects wired (scripts/effects.lua), applied on prestige
      and re-synced on load:
      - Base Research Speed -> laboratory_speed_modifier
      - Research Productivity (base) -> laboratory_productivity_bonus
      - Base Productivity + Glass Cannon production -> per-recipe productivity_bonus
      - Evolution Accelerant research-speed half -> laboratory_speed_modifier
      - Smaller Start / Bigger Expansions point-gain -> milestone award multiplier
    - Effects use delta-tracking so they add to (not overwrite) tech/other-mod
      contributions, and re-applying is idempotent.
  Notes:
    - Map-gen + map_settings effects and the prototype-locked reframes are tracked in
      spec/feasibility.md (Wiring status) and come next. Magnitudes are placeholders.
Version: 0.8.2
Date: 2026-06-06
  Changes:
    - Buying/refunding a map cap no longer jumps to the top of the page: the Map
      section rebuilds in place and the points label updates without a full refresh.
    - Only planets that actually have adjustable ores are listed (drops non-planets
      like the quality-condenser surface).
    - The ore area reserves some height when no planet is selected, so you can
      pre-scroll to where the ore sliders will appear.
Version: 0.8.1
Date: 2026-06-06
  Changes:
    - Per-planet overrides are now a horizontal wrapping grid of planet tiles with
      single-select, instead of a vertical list of collapsible blocks. Selecting a
      tile shows that planet's ore sliders below (updated in place, no scroll reset);
      clicking the selected tile deselects it.
Version: 0.8.0
Date: 2026-06-06
  Features:
    - Map tab fleshed out into the cap/slider system:
      - Each property (Frequency/Richness/Size) is a slider from a base up to an
        unlocked cap. Frequency/Size: 75%->200% in 25% steps; Richness: 50%->600%
        in 50% steps.
      - Spend prestige points to raise a property's cap globally (+/- buy/refund).
      - A global "All" slider per property sets the value applied to every planet.
      - Per planet / per ore overrides: every planet is a collapsible block listing
        its ore autoplace controls, each with Frequency/Size (and Richness where
        applicable) sliders, constrained to [base, cap].
    - Planets and their ores are enumerated at runtime (guarded), so it adapts to
      whatever planet mods are installed.
  Notes:
    - Map values are stored but not yet applied to world generation (effect wiring
      comes when prestige regenerates surfaces). Cap costs are placeholders.
Version: 0.7.4
Date: 2026-06-05
  Changes:
    - Sections now use Milestones-style headers: a title with a full-width divider
      line, instead of a box around the whole section.
    - Kit/Curse options are each boxed again (single box per option) so they read as
      distinct choices, while keeping fixed sizes and bottom-aligned action rows.
    - Flow and Map are separate full-width sections again.
Version: 0.7.3
Date: 2026-06-05
  Changes:
    - Section panels now hug their content (no more full-width dead space).
    - Kit/Curse cards are flat and fixed-size (no inner box, consistent sizing);
      action rows align to the bottom of each card.
    - Flow and Map now share one panel as two inline columns.
    - Curses now cost prestige points to level up (refunded on level-down).
Version: 0.7.2
Date: 2026-06-05
  Changes:
    - Each section is now a titled, content-hugging framed panel, which both groups
      the UI visually and stops the grids from stretching across the whole page.
    - Flow and Map now share one row to reclaim vertical space.
    - Tightened grid column counts (Speedups 6, Kits 5, Flow 3, Curses 4).
Version: 0.7.1
Date: 2026-06-05
  Changes:
    - Removed the Start (planet-start selection) feature.
    - Flattened the Prestige tab: instead of nested sub-tabs, all groups (Speedups,
      Kits, Flow, Curses, Map) are now sections on one scrolling page, so we can judge
      density and start grouping toward a balanced layout.
    - Widened the grids to use more horizontal space.
Version: 0.7.0
Date: 2026-06-05
  Features:
    - Prestige tab reorganised into nested sub-tabs: Speedups | Kits | Flow | Curses | Map | Start.
    - Speedups & Flow: point-buy notch upgrades (belt/inserter speed, research prod scaling,
      base productivity/research, flagship unlocks).
