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: 0.22.0
Date: 2026-07-10
Features:
- Integrated coke ovens, iron sintering, blast iron, steelmaking, copper smelting, sulfur recovery, refinery gas, and process heat with explicit ash, metallurgical dust, sulfur dioxide, sour-water, wastewater, waste-gas, and recoverable flue-gas treatment routes.
- Added sulfurous tail-gas scrubbing, refinery offgas thermal oxidation, metallurgical gas quenching, and controlled process-heat steam recipes.
- Added Nauvis emissions and recovery integration technology to connect emissions-control equipment, advanced wastewater treatment, utility-water treatment, waste-heat recovery, and petrochemical cracking and reforming.
Balancing:
- Dirty heavy-industry routes now emit recoverable solid and sulfur side streams while leaving early bootstrap production free of mandatory unrecoverable flue-gas backpressure.
- Cleaner routes consume filter media, scrubber sorbent, cooling water, boiler feedwater, fuel gas, oxygen-enriched air, and energy while moving contaminants into recoverable gypsum, wastewater, dust, and flue-gas loops.
Migrations:
- Added a 0.22.0 recipe and technology reset migration for existing saves.
Version: 0.21.2
Date: 2026-07-08
Changes:
- Removed the Chemical science pack requirement from Sulfate leaching so Copper Fire Refining and the circuit-board route no longer form a pre-blue-science research deadlock.
- Added Chlorinated polymers as an explicit prerequisite of Circuit Board Fabrication because solder-mask production consumes PVC.
- Removed the obsolete duplicate late Chemical science recipe override so the canonical battery-based Chemical science recipe remains authoritative.
- Replaced the partial hand-maintained bridge check with a full prerequisite-closure validation that rejects any future Chemical science self-lock anywhere below Chemical science research.
- Removed obsolete hidden ric-primitive-coke and ric-forge-iron-plate recipe prototypes after the in-game audit confirmed they had no active unlock owner.
- Added missing English names and descriptions for nine active recipes and Engineering polymers.
- Stopped overriding the vanilla Logistics 2 localization with a nonexistent custom description key.
Migrations:
- Added a 0.21.2 recipe and technology reset migration so existing saves receive the corrected research prerequisites and recipe state.
Graphics:
- Replaced active horizontal mip-strip icon references with dedicated square 64px icons for ores, metals, silicon, wiring, limestone, carbon, titanium, and tungsten products.
- Added dedicated Magnesium processing technology art instead of scaling a mismatched 64px salt icon.
Version: 0.21.1
Date: 2026-07-07
Changes:
- Removed chemical science pack requirements from Glass chemistry and Chlorinated polymers so both technologies are researchable with automation and logistic science.
- Added Circuit Board Fabrication as an explicit prerequisite of Advanced electronics across the active green-to-blue progression owners.
- Confirmed the intended bridge is Circuit substrate -> Advanced circuit -> Chemical science pack without requiring chemical science to research an input technology.
Migrations:
- Added a 0.21.1 recipe and technology reset migration so existing saves receive the corrected prerequisites and unlock state.
Version: 0.21.0
Date: 2026-07-06
Features:
- Added dedicated baghouse filter, wet flue-gas scrubber, primary wastewater clarifier, and sludge filter press machines.
- Added staged flue-gas treatment: waste-heat recovery now produces particulate flue gas, baghouse filtration removes fly ash and metal-bearing dust, and wet scrubbing removes sulfur-bearing contaminants.
- Added baghouse filter media made from ceramic filtration elements, insulating support material, and steel.
- Added sludge slurry as a pumpable wastewater-treatment intermediate between primary clarification and mechanical dewatering.
- Added sludge filter pressing to recover treated effluent and produce solid filter cake for the existing drying and mineral-recovery routes.
- Added Emissions Control Equipment and Advanced Wastewater Treatment technologies with dedicated branch-specific technology graphics.
Changes:
- Split particulate control, wet flue-gas scrubbing, water clarification, and sludge dewatering into dedicated process categories owned by their specialist machines.
- Moved flue-gas scrubbing and scrubber-sorbent regeneration from the broad early emissions technology to the specialist emissions-control equipment branch.
- Moved primary clarification, effluent polishing, disinfection, filter-cake drying, and neutralised-sludge drying to the advanced wastewater-treatment branch.
