Randomizes every aspect of the game, including recipes, technologies, machines, and more. Download for the ultimate randomization experience that will force you to think in different new ways!
Large total conversion mods.
Version: 0.3.9 Date: ? Features: - Slight performance improvements for faster loading Bugfixes: - Removed item randomization softlock from making incorrect item replacements
Version: 0.3.8 Date: 2025.08.03 Bugfixes: - Disabled cliff size randomization due to startup crashes
Version: 0.3.7 Date: 2025.05.29 Features: - Randomized module effects Bugfixes: - Fixed a few bugs in the dependency graph's construction - Fixed that beacons could be randomized to over 64 supply area, causing a startup error - Fixed a fundamental logic error for the clamping in the numerical randomization algorithm that has slipped under my radar for several weeks
Version: 0.3.6 Date: 2025.05.29 Bugfixes: - Fixed some spoil result logic
Version: 0.3.5 Date: 2025.05.25 Bugfixes: - Fixed crash with Shortcuts for 2.0 - Trash slots are now checked during force respawn/teleporting
Version: 0.3.4 Date: 2025.05.22 Balancing: - Belts don't randomize as badly - Rocket parts aren't randomized during item randomization Bugfixes: - Clamped seed value to within the allowed range to prevent hard crashes
Version: 0.3.3 Date: 2025.05.21 Features: - Added a setting for how many items to shuffle Balancing: - Fixed some wood/tree-related cost issues - No forcing player to get items through fish spoilage Bugfixes: - Nutrients could previously be gatherable only from non-gleba planets Changes: - Made item randomizer aware of surface restrictions (hopefully)
Version: 0.3.2 Date: 2025.05.20 Balancing: - Made starting fuel patch always at least 1MJ per ore - Made mining drills have smaller variance/range in their randomization Bugfixes: - Fixed fluids required for mining not being sensed properly
Version: 0.3.1 Date: 2025.05.20 Bugfixes: - Fixed startup error with base game
Version: 0.3.0 Date: 2025.05.20 Features: - Port to 2.0 with complete rewrite from scratch - New and improved numerical randomization algorithm - Upgrade line preservation for power poles, assembling machines, transport belts, modules, and more - Went more in depth with some randomizations, like accounting for projectiles in ammo damage randomization - Information about randomization percent changes in descriptions - Created another repo on github for the mod that will hopefully be less messy - Recipe ingredients are now randomized - Items are now randomized, including ore patches - Unit size randomization - the biters have learned a thing or too from the cliffs about changing their size - Options for some awful randomizations, like icon randomization (who would want that? Is there anyone crazy enough?) - (Still being worked on) Fluids must flow, and so must the fluid boxes (note: Will be finished in the next update probably) - (Still being worked on) Attempt at reasonably randomizing beacon efficiency profiles Changes: - The way mining drill offsets are chosen is changed - Removed achievement randomization since I could only get it to work in English and it was a massive pain - Informatron removed as a dependency - Streamlined settings options
Version: 0.2.12 Date: 2024.07.01 Features: - Finished tech randomization! Bugfixes: - Fixed chaos/bias dropdowns not being implemented yet
Version: 0.2.11 Date: 2024.05.28 Features: - Added more information to the luck breakdown (just a little bit) - Randomized armor inventory size bonus (if randomize storage is checked) - Randomized some other misc. small properties Changes: - Some randomization settings are now dropdowns - Upgrade line randomization is off by default now due to incompatibility issues that I have yet to fix Bugfixes: - Possibly fixed bug with crash when a resistance's decrease is nil - Possibly fixed bug causing negative crafting speeds with QOL research installed - Fixed compatibility bug with Shield Projectors - Fixed a missing case for upgrade line randomization causing startup errors with some mods - Fixed informatron entries disappearing on save and load (also should fix a desync)
Version: 0.2.10 Date: 2024.04.30 Features: - Added upgrade line preservation option (on by default) - Added a couple informatron entries for how you rolled on select things - Randomized more equipment properties - Randomized some miscellaneous things - Randomized ammo damage again Changes: - Reorganized and removed some settings Bugfixes: - Types randomization was missing a "for" loop and therefore didn't randomize some things - Lots of misc. cleanup to overseen edge cases in randomizations
