Makes adjustments to the recipe menu, technology tree, and names/descriptions for improved clarity. No significant gameplay changes. Fully configurable settings.
Small changes concerning balance, gameplay, or graphics.
Version: 1.0.4 Date: 2024.11.18 Changes: - Fixed startup crash - Updated recipe name for tailings-classification, calcinate-separation, organic-solvent - Updated menu organization for some items/recipes
Version: 1.0.3 Date: 2024.11.12 Changes: - Moved "void" subcategories to their appropriate groups - Improved support for Py Hard Mode
Version: 1.0.2 Date: 2024.10.30 Changes: - Fixed tank volumes for optional startup setting - Reorganized extra factoriopedia categories: "enemies" and "tiles" merged with "environment", "signals" renamed "abstract" - Moved "qualities" and "empty-barrel" subcategories to their appropriate groups
Version: 1.0.1 Date: 2024.10.24 Changes: - Fixed a startup error
Version: 1.0.0 Date: 2024.10.22 Changes: - Initial update for Factorio 2.0
Version: 0.0.7 Date: 2024.08.26 Changes: - Adjusted startup settings to be fully configurable - all features can be enabled/disabled separately - Expanded renaming of multi-product recipes to include most multi-product recipes from first 4 science packs
Version: 0.0.6 Date: 2024.08.23 Changes: - Added a startup setting to reorganize items to fit into 7 total item groups (instead of 10) based on in-game similarities instead of which pymod they come from. Groups for "materials", "fluids", and "life" are used in addition to the original 4 groups from the base game. - Added a check for fixing technology unlocks in case Py's post-processing doesn't fix them
Version: 0.0.5 Date: 2024.08.10 Changes: - Added startup settings for minor balance changes affecting saline water recipes and storage tank capacities - Expanded previous improvements involving prioritized ordering of recipe unlocks as well as names of multi-product recipes to also apply to technologies and recipes acquired with "py science pack 1" - Moved most military techs deeper so the logistic-science techs can be viewed together more easily - Adjusted prerequisites for fluid pressurization to include both glass and ceramic, and moved saline water recipes into it while moving pressurized air/water recipes deeper in the tech tree where they first get used - Moved additional techs deeper into the tech tree: electrolysis, land animals, microbiology, fertilizer - Removed efficiency-focused titanium/lead processing prerequisites from nexelit processing - Reduced the length of connections from mycology and floor tile technologies to improve tech tree readability
Version: 0.0.4 Date: 2024.08.04 Changes: - Reordered recipe unlocks within technologies to generally be in order of priority - recipes that need to be used first will be listed first - Moved evaporation processing deeper into the tech tree since it is only needed for gunpowder in the early game - Moved high-pressure furnace recipe into mining with fluid so that it is also available for ceramic, which was overlooked in the previous version - Moved moss to be slightly earlier so that it is adjacent with seaweed - Moved kerogen processing below glass since shale oil can only be used to fuel glassworks in the early game - Moved some recipes from vacuum tube electronics to technologies immediately above it - Adjusted "gravel" saline water recipe to be equivalent to the "stone" version instead of being less efficient even though it requires more processing steps
Version: 0.0.3 Date: 2024.08.02 Changes: - The high-pressure furnace is now unlocked alongside the recipes which use it instead of being unlocked from a single technology - Early recipes with multiple products are renamed to include each product so they are searchable - Moved basic substrate tech slightly deeper into the tech tree
Version: 0.0.2 Date: 2024.08.02 Changes: - Fixed typo
Version: 0.0.1 Date: 2024.08.02 Changes: - Initial release