    - Kits: item-bundle cards (Electric/Utility/Small+Medium Roboport/Personal) showing contents;
      bought kits grant their contents on prestige.
    - Curses: multi-level opt-in toggles with benefit/cost lines and +/- level controls.
    - Map: free configuration sliders (ore frequency/richness/size) + cliffs toggle.
    - Start: planet-start selection (Default/Nauvis/Vulcanus), gated by available planets.
  Notes:
    - Content text (titles/descriptions) is now plain strings in scripts/content.lua, so text
      tweaks only need a hot-reload, not a full restart.
    - Layout-first: most gameplay effects (speedups/flow/curses/map/start) are not wired yet;
      only kit item-granting is active. Costs/levels are placeholders.
    - scripts/upgrades.lua is superseded by scripts/content.lua (left in place, unused).
Version: 0.6.1
Date: 2026-06-02
  Features:
    - Prestige now respawns you on the correct starting planet: Lignumis if that mod
      is active (and any-planet-start isn't overriding), otherwise Nauvis.
    - Starting inventory is planet-appropriate (wood kit on Lignumis, vanilla kit on Nauvis).
    - Added Lignumis and any-planet-start as optional dependencies.
Version: 0.6.0
Date: 2026-06-02
  Features:
    - The Prestige button now performs a real prestige (full run reset):
      - Confirmation dialog first; a backup autosave ("prestige-backup") is taken
        before anything is wiped.
      - Commits pending upgrades, deletes space platforms, wipes all planet
        surfaces, regenerates Nauvis with a new seed, resets research.
      - Respawns the player with a fresh starting inventory + owned upgrade effects.
      - Keeps prestige upgrades, unspent points, and blueprints; resets milestones;
        increments the prestige counter.
    - Backup-safety: loading the backup save will NOT re-trigger the wipe (a
      session-local arm token guards it).
  Notes:
    - Armor/weapons inventories are not reset yet (only the main inventory).
    - Other mods' hidden/utility surfaces (no planet, no platform) are left untouched.
Version: 0.5.0
Date: 2026-06-02
  Features:
    - Milestones (test): crafting wooden chests completes milestones — the first 20
      chests each award 1 prestige point. Tracked via on_player_crafted_item.
    - Milestones tab now lists the milestones with completion marks and a progress header.
    - First real upgrade effect: "Start with Mining Drills" (Fast Start) grants 4
      electric mining drills per owned level when you prestige.
    - Prestige button now applies owned upgrade effects (not just the purple->green commit).
  Notes:
    - Effects re-apply on every prestige (correct once prestige resets the run; for now
      pressing Prestige repeatedly will re-grant items).
Version: 0.4.0
Date: 2026-06-02
  Features:
    - Prestige tab upgrade grid: categories Map / Fast Start / Flow-Changers / Cursed,
      each with upgrade buttons (data-driven, defined in scripts/upgrades.lua).
    - Per-upgrade level notches: green = owned, purple = pending, grey = unbought.
    - Left-click an upgrade to allocate a pending level (spends a point); right-click to refund.
    - Header shows available + pending points; the Prestige button commits pending -> owned
      (purple -> green) as a stand-in until the real prestige (Phase 3).
    - Upgrades are visual-only; no gameplay effects yet.
  Dev:
    - /prestige-points [n] grants points; /prestige-reset wipes progress.
Version: 0.3.0
Date: 2026-06-02
  Features:
    - Window is now a full-screen popup (like the tech tree) with a tabbed pane.
    - Tabs: Prestige, Milestones, Achievements, Effects.
    - Prestige tab skeleton: points summary header + Prestige button (not yet functional).
    - Other tabs are placeholders pending later phases.
Version: 0.2.0
Date: 2026-06-02
  Features:
    - Top-left mod button that toggles a Prestige dashboard window.
    - Dashboard skeleton with placeholder sections: Points, Milestones, Achievements, Unlocks.
    - Window is draggable, closes via the X button or Esc.
Version: 0.1.0
Date: 2026-06-02
  Changes:
    - Initial scaffold: empty data/settings stages, minimal control stage, /prestige-ping command.