- Added the new machines and processes to Recipe Book machine-role and waste-process ordering.
Migrations:
- Added a 0.21.0 recipe and technology reset migration for existing saves moving from 0.20.0.
Graphics:
- Added unique technology graphics for emissions-control equipment and advanced wastewater treatment using active RIC filtration, gas, sludge, and water assets.
Version: 0.20.0
Date: 2026-07-01
Features:
- Began the Nauvis Industrial Completion pass before adding planet-specific Space Age chemistry.
- Added pneumatic process-control module assembly as a late industrial-gas utility route that consumes instrument air and produces waste gas for treatment.
- Added inerted resin curing as a nitrogen/inert-blanket-gas use for safer real-world polymer and resin processing.
- Added waste-gas thermal oxidation so process off-gas feeds the existing flue-gas and heat-recovery chain instead of remaining a dead fluid.
- Added boiler-feedwater steam raising so demineralised/conditioned water has a real utility role in process steam generation.
- Added lubricant finishing from RIC lube base stock into vanilla lubricant, with acidic wastewater byproduct.
- Added hypochlorite effluent disinfection as a real sodium-hypochlorite sink in treated-water recovery.
- Added asphalt concrete surfacing so refinery bitumen/asphalt binder contributes to refined concrete.
- Added industrial building panel production so gypsum board feeds existing insulating-board/material chains.
- Added coal-tar carbon-black production so coke-oven tar can feed the industrial carbon filler loop instead of relying only on coke grinding.
- Added caustic effluent neutralisation as a real sodium-hydroxide wastewater-treatment route alongside lime/limestone neutralisation.
- Added bisphenol A as a real epoxy-resin feedstock between phenol/acetone chemistry and epichlorohydrin epoxy production.
- Moved high-purity silicon processing into the pre-processing-unit Nauvis electronics path so lithography, polished wafers, and photoetched wafers are usable before blue circuits become processing units.
- Reworked integrated-circuit dies to consume photoetched wafers and return spent etchant, tying the cleanroom wafer route into actual semiconductor output.
- Added glass-fibre composite panel production from glass-fibre cloth, aluminium sheet, epoxy resin, resin compound, and solvent.
- Added metal hydroxide sludge stabilisation so catalyst/hydrometallurgy sludge can return to the mineral-residue and treated-effluent loops.
- Added low-grade feed sintering so briquetted metallurgical dust can return to the iron sinter stream instead of ending as a dead waste item.
- Added spent catalyst fines leaching so catalyst-recovery fines feed recovered metal concentrate, sludge, and acidic wastewater treatment.
Balancing:
- Kept the new utility-fluid uses optional or late-game so early Nauvis oil, plastics, steel, and chemical-science progression are not blocked by late industrial-gas utilities.
- Changed polymer additive compounding to consume industrial carbon as the carbon-black/filler input instead of raw coke.
- Added acidic effluent to nitric-acid production so the Ostwald-style acid chain participates in the existing wastewater loop.
- Reworked epoxy resin to use bisphenol A, epichlorohydrin, and sodium hydroxide, with brine and wastewater byproducts.
- Reworked rubber compounding to consume industrial carbon black and heavy-residue process oil instead of staying as a dry generic additive recipe.
- Reworked the RIC processing-unit recipe around high-tech electronics, packaged semiconductor trays, active-component trays, cleanroom filter media, cerium polishing compound, sulfuric acid, and ultrapure water.
- Reworked low-density structures around formed light-alloy panels, aluminium extrusion, glass-fibre composite panels, reinforced polymer sheet, rubber compound, and steel.
- Reworked gypsum board forming to consume crushed gypsum so quarry gypsum uses the crushing stage before board manufacture.
- Reworked carbon-film resistor and circuit-substrate preparation to use crushed graphite as the milled conductive-carbon feed instead of raw graphite lumps.
- Reworked rocket fuel into a refinery/oxidizer/binder route using solid fuel, low-sulfur gas oil, hydrogen peroxide, rubber compound, and industrial components.
- Changed light solvent blending to also recover a base solvent fraction, giving metallurgy and cleanroom chemistry a primary solvent source before spent-solvent recycling exists.
- Changed dilute leaching solution to a sulfuric-acid/water leach liquor so hydrometallurgy no longer depends on late solvent extraction before it can start.
