A Factorio 2.0 industrial overhaul with true orefields, real ore processing, metallurgy, hydrometallurgy, petrochemistry, catalysts, gases, waste handling, and advanced materials.
Large total conversion mods.
Version: 0.16.0
Date: 2026-06-22
Fixes:
- Removed vanilla iron/copper autoplace-control prototypes and map-gen preset entries so they no longer appear in new-game resource controls.
- Removed vanilla iron/copper entries from Nauvis new-game map-gen controls/settings while keeping their prototypes valid and zero-spawned for compatibility.
- True Orefields release: RIC hematite/chalcopyrite are now the primary starting iron/copper fields.
- Strengthened starting-area placement for hematite and chalcopyrite.
- Added a 0.16.0 migration pass so existing saves retry vanilla ore resource/item conversion safely.
- Added an existing-save migration for the always-on full overhaul: placed vanilla iron/copper resource entities are converted to hematite/chalcopyrite resource entities.
- Existing finite iron-ore/copper-ore item stacks in common inventories are migrated to hematite/chalcopyrite where possible.
- Recipe and technology state is refreshed so removed vanilla ore fallback recipes stay removed on upgraded saves.
- Fixed Space Age/Nauvis map generation by keeping vanilla iron/copper resource autoplace specs valid while zeroing their spawn probability.
- Removed the full-overhaul startup option: RIC overhaul behavior is now always active, with no fallback mode.
- Removed vanilla iron/copper ore conversion and sorting bridges; hematite/chalcopyrite world fields are now the only iron/copper ore entry route.
- Disabled vanilla iron/copper resource autoplace for new overhaul maps while keeping their prototypes available for compatibility.
- Removed the old manual vanilla ore-to-RIC ore field-grading conversion route now that hematite and chalcopyrite spawn as world resources.
- Finalised the Angel-style owner naming pass: folded vanilla and science split recipe files into domain owners and renamed remaining chain/progression/metadata files to recipe, item, building, and technology ownership names.
- Fixed first-hour crafting loop variable mismatch after rebuilding the split first-hour owner file.
- Verified the first-hour crafting loop uses the actual loop variable and added a guard against nil recipe names.
- Fixed the first-hour crafting split by removing the extra monolithic closing end carried over from the old technology-progression file.
- Fixed the vanilla progression split so the former outer technology-progression do-block is closed inside its owning file.
- Rebuilt the split vanilla recipe owner files from the known-good combined vanilla chain so each split has complete Lua block boundaries.
- Fixed Lua scope in split recipe owner files by moving item prototype type tables before all helper functions and do-blocks.
- Restored the full real-mineral item owner list so resource generation has matching item prototypes for every generated mineral resource.
- Split the remaining broad progression, vanilla, endgame, chemistry, electronics, and metallurgy chains into named owning files instead of keeping monolithic historical modules.
- Rebuilt the source tree to mirror AngelsRefining more closely: flat prototypes/buildings, prototypes/items, prototypes/recipes, prototypes/technology, prototypes/generation, and one root category file instead of nested domain folders.
- Removed remaining legacy patch/ownership/reconciliation-style modules by folding them into named domain files such as chemistry-recipe-contracts, electronics-recipe-contracts, vanilla-chain, science/endgame-chain, and early-game progression owners.
- Deepened the Angel-style source layout by sorting prototype files into domain folders such as ore-processing, chemistry, metallurgy, electronics, science, vanilla-overrides, and early-game.
- Added visible starter hand-crush recipes for Hematite Ore and Chalcopyrite Ore so Crushed Hematite and Crushed Chalcopyrite exist before powered crushing.
- Fixed the first-hour recipe enable loop so intended starter crafting recipes are exposed correctly.
- Preserved the intended starter smelting loop: hand/crusher crushing first, then stone-furnace smelting from crushed Hematite and crushed Chalcopyrite.
- Standardised ore-family icon grammar: raw ores use tinted vanilla ore silhouettes, crushed ores use tinted unused-render crushed sprites, and lump/fines use tinted lump/fines family sprites.
- Fixed the remaining ore-processing consistency drift: family recipe icons now track the correct ore variant and explicit ore/concentrate subgroups no longer get rerouted into unrelated logistics or metallurgy categories.
- Reorganised source files into an Angel-style explicit prototype tree: prototypes/buildings, prototypes/items, prototypes/recipes, prototypes/technology, prototypes/generation, prototypes/categories, prototypes/fluids, and prototypes/progression.