Version: 0.2.9 Date: 2024.04.22 Features: - Custom randomization with override settings; You can now pick and choose from among almost 100 different individual randomizations, with more on the way! - Randomized rocket launch times (a misc. feature) - Randomized a couple equipment properties I hadn't touched yet - Randomized underground pipe length (I hadn't done that yet!) - Randomized achievements (a misc. feature) - Randomized rocket parts required for the rocket (on with the "production" setting) - Note that many randomizations may not yet be ported over to the new refactored code; they will be added back in the next version Changes: - Updated the description Organization: - Refactored a good chunk of the mod to allow for more easily randomizing with a prototype-first method rather than property-first - The refactoring will, if anything, probably end up in more errors in the short term, but in the long term development of the mod should be much better Balancing: - Tile walking speed modifier is less random for tiles that don't normally have a modifier - Random crafting/running speeds are now rolled with a simpler, more balanced formula - Tweaked the lower/upper limits to be larger on several properties to allow more random experiences - Increased the maximum/minimum internal bias Bugfixes: - Fixed that belt sync would still occur even if the option wasn't checked - Beacons were previously lower-bounded by a supply area of radius 3 rather than 1 due to a misunderstanding of what the supply area distance represented - Randomizations were not applied for values exactly at the minimum permissible - Fixed typo that would cause greater than intended swinginess with higher chaos factor
Version: 0.2.8 Date: 2024.03.19 Features: - Randomized turret properties - Randomized landmine properties - Randomized tree/rock product amounts - Randomized various "sticker" effects, like the slowing effect of worms Balancing: - Min tile walk speed modifier is now 80% after miserable experiences during testing - Some limits on how crazy equipment-related things can get - Electric pole wire distance must now be at least as large as supply area - Allowed for larger internal bias Bugfixes: - Fixed that some "everything else" properties were on just always
Version: 0.2.7 Date: 2024.03.14 Features: - Got important progress on tech tree and unlock randomizations - Ammo reload time is now randomized to be between its old value and half of its old value doubled, thanks sassxolotl! (Sorry, this is an inside joke). - When "the rest" is checked, icon shifts are randomized Changes: - Some bonuses for being a burner energy source will be removed in future versions - Electric poles will no longer be distance-based randomized in a future version - Roboport logistic connection distance will no longer be hard-linked to logistic area in the future - Made rounding mode hidden for now while it's broken - Made all mins/max's "soft" in the sense that they won't change properties that were already smaller/larger Organization: - Started reorganizing code completely with prototype-focused randomization rather than property-focused Balancing: - Added more limits on stack sizes and a lot of other properties - Removed lab research speed penalty - Made split bias modifier based on chaos factor - Capped how biased things can be - Made some walk_params values closer to 0.5 - It's now enforced that the inserter and burner inserter can't both be useless Bugfixes: - Fixed labs not having module slots - Fixed bug where points in space randomization applied property fixes to points themselves rather than their coordinates - A lot of properties were randomized in the wrong direction (i.e.- randomized to "good" with a "bad" bias and vice versa
Version: 0.2.6 Date: 2024.03.08 Changes: - After recent updates, I no longer recommend updating this mod mid-run, so I added a message not to do so - Made some power properties randomized to be more forgiving - Made the setting bias additive with pre-defined biases - Made autoplace settings for randomized map preset more forgiving Bugfixes: - Clamping from last version was too extreme in some cases, leading to things getting needlessly randomized differently
Version: 0.2.5 Date: 2024.03.04 Balancing: - Clamped property changes so they wouldn't be too large at once - Only randomized magazine sizes with a base size of at least 1, also removed negative bias on magazine size Bugfixes: - Tech costs now are randomized in the right direction - they used to be more expensive on higher biases rather than less expensive - Cliff sizes are also in the right direction - they used to be bigger on higher biases rather than smaller - Typo where I tested for the "not_stackable" flag rather than the "not-stackable" flag
Version: 0.2.4 Date: 2024.03.03 Changes: - Made min/max setting values for bias and chaos tighter - Made dependencies hidden Balancing: - Repair speeds are less swingy now when enabled - Pump pumping speed never goes below 100 now Bugfixes: - Fixed that inserter extension speed was sometimes randomized to smaller than the minimum factorio distance per tick - Fixed that things could get "rounded" to zero - Added reasonable minimum values to many things
Version: 0.2.3 Date: 2024.03.02 Bugfixes: - Fixed some issues with the settings that I didn't do correctly last update - Apparently the entire mod didn't work, so yeah
Version: 0.2.2 Date: 2024.03.02 Major Features: - I don't think I will use this in the future; just a note Features: - Put a features category here so I know where it goes in changelog lists Minor Features: - I don't think I will use this in the future; just a note Changes: - You can now disable mining offset randomization as a separate option again - Mining offsets and inserter offsets are turned off by default, so is entity size randomization Organization: - Made a changelog entry with all the different changelog categories I want to use in order so I don't keep forgetting - Started to separate out randomization functions more (changed a lot of code) Balancing: - Put a balancing category here so I know where it goes in changelog lists Bugfixes: - Put a bugfixes category here so I know where it goes in changelog lists