- Changed early refinery fuel blending to use fractionated gas oil, keeping low-sulfur gas oil for cleaner hydrotreating/rocket-fuel routes.
- Changed early waste-neutralisation recipes to use crushed limestone where appropriate before hydrated lime processing exists.
- Tied the Nauvis semiconductor chain into a real ingot/wafer sequence: polysilicon to silicon ingot, wafer cutting, polishing, doping, photoetching, then integrated-circuit dies.
- Changed the advanced-circuit bridge to consume RIC circuit substrates, tinned copper wire, flux solder, plastic, and sulfur while still staying pre-Space-Age and chemical-science reachable.
- Preserved pure oxygen for the core basic-oxygen steel route; oxygen-enriched air is now used in optional utility/waste treatment recipes instead of early steelmaking.
Changes:
- Kept all new content in the owning recipe and technology files; no standalone patch/finalizer module was added.
- Consolidated the duplicated Claus sulfur-recovery recipe definition into the sulfur-processing owner and made sour-gas processing depend on the sulfur-recovery branch instead of redefining the recipe.
- Changed semiconductor-fabrication and processing-unit technology prerequisites so cleanroom wafer chemistry unlocks before it is required by downstream chips.
- Split the wafer chain ownership cleanly: high-purity silicon now owns electronic-grade silicon, polysilicon, ingots, wafers, polishing, masks, and cleanroom media; semiconductor fabrication now owns doped/photoetched wafers and chip output.
- Moved low-density-structure unlocking from basic light alloys to light-metal forming so aluminium sheet/extrusion and structural panels are unlocked before the endpoint recipe.
- Added rocket-fuel and rocket-silo prerequisite gates for the Nauvis refinery, oxidizer, polymer, electronics, and light-metal branches now consumed by launch recipes.
- Did not import graphics from the uploaded sprite/reference packs for this pass; all new recipe icons use existing RIC or base assets.
- Confirmed the Nauvis rocket, rocket-fuel, processing-unit, and high-tech-electronics prerequisite closures do not require planet-discovery or off-Nauvis science technologies.
- Closed the active byproduct audit gaps for circuit substrate, doped wafer, polished wafer, polysilicon, crushed gypsum, crushed graphite, low-grade metal feed, metal hydroxide sludge, and spent catalyst fines.
- Added reforming catalyst charge into the integrated process kit so the naphtha/reformer catalyst pack has a real downstream equipment sink.
- Moved integrated process kit unlocking to process media engineering so hydroprocessing/reforming catalyst charges unlock before the kit consumes them.
- Reworked refinery, cracking, steel-converter, extrusion, and cleanroom machine build recipes so their construction inputs are available when their owning technologies unlock.
- Gated Bayer alumina processing behind chlor-alkali chemistry so sodium hydroxide is available before bauxite-to-alumina consumes it.
- Gated the RIC explosives recipe behind ammonium nitrate, sulfuric acid, and coke/tar chemistry instead of leaving the vanilla explosives technology with unreachable inputs.
- Moved cleanroom filtration, ultrapure water, and spent-etchant regeneration ownership so board/wafer recipes no longer unlock before their required cleanroom fluids or waste streams.
- Moved acid leach liquor and extraction reagent ownership to hydrometallurgy, while spent-solvent recovery is owned by waste-stream recycling.
Migrations:
- Added a 0.20.0 recipe and technology reset migration for existing saves moving from 0.19.0.
Graphics:
- Replaced the blurry placeholder-looking technology graphics for Naphtha cracking, Heavy-residue lubricant, and Real construction materials with clearer dedicated tech art.
- Replaced more blurry small-icon technology graphics with dedicated active tech art for Basic chemistry, Sulfur recovery, Wet ore processing, Lime and soda chemistry, Refined concrete, and Advanced process machinery.
- Added more unique branch-specific technology graphics for Coking, Blast furnace, Waste treatment, Waste stream recycling, Aluminium smelting, Light metal forming, Lithium chemistry, Advanced battery chemistry, Precious metal refining, and High-tech electronics.