- Kept the 0.15.2 migration so existing test saves refresh recipes and technologies after the correction.
Version: 0.15.1
Date: 2026-06-21
Fixes:
- Expanded cleanroom and waste treatment process-machine port contracts to 3-input/3-output so owned recipes no longer fail fluid-box checks.
- Restored chemical reactor 3-input/3-output capacity using Factorio 2.0-valid in-bounds pipe positions.
- Moved chemical reactor and air separator pipe positions inside their entity bounding boxes for Factorio 2.0 prototype validation.
- Restored the air separator to a full-size separator footprint with three south-side output ports.
- Audited remaining Angel building graphics and restored air separator and electrowinning cell graphics to full-size source scale.
- Restored the chemical reactor to the original Angel chemical plant size, 3x3 footprint, unscaled 160px graphics, and original two-input/two-output pipe positions.
- Fixed chemical reactor pipe alignment by restoring the intended three-top-input and three-bottom-output fluid-box layout.
- Fixed petrochemical unlock ownership so fuel-gas solid fuel, middle-distillate cracking, and sour-water neutralisation are owned only by their intended technologies.
- Added a 0.15.1 migration to refresh recipes and technologies after the hotfix.
Version: 0.15.0
Date: 2026-06-14
Major Features:
- Started the Petrochemical Foundation release line.
- Added a coherent petrochemical tech spine for syngas chemistry, refinery fractionation, olefins/aromatics, and advanced cracking/reforming.
Changes:
- Tightened sulfur/acid/waste recipe ownership so sour-water stripping, H2S handling, SO2 recovery, sulfuric acid, oleum, spent acid, acidic wastewater, and gypsum outputs have clear progression sinks.
- Restored Claus sulfur recovery, oleum absorption/dilution, and spent-acid regeneration into the sulfur/acid tech ownership path.
- Reworked low-density structure to consume reinforced polymer sheet, rubber compound, and resin casting compound so advanced petrochem products feed real production.
- Added engineering polymers as a proper technology for plasticizer, polymer additives, rubber compounding, reinforced polymer sheet, and resin casting compound.
- Added middle-distillate cracking so crude distillation no longer produces an early fraction with no immediate sink.
- Expanded fluid-box capacity on chemical reactor, air separator, waste treatment, catalytic reactor, and advanced electrochemical machines so petrochem recipes have enough valid input/output ports.
- Reworked petrochemical unlock ownership so fuel-gas separation, water-gas shift, steam reforming, methanol, sour-water stripping, vacuum distillation, delayed coking, offgas recovery, deep naphtha cracking, gas-oil hydrotreating, and gas-oil steam cracking are unlocked by their proper petrochemical technologies.
- Grouped refinery side-stream recipes into clearer recipe book sections.
- Updated the mod description for the 0.15.0 petrochemical foundation.
Internal:
- Performed a recipe-category/progression sanity pass; no missing custom recipe categories were found in the current 0.15.0 build.
- Added progression guards so early 0.15 petrochem technologies stay red/green before chemical science and light alloys keep their engineering-polymers dependency.
- Added a 0.15.0 migration to refresh force recipe and technology states after unlock changes.
Version: 0.14.2
Date: 2026-06-17
Fixes:
- Removed corrosion-resistant pipe from the pumpjack recipe so crude oil access no longer depends on PVC or other petrochemical products.
- Replaced the pumpjack's late pipe requirement with electronic circuits, keeping the recipe craftable before the oil chain.
Version: 0.14.1
Date: 2026-06-17
Fixes:
- Fixed assembling machine 2 and 3 icon ownership so each vanilla assembler tier uses its own base-game icon instead of all three using the tier-1 icon.
Version: 0.14.0
Date: 2026-06-14
Major Features:
- Completed the Process Plant Overhaul foundation for machine footprints, fluid-box contracts, and recipe picker compatibility.
- Folded Advanced Materials, Electronics, Waste/Solvent Recovery, Polymer Components, Hydrometallurgy, and Science Endpoint integration into the 0.14.0 release line.
Changes:
- Added a hydro plant wet-processing machine using the Angel hydro-plant graphics for high-capacity ore washing and wastewater treatment.
- Fixed the ore washer to match the Angel washing-plant 5x5 visual contract with south/east inputs and north output using Factorio 2.0-safe pipe positions.
- Fixed the malformed satellite ingredient table introduced during science endpoint integration.
- Routed production science through composite panels and utility science through high-density cleanroom circuit panels.