Version: 0.2.1 Date: 2024.01.30 Bugfixes: - Fixed a bug that the mod wouldn't work... oops
Version: 0.2.0 Date: 2024.01.23 Features: - Added ability to change the "chaos" factor in settings (how randomized things get) - Brought back the randomized map preset :) - Randomize radar properties (done if "logistics" randomization is checked) Minor Features: - Added electric pole parity checking back in Changes: - Removed dependency on big data string - Removed dependency on informatron
Version: 0.1.12 Date: 2023.11.16 Major Features: - Recipe randomization is almost in a state for an alpha release Features: - You can now set "bias" to make your game more/less in your favor - Started work on some informatron entries - Added some compatibility with Space Exploration via blacklisting some randomizations that were causing problems Minor Features: - You can now randomize the map colors - The way running/crafting speed randomization is presented in chat is now rounded Changes: - Removed "beta version" from mod name (it'll always be in beta basically and it doesn't deserve to be in the name) - Reorganized settings - Inserter pickup/dropoff location randomization is now on by default - Cliff/entity size randomization is now on by default - Character values changing midgame is now on by default Balancing: - Made it less likely for properties to be randomized to the same value Bugfixes: - Randomized cliff picture sizes correctly even when they're defined with a different tabular structure than vanilla - Fixed inserter rotation speeds not being randomized last version
Version: 0.1.11 Date: 2023.11.02 Features: - Ability to randomize icons - More work on recipe randomization, stay tuned :) - Finally added a setting allowing the randomization of sounds (it was a secret feature before) Bugfixes: - Set minimum boiler temperatures to 110 (may create mod incompatibilities)
Version: 0.1.10 Date: 2023.06.01 Features: - Lots of work on recipe randomization, will be released in quite a while though! :) Minor Features: - Cliff sizes are now randomized
Version: 0.1.9 Date: 2023.01.01 Features: - Added bullet damage randomization properly - Randomized map feature should now be completed (cliff autoplace and moisture randomization added) - Added crafting machine productivity Minor Features: - Distance-based randomization now uses rounding/property info fixes (so electric pole wire reach is rounded again) Bugfixes: - Fixed evolution parameters on the random map setting
Version: 0.1.8 Date: 2022.12.15 Features: - Added "sync belt tiers" option to make all belts from the same tier the same speed - Ability to randomize storage tank capacity and pump speed - Randomized tile walking speeds in a better manner Minor Features: - Electric poles now use the new distance-based randomization Organization: - Started the groundwork for recipe randomization
Version: 0.1.7 Date: 2022.07.14 Features: - Separated out some settings so that things can be customized more - Randomized some gun properties Organization: - Started the groundwork for the new distance-based randomization Balancing: - Lab research speeds are now better on average than they were before, and so are offshore pumping speeds - Gates now have their approach distance modified by their opening speed (so that trains don't crash into them if they're too slow, at least not as often)
Version: 0.1.6 Date: 2022.07.03 Bugfixes: - Misc. bugfixes for compatibility with some mods - Not really a problem on my end, but fixed compatibility with mods that wrote inventory sizes as strings rather than numbers - Some other bugfixes not even related to mod compatibility that were just results of me being stupid
Version: 0.1.5 Date: 2022.07.03 Features: - Mining drill dropoff location for resources is now able to be randomized - Added a thumbnail :) - Randomized technology - Electric poles that are placed in the center of a tile now have odd supply area, and those placed on tile intersections now have even supply area Bugfixes: - Removed some hiding leftover references to random_modifier()
Version: 0.1.4 Date: 2022.06.29 Features: - Introduced a separation mechanism for tiers of prototypes that distributes the entities farther apart - Rounding should now be implemented for almost everything Changes: - Replaced some group randomizations with the new separation mechanism - Hardlinked extension speed and rotation speed for inserters (no more inserters that take forever to extend but rotate almost instantly) Balancing: - Made item stack sizes lean more toward larger sizes, and made it so that stack size can't decrease below 2/5ths the original - Gave a boost to burner machine speeds Bugfixes: - Removed rocket_result_inventory_size and furnace inventory size properties since they weren't exactly what I was looking for - group_params now does final_fixes function correctly (before it wasn't passing the property info correctly)