- Added more unique branch-specific technology graphics for Alloy steel processing, Stainless forming, Tool steel and high-temperature alloys, Titanium forming, Industrial alloy casting, Sulfuric acid production, Sulfate leaching, Petrochemical cracking and reforming, Integrated industrial spine, Circuit board fabrication, and Advanced board materials.
- Added unique technology graphics for Oil processing, Refinery fractionation, Natural gas processing, Sour gas processing, Olefins and aromatics, Engineering polymers, Polymer additives, Ammonia processing, Industrial gas utilities, Industrial oxidizers, Ore processing, Steel processing, Copper fire refining, and Integrated steelmaking.
- Replaced active petrochem and construction recipe/item icons with unique composed graphics for refinery cracking, heavy-residue/lubricant finishing, concrete/lime/cement, asphalt surfacing, gypsum board, building panels, and related waste-construction materials.
- Restored vanilla and Space Age science pack item/recipe icons to their original official icons instead of RIC-tinted flask variants.
- Restored the RIC science progression subgroup icon to the vanilla space science icon.
- Rebuilt several active technology graphics with larger sharper source elements to reduce mip-like blur in the tech tree, including steelmaking, ore processing, copper refining, oil/refinery, gas processing, petrochemical, polymer, ammonia, and industrial gas branches.
- Rebuilt active steel, copper-refining, and electronics board effect icons with larger clearer 64px assets to improve technology unlock readability.
Version: 0.19.0
Date: 2026-06-28
Fixes:
- Replaced all remaining Angel Petrochem molecule icon references with existing bundled RIC molecule, fluid, and source-contract icons so RIC no longer depends on fragile legacy molecule icon paths.
- Normalised the replaced molecule icon metadata to 64px bundled source icons instead of Angel's old 72px molecule metadata.
- Removed the no-op Space Age technology stub require; active Space Age recipe compatibility remains owned by the science recipe file.
- Replaced the last angelsbioprocessinggraphics icon references with bundled RIC graphics for glass-fibre cloth, ammonium phosphate, PVC, and fertilizer chemistry.
- Removed the now-unused angelsbioprocessinggraphics dependency from info.json so the required graphics dependency list matches active prototype usage.
- Fixed the cleanroom photoresist developer recipe icon so it uses the bundled RIC heavy-naptha droplet asset instead of a missing Angel graphics path.
- Hardened the ore-family icon override loop so bauxite, limestone, and coal lump/fines fallbacks never construct missing local source-contract paths.
- Added missing technology unlocks for the waste-stream clarification, effluent polishing, and filter-cake drying recipes.
- Added the missing RIC explosives unlock to the vanilla explosives technology while keeping the disabled vanilla recipe replacement intact.
- Removed the duplicate processing-unit unlock from High-Tech Electronics so ric-processing-unit is owned only by processing-unit.
Features:
- Added code-only industrial process staging without importing external graphics or source files.
- Added RIC mineral taxonomy reference data for later rare-earth, uranium, nickel/cobalt, trace-metal, and high-purity routes.
- Added Industrial Wire Drawing technology for drawn copper wire, tinned wire, and wire coils.
- Added Board Substrate Processing technology for etched and laminated circuit substrate preparation.
- Added High-Purity Silicon Processing technology for high-purity silicon, zone-refined silicon, and industrial control modules.
- Added Forgeworks Core owned-recipe unlock ownership for the new process staging recipes.
Changes:
- Removed unused prototype-library taxonomy reference code before release.
- Added silicon wafer, electronics-grade board, and process control rack as active 0.19.0 process-staging outputs.
- Added board/silicon finishing recipes and owned their unlocks through Forgeworks Core helpers.
- Integrated process control racks into late integrated process-kit requirements without touching early machines.
- Required process control racks in the integrated process kit and gated advanced process equipment behind high-purity silicon processing.
- Kept all new graphics references on existing RIC/base/Angel assets only; no external graphics were imported.
- Preserved 0.18.0 metallurgy expansion and 0.17.1 Roaster fixes.
Version: 0.18.0
Date: 2026-06-26
Features:
- Added Expanded Base Metallurgy technology for zinc calcine, zinc ingot casting, nickel matte leaching, lead bullion refining, tin ingot casting, and slag metal recovery.
- Added Industrial Alloy Casting technology for brass and bronze billet/sheet/plate routes.
- Added zinc, nickel, lead, tin, brass, bronze, and slag-prill metallurgy intermediates.