- Added advanced-material science gates so production, utility, rocket-silo, and space-science endpoints depend on the material branches their recipes now consume.
- Added composite/high-density electronics usage to rocket-silo and satellite endpoint recipes.
- Added polymer component technology gates so express logistics, electric engines, robots, modules, roboports, and beacons depend on the technologies that unlock their new polymer inputs.
- Kept the new polymer component usage from creating hidden recipe locks by gating downstream vanilla technologies behind rubber/resins, chlorinated polymers, or polymer additives as needed.
- Integrated sulfate leaching with the extraction-reagent/leaching-solution chemistry instead of raw sulfuric acid only.
- Added spent-acid side streams to copper, zinc, and nickel sulfate leaching.
- Routed copper, zinc, and nickel electrowinning through extraction reagent and spent-solvent recovery.
- Unlocked extraction reagent and leaching solution from the sulfate leaching technology and ordered the hydrometallurgy starter recipes in Recipe Book.
- Added polymer seal, insulated cable bundle, and composite panel components.
- Added component recipes for polymer seals, PVC-insulated cable bundles, and reinforced composite panels.
- Routed express belts, robots, roboports, beacons, modules, electric engines, and selected process machines through the new polymer components.
- Added direct rubber/resin/reinforced-polymer usage to high-pressure vessels, heat-exchanger bundles, process-control modules, and advanced process components.
- Added polymer-additives as a prerequisite for advanced process equipment to match the new component recipe requirements.
- Added reinforced polymer and rubber usage into high-tier energy equipment and personal armor recipes.
- Routed high-tech electronics and processing units through the high-density cleanroom board chain.
- Added wastewater and spent-solvent side streams to photoresist coating, high-density panel finishing, precision board assembly, high-tech electronics, and processing-unit production.
- Added advanced-board-materials as a prerequisite for processing-unit and high-tech electronics progression.
- Added polymer scrap, resin waste, and recovered polymer flake waste items.
- Added wastewater filtration, polymer-scrap shredding, polymer-flake reprocessing, and resin-waste solvent stripping recipes.
- Added polymer/resin waste byproducts to polymer additive, rubber compounding, reinforced polymer sheet, and resin casting recipes.
- Wired the new waste and solvent recovery routes into waste-treatment and waste-stream-recycling technologies.
- Folded the Advanced Materials & Electronics branch into 0.14.0 instead of holding it for 0.15.0.
- Added syngas chemistry, olefins/aromatics, and rubber/resins into the pre-chemical-science bridge.
- Chemical science now consumes phenolic resin, tying the science bridge into the new resin/polymer chain without adding fluid ingredients.
- Ordered the petrochemical, polymer, circuit-board, advanced-board, and semiconductor technologies into the visible progression spine.
- Standardised the chemical reactor to three top inputs and three bottom outputs for solvent, leaching, electronics, and inorganic chemistry recipes.
- Converted the air separator to an output-only gas machine with three south-side output ports.
- Expanded electrowinning and advanced electrochemical machines to support third fluid-output side streams.
- Expanded cleanroom process equipment to three fluid inputs and three fluid outputs for developer, etchant, solvent, and wastewater flows.
- Expanded the waste treatment plant to three input and three output ports for mixed waste/acid/solvent recovery recipes.
- Kept the corrected oxidizer roaster graphics from 0.13.3 as the roaster visual baseline.
Version: 0.13.1
Date: 2026-06-14
Fixes:
- Added a third electrolyzer output fluid box so brine electrolysis can output chlorine, hydrogen, and sodium hydroxide in the Angel-sized machine.
- Replaced machine-looking icons on key process recipes with product/material icons for electrolysis, air separation, coking, distillation, and copper roasting.
- Fixed coke oven, sintering plant, and blast furnace active-state graphics going black.
- Switched machine light/glow/emission overlays to additive blending so active visuals render correctly.
- Fixed even-footprint process-machine pipe ports so electrolyzer top/left water electrolysis connections sit on valid half-tile edge positions.
- Restored the electrolyzer to the Angel-style 5x5 footprint, directional 224px animation set, and top/bottom pipe layout.
Version: 0.13.0
Date: 2026-06-12
Major Features:
- Started the Metallurgy Expansion release line.
- Expanded the red-science iron route into a clearer hematite/magnetite -> dry concentrate -> sinter -> blast furnace -> pig iron -> casting/steel-billet progression.
- Expanded the copper route into a clearer chalcopyrite/bornite/malachite -> dry concentrate -> copper matte -> blister copper -> plate progression, with advanced fire-refining/anode/cathode ownership cleaned up for later metallurgy.