Version: 0.1.3 Date: 2022.06.26 Features: - Implemented more rounding rules - Added ability to randomize character crafting and running speeds midgame - Added group armor resistance randomization (and group resistance randomization capabilities in general) - Added group randomization for beacons and other things (too lazy to list all of them) Minor Features: - Added compatibility with abnormal inserter collision boxes (currently I just ignore these inserters) Changes: - Rounding no longer applies automatically to new randomizations - Logistics radius and connection distance are now simultaneously randomized rather than the more contrived process I was using before - Resistances are now only modified with a 1/10th chance - Hid the armor resistance feature (too hard to balance for now) - Electric pole wire reach is now set to be a little bigger than the supply area at a minimum Organization: - Separated out property info tables, prototype tables, inertia functions, and walk_params tables into their own new files Balancing: - Rebalanced electric poles to have lower variance and be slightly more generous toward the player (again) - Bugs and other similar things have less swingy health randomization (before it was possible to just get mobbed by them) Bugfixes: - randomize_numerical_property now interacts with most of its params "by value" (this fixes a lot of bugs introduced by separating out the property tables)
Version: 0.1.2 Date: 2022.06.18 Features: - Added simultaneous randomization for assembly machines - Added ability to find which prototypes are of the same "type" using next_upgrade - Randomized mining drill base productivity - Rounding is now present and configurable (though the rounding parameters haven't been fully set yet, so the way some things are rounded might not make sense) Balancing: - Made electric pole randomization more generous to the player Bugfixes: - Fixed issue with rounding not being applied
Version: 0.1.1 Date: 2022.06.15 Features: - Started work on Karma system code - randomize_numerical_property now supports simultaneous randomization - Added randomization for belts in groups Organization: - Added version control Bugfixes: - Corrected changelog from claiming the existence of a version 0.0.19
Version: 0.1.0 Date: 2022.06.11 Features: - Settings now have localised names/descriptions Balancing: - Made "end products" have swingier crafting time randomization than "intermediate products"
Version: 0.0.18 Date: 2022.06.11 Bugfixes: - Various hotfixes
Version: 0.0.17 Date: 2022.06.08 Features: - Added new settings for all the rest of the randomization options Changes: - Completely removed the old randomization algorithm - Removed randomize_energy() and randomize_power() Organization: - Completely re-organized all the randomizer files - Organized file system with new folders
Version: 0.0.16 Date: 2022.06.07 Features: - Randomized roboports with new randomization function - Properly formatted changelog.txt Changes: - Changed the way parameters are passed to randomize_numerical_property Balancing: - Rebalanced electric pole randomization to be less swingy
Version: 0.0.15 Date: 2022.06.05 Major Features: - Different mod configurations won't change prototype randomizations for the most part
Version: 0.0.14 Date: 2022.06.03 Features: - Better randomization of various properties, now with customization settings as well - Modules were randomized in a better way - Randomized inventories more carefully Minor Features: - Randomized map preset is a little better and more complete now (still needs work to be playable) Changes: - Switched to a different random number generator than the built-in math.random one
Version: 0.0.13 Date: 2022.06.01 Features: - Started adding customization settings Minor Features: - Messed around with randomizing sounds Organization: - Regrouped some randomizations according to new customization settings
Version: 0.0.12 Date: 2022.05.31 Changes: - Started changing some entity properties to the new algorithm Organization: - Renamed util.lua to randomization-algorithms.lua (the name conflicted with factorio's core library) - Reorganized functions (in particular, all of energy-randomizer.lua got a huge overhaul)
Version: 0.0.11 Date: 2022.05.23 Major Features: - Added new randomization function Features: - Randomized Types/Trigger and related things more Organization: - Refactoring
Version: 0.0.10 Date: 2022.05.23 Features: - Continued randomizing equipment - Randomized equipment grids - Started randomizing some inner property tables, like Type/Trigger
Version: 0.0.9 Date: 2022.05.23 Features: - Randomized items - Randomized fluids
Version: 0.0.8 Date: 2022.05.23 Features: - Randomized even more entity properites (stopped at EnemySpawner) - Randomized character properties (extreme mode only) - Randomized what spawners spawn and when - Randomized equipment
Version: 0.0.7 Date: 2022.05.17 Features: - Randomized a lot more entity properties
Version: 0.0.6 Date: 2022.05.13 Features: - Made map values randomized Changes: - Changed randomization algorithm to be less swingy Bugfixes: - Fixed energy modification bug
Version: 0.0.5 Date: 2022.05.13 Features: - Randomized energy values Minor Features: - Added a startup setting (currently does nothing) Bugfixes: - Misc. fixes
Version: 0.0.4 Date: 2022.05.11 Features: - Added randomization for many entity properties
Version: 0.0.3 Date: 2022.05.11 Organization: - Some refactoring
Version: 0.0.2 Date: 2022.05.11 Minor Features: - Added randomization for normal/expensive recipe variants Organization: - Refactored recipe randomization to its own file
Version: 0.0.1 Date: 2022.05.10 Features: - Added crafting time randomization