BETA, in testing. A total overhaul where Factorio meets Dr. Stone: humanity turned to stone, and you rebuild civilisation from clay and fire to a rocket to the Moon, before petrification waves come back. The first epochs feel a bit like a farm (clay, wood, gardens, jugs); from bronze and steam on it is a full factory. Base 2.0, no Space Age. Multiplayer supported. Made with AI (Claude, ChatGPT), directed and playtested by a human.
Large total conversion mods.
Version: 0.1.6
Date: 2026-09-25
Graphics:
- Pictures for the remaining 44 technologies; all items redrawn in a style closer to the game's.
- All buildings of the first three epochs redrawn: campfire, scholar's hut, kiln, workbench, woodlot,
garden, fermentation vat, still, brazier, revival chambers, millstone, bloomery, glassworks, diggers,
crossbow turrets, pens, bear den, lab, radiator, cooler, plantation, palisade.
- Campfire and brazier burn with the game's own animated flames; the recipe icon no longer hides the fire.
- Wolves, boars and bears, the emitter, tin, tungsten and sulfur ores: temporary pictures until proper ones.
Version: 0.1.5
Date: 2026-09-25
Graphics:
- New icons for 77 items and pictures for 38 technologies. More to come.
Locale:
- The mod's name and description in Russian in the mod manager.
Version: 0.1.4
Date: 2026-09-25
Info:
- First public beta on the mod portal. The whole scenario is playable; balance is still moving.
Balancing:
- Too much wood after 0.1.3: charcoal takes 3 wood again, the kiln uses 90 kW again, the woodlot grows
2 wood into 12 again. Lever arms stay fuel-free.
Features:
- Repair kit (2 wood, rope, stone) from the start. Roast meat in the campfire from the start too.
- The mod has its picture: a hand turned to stone.
Changes:
- Plant fiber can be made on the workbench too, not only by hand: rope can be automated.
- Predators raid more often (40% of nights, two packs; dangerous: 70%, three packs), go on into the
base after the first building, and leave after 4 minutes.
- The first diary entry tells how to heal and repair.
- Wooden underground chutes and splitters have their own epoch 1 research after Levers and chutes.
- Much less text: shorter hints, diary and descriptions.
Bugfixes:
- Wooden underground chutes and splitters couldn't be placed onto a chute; all chutes now replace and
upgrade each other like vanilla belts (wooden -> roller -> fast).
- Raiding packs turned back after the first building.
- The fermentation vat came with Garden but had nothing to make until Tanning. It now comes with Tanning.
Version: 0.1.3
Date: 2026-09-25
Balancing:
- Lever arms work on a counterweight and need no fuel.
- Charcoal: 2 wood instead of 3. The kiln uses 60 kW instead of 90 kW. The woodlot grows 2 wood into 17
instead of 12.
- Spirit is distilled straight from fruit (8 fruit + jug); mash is gone. The fermentation vat now only
tans leather.
Features:
- Wooden underground chute (4 tiles) and wooden splitter, with Levers and chutes in epoch 1.
Info:
- Mash jugs left in old saves disappear.
Version: 0.1.2
Date: 2026-09-25
Balancing:
- Plant fiber burns as kindling (1 MJ, half of wood) in anything that burns wood. Trees drop 1 fiber
instead of 2.
Bugfixes:
- You can walk between buildings of the mod placed side by side (kiln, workbench, garden, woodlot,
vat, alembic, millstone, bloomery, glassworks, brazier, radiator, cooler, campfire).
- Technologies with a number in the name (Logistics II, Ship brakes, Laboratory glassware...) showed
"Unknown key".
Version: 0.1.1
Date: 2026-09-25
Gui:
- Everything sorted into tabs like vanilla: logistics, production, intermediate products and combat
(weapons, ammo, turrets, clothing and food are there now), plus new Fleet, Research and Awakening tabs.
Version: 0.1.0
Date: 2026-09-25
Info:
- First release. Made with AI: code, balance, texts and tests by Claude (Anthropic) in Claude Code,
pictures by ChatGPT, directed and playtested by a human.
Features:
- Five epochs from stone to the Moon: clay tablets, glass flasks, mechanisms, reactive, sea charts and
instrument boards as science. The vanilla tech tree, starting items and biters are gone.
- Petrification waves: the first after 2 hours, then more and more often. One revival chamber per team
makes a sealed charge (I–V) that wakes everyone at once. A green flash and stone on the screen edges
while petrified. Defeat if a wave finds the team still stone; victory on the Moon.
- A start without chores: a digger, a bow and stone arrows with no research, faster hands, cheap clay
tablets, a woodlot that grows wood, a "Next step" hint and a diary.
- Wild animals in packs with leaders: territory, a leash, short night raids, and they leave a dead
player's body. Respawn with a bow and arrows. Catch lairs with a net and farm them.
- Weapons from the bow to sulfur gunpowder, turrets, sharper arrowheads I–III.
- Climate belts, continents over a deep ocean, landfill and deep landfill, ships on waterways.
- Ruins with notes: hints, alternative recipes, caches.
- Factoriopedia shows only what exists in the game; every technology says what its research takes.
Graphics:
- Own icons, ships, campfire with animated flames, scholar's desk and lairs; the rest is recoloured
vanilla for now.