Changes:
- Added magnetite to the first dry iron metallurgy route so hematite is no longer the only red-science iron-concentrate source.
- Added bornite and malachite to the first dry copper metallurgy route so chalcopyrite is no longer the only copper-concentrate source.
- Retuned dry hematite and magnetite concentration so magnetite acts as the richer industrial iron feed while hematite remains the broad starter route.
- Retuned dry chalcopyrite, bornite, and malachite concentration so bornite acts as the richer sulfide feed while malachite remains a lower-yield oxide feed.
- Moved early iron/copper progression away from unlocked screening/fines clutter and toward direct dry concentration before wet processing exists.
- Retuned iron sintering around iron concentrate, RIC coke, and crushed limestone so the sintering plant is the explicit preparation step before blast-furnace pig iron.
- Retuned blast-furnace pig-iron output and casting yield so the blast/casting route is a meaningful upgrade over primitive concentrate smelting.
- Retuned early copper matte smelting and matte conversion so early copper byproducts stay solid-only until sulfur handling exists.
- Kept copper electrorefining and anode-slime processing owned by hydrometallurgy instead of the earlier fire-refining tech, so cathode production waits for the proper electrowinning machinery and leaching chemistry.
- Retuned basic steel-billet production so steel processing consumes pig iron through the blast-furnace/rolling route instead of feeling like a vanilla steel shortcut.
- Cleaned the integrated steel route into flux, direct-reduced iron, steelmaking charge, oxygen steel, cast slab, rolled sheet, and formed frame steps.
- Moved mill-scale output out of the first red-science steel-plate bridge and into the integrated steel sheet route.
- Reworked mill-scale recycling as a sintering/metallurgy return loop instead of an early hydrometallurgy dependency.
- Restored bornite and malachite dry-route unlocks in the final first-hour tech layer so the copper expansion from pass 2 is not overwritten later in data-updates.
- Normalized process-machine construction recipes so all RIC machine items stay visible as normal craftable machine recipes while process outputs stay machine-only.
- Added explicit machine/category contracts for ore preparation, coking, sintering, blast furnace, casting, rolling, oxygen converting, roasting, electrowinning, chemistry, refining, cleanroom, and advanced process machines.
- Moved roaster and electrowinning-cell machine entries into the metallurgy machine bucket so they appear beside the routes they support.
- Preserved vanilla-style logistics recipe visibility for belt/splitter/underground/loader families without changing fluid requirements or process categories.
- Restored the thermal-plant sintering graphics and icon path from the 0.12.0 graphics fix, removing the truncated arc-furnace sprite family from the 0.13.0 build.
- Tuned first-hour metallurgy research costs so ore processing, coking, blast metallurgy, and steel processing arrive in a smoother red-science sequence.
- Reduced first blast-furnace, sintering-plant, and rolling-mill entry costs without removing their machine-frame/refractory identity.
- Changed the sintering plant recipe so it no longer consumes an existing coke oven as an ingredient.
- Rebalanced the red-science steel route so pig iron and coke make a single steel billet, and rolling one billet produces one steel plate instead of an over-generous shortcut.
- Added release-candidate balance guards to prevent the 0.13.0 metallurgy route from regressing into hidden vanilla steel shortcuts or over-generous billet/plate outputs.
Compatibility:
- Added a 0.13.0 migration that resets recipes and technologies for existing saves so the metallurgy ownership changes apply cleanly.
Version: 0.12.0
Date: 2026-06-10
Major Features:
- Started the Vanilla Overhaul Foundation release line.
- Tightened the first-hour production route around field grading, crushing, smelting, dry ore processing, coking, blast metallurgy, and rolling.
Changes:
- Removed the legacy furnace-based primitive coke shortcut from normal play. Coke production is now owned by the coke oven / RIC coking chain instead of a stone-furnace auto-selection route.
- Kept raw coal as fuel and moved industrial coke production away from generic smelting behavior to prevent furnaces from changing jobs when ore input stalls.
- Cleaned progression validation so validation no longer changes recipe visibility or hand-crafting flags.
- Kept machine-only process recipes hidden from hand crafting unless their owning recipe explicitly exposes them.
Compatibility:
- Added a 0.12.0 migration that resets recipes and technologies for existing saves so the new first-hour ownership state is applied cleanly.
Version: 0.11.7
Date: 2026-06-10
Graphics:
- Restored the vanilla burner mining drill icon for the burner mining drill item and recipe.