- Added slag metal-prill recovery and prill return to steelmaking charge to make metallurgy waste streams useful.
Fixes:
- Restored exact cleanroom, solvent, and semiconductor recipe names so existing saves do not migrate active chain recipes away.
- Restored cleanroom, solvent, and semiconductor recipe prototypes that were accidentally dropped from 0.19.0 migration.
- Added missing ric-waste-gas fluid prototype used by zone-refined silicon processing.
- Added missing ric-resin-substrate item prototype and bridge recipe used by ric-etch-circuit-substrate.
- Added missing 0.19.0 electronics substrate item prototypes and bridge recipes used by circuit substrate processing.
- Added missing electronics substrate item prototypes and bridge recipes used by 0.19.0 circuit substrate processing.
- Fixed remaining unclosed folded Lua do-blocks in recipe update files after the Forgeworks helper refactor.
- Rebalanced all Lua block closures in chemistry recipe update code after the Forgeworks helper refactor.
- Fixed final missing end for the chemistry recipe folded block that starts at line 119.
- Fixed second missing chemistry folded do-block closure from the helper refactor.
- Fixed chemistry recipe folded update block EOF closure.
- Fixed missing end in chemistry recipe update block after helper refactor.
- Added missing ric-solvent fluid prototype used by solvent washing and electronics finishing recipes.
- Fixed malformed Lua helper refactor output in uranium/nuclear recipe overrides.
- Updated RIC to require Forgeworks Core 0.2.8 for shared recipe/technology workflow helpers.
- Refactored existing local recipe/technology helper bodies to delegate through Forgeworks Core instead of duplicating unlock/prerequisite logic.
- Refactored 0.18.0 metallurgy unlock ownership to use Forgeworks Core owned-recipes helpers.
- Fixed missing Angel graphics icon reference for the metallurgy prill-return recipe.
- Preserved the 0.17.1 Roaster animation, no-overlap collision, and pipe-position fixes.
Version: 0.17.1
Date: 2026-06-26
Fixes:
- Fixed Roaster pipe connection load error by expanding collision bounds to contain the 6-tile fluid-port positions.
- Expanded Roaster collision footprint so adjacent Roasters can no longer be placed with overlapping sprites.
- Realigned Roaster fluid ports to the corrected 6-tile no-overlap footprint.
- Fixed Roaster graphics to use the working 60-frame factorio-sprites oxidizer animation sheet.
- Removed the earlier static/generated Roaster animation workaround assets.
Version: 0.17.0
Date: 2026-06-22
Features:
- Mega-patch development branch: folded the petrochemical, metallurgy, electronics, advanced-materials, rare-earth, and radiochemical roadmap into one 0.17.0 integration pass.
- Added an integrated advanced-materials matrix tying high-temperature alloys, titanium sheet, stainless sheet, refractory linings, reinforced polymers, and rare-earth magnets into a single late industrial material.
- Added a high-tech process core tying populated boards, power electronics, high-tech electronics, cleanroom filters, and precision contacts into advanced machine control hardware.
- Added an integrated process kit tying process components, advanced materials, electronics cores, catalyst beds, heat-exchanger bundles, and hydroprocessing catalyst charges into late process machinery.
- Advanced process machines now consume the integrated process kit so petrochemistry, metallurgy, electronics, catalysts, and advanced materials all feed the machinery tier.
- Tightened the late technology spine so advanced process equipment owns the new integration recipes and advanced process machinery remains the combined endpoint.
Migrations:
- Added a 0.17.0 recipe and technology reset migration for saves moving from the stable True Orefields branch.
Version: 0.16.1
Date: 2026-06-24
Fixes:
- Tightened Roaster collision/selection footprint from 5x5 to 4x4 and realigned fluid ports to match the visible oxidizer body.
- Rebuilt the Roaster with the actual 60-frame factorio-sprites oxidizer preview animation sheet and removed the wrong 52-frame/static workaround assets.
- Fixed assembling machine 2 and assembling machine 3 recipe/item visual mapping so each tier uses its own vanilla icon instead of all three tiers sharing the assembling machine 1 icon.
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:
- Fixed Roaster icon ownership and animation references to use the factorio-sprites oxidizer art family instead of the coke oven/sintering icon.
- 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.