- Kept the electric mining drill on the vanilla electric mining drill icon so the two drills are visually distinct in crafting menus.
Compatibility:
- No recipe, technology, ore generation, or machine sprite changes.
Version: 0.11.6
Date: 2026-06-05
Graphics:
- Replaced Sintering Plant entity sprites and icons with bundled Factorio-style arc furnace sprites.
- Replaced Blast Furnace entity sprites and icons with bundled Factorio-style glass furnace sprites.
- Reduced Rolling Mill sprite scale and shadow scale so the machine fits its 5x5 footprint without clipping adjacent objects.
Bugfixes:
- Fixed fast and express belt-family recipes being missing from the hand-crafting menu after research.
- Kept express belt-family lubricant requirements intact while making researched belt tiers visible like vanilla recipes.
Version: 0.11.5
Date: 2026-05-31
Fixes:
- Changed primitive coke production to use crushed coal instead of raw coal.
- Prevented stone furnaces from silently switching from ore smelting to coke production when ore input stalls but coal fuel is still supplied.
Changes:
- Kept coal as furnace fuel and moved coke production onto the dedicated industrial coal feedstock chain.
Version: 0.11.4
Date: 2026-05-31
Bugfixes:
- Fixed generated RIC ore/mineral autoplace so custom deposits are registered as active numeric Nauvis map-generation controls again.
- Fixed Natural Gas/Sour Gas field autoplace controls to use numeric map-generation settings and less brittle patch rarity.
- Added an existing-save migration that repairs stored Nauvis surface map-generation settings and regenerates RIC ore, mineral, Natural Gas, and Sour Gas entities on already-generated chunks.
- Fixed deep naphtha cracking so it is made in the steam cracker instead of being uncraftable in Recipe Book.
- Replaced remaining referenced white-background icons for naphtha, syngas, fuel gas, coke, explosives, and cleanroom materials with transparent vanilla or existing transparent RIC assets.
- Fixed science and logistics routing so base/Space Age science packs and logistics items remain in the intended RIC subgroups after category cleanup.
- Fixed refinery, distillation, and roaster recipe compatibility by correcting machine fluid-box support in the owning machine prototype files.
- Fixed remaining recipe-category machine support by moving ownership into the relevant machine prototypes.
Changes:
- Fixed petrochem/metallurgy reconciliation load order by moving it out of data-stage hydrometallurgy and into focused data-updates ownership.
- Completed the recipe and technology source split by removing the broad source-integrated data-updates files and moving retained ownership into focused recipe, technology, item, and progression owner files.
- Removed obsolete unmanifested replacement/stub files left behind by earlier broad-source passes.
- Preserved crude-oil-style Natural Gas/Sour Gas autoplace from 0.11.3.
- Cleaned release packaging for Mod Portal use.
Version: 0.11.3
Date: 2026-05-29
Bugfixes:
- Replaced scripted Natural Gas/Sour Gas runtime seeding with true crude-oil-style resource-autoplace.
Changes:
- Added dedicated logistics subgroups for transport belts, inserters, logistic network, rail logistics, fluid handling, and storage.
- Product-family routing now wins over recipe-category routing, so logistics items stay in logistics even when crafted in foundry/fluid/metallurgy categories.
- Cleaned Mod Portal release metadata, README text, changelog wording, credits, and attribution.
Balance:
- Rebuilt generated RIC resource placement around RSO-informed resource roles.
- Kept vanilla iron ore, copper ore, coal, and stone as the true starter resource set.
- Tuned foundation minerals as early-expansion resources and specialist/rare ores as sparse deposits.
Graphics:
- Kept real-world-inspired visible patch tints for generated RIC ores and minerals.
- Kept vanilla starter ores visually vanilla for map clarity.
Version: 0.11.2
Date: 2026-05-26
Changes:
- Cleaned obsolete prototype-side source-map/icon-assignment files.
- Improved generated resource patch tint handling.
Compatibility:
- No recipe, technology, dependency, or progression changes.
Version: 0.11.1
Date: 2026-05-26
Bugfixes:
- Improved access to required industrial minerals through map generation.
Compatibility:
- No stone-to-mineral conversion recipes were added.
Version: 0.11.0
Date: 2026-05-23
Major Features:
- Release baseline for the Real Industrial Chemistry / Industrial Alchemy overhaul branch.
Version: 0.10.0
Date: 2026-05-23
Major Features:
- Public overhaul release baseline.