Choose Mage or Engineer, earn XP from enemy kills, and grow into a self-sustaining fighter with upgradeable spells or an Engineer field shop, repair beam, and rechargeable power.
Mods introducing new content into the game.
Version: 0.8.4
Changes:
- Prepare the Factorio Mod Portal release with updated metadata, installation instructions, and class feature documentation.
Version: 0.8.3
Bugfixes:
- Match the invisible Engineer pole sprite direction count to its wire connection points.
Version: 0.8.2
Bugfixes:
- Add the required direction count to the invisible Engineer field-pole sprite layer.
Version: 0.8.1
Changes:
- Scale ability unlocks, Mage ability-point awards, ability-slot milestones, and Engineer shop level gates to the configured maximum level.
Version: 0.8.0
Changes:
- Price every Engineer shop offer from a shared recursive raw-material recipe cost instead of hand-set prices or an ingredient-count estimate.
- Add a setting to tune how many weighted raw-material units equal one Engineering point.
- Make the Repair Beam consume repair-pack durability and display when packs are missing.
- Prevent the Engineer Repair Beam from targeting player characters.
Version: 0.7.9
Changes:
- Make Engineer armor a rechargeable shield pool that absorbs damage and recharges out of combat.
- Hide the Engineer's technical power pole and copper wire visuals while keeping the field generator connection functional.
- Render the Repair Beam as a layered green laser with a bright core.
- Fill the Engineer shop from force-enabled crafting recipes, including assembler recipes, and display items in grouped icon grids.
- Shorten passive Engineer point intervals from 60 seconds at level 1 to 5 seconds at level 100, and show the current interval.
- Cap Engineer points at 20 plus 2 per level; passive and combat-earned points both respect the cap.
- Make Repair Beam pulse every 15 seconds by default, with lower per-pulse healing and more gradual cooldown scaling.
- Preserve the open window's scroll pane while refreshing its contents and responding to buttons.
Version: 0.7.8
Bugfixes:
- Treat abilities without an explicit level requirement as available from level 1, preventing nil comparisons while rendering the ability list.
Version: 0.7.7
Changes:
- Show ability choices as compact name and level requirement cards that expand on demand.
- Stop ability activations from increasing ranks; Mage ability learning and upgrades remain player-selected with ability points.
- Add a manual, engineering-point upgrade button for the Engineer repair beam.
Version: 0.7.6
Changes:
- Round fractional player-facing stats, chances, and cooldowns to two decimal places.
- Narrow and center the class status panel, and use black text for the class button.
Version: 0.7.5
Changes:
- Space Mage spell unlocks from levels 1 through 95, keeping Arcane Burst as the starting spell.
- Increase damage scaling for later Mage abilities to match their later unlock levels.
Version: 0.7.4
Changes:
- Remove every drawn circle indicator from Mage spells and Engineer repair beams.
- Slow Mage target growth to one extra target per six ability ranks and cap rank-based search-range growth.
- Double base XP required for class levels from 50 to 100.
- Pause passive regeneration and repair-beam healing on player characters for five seconds after combat.
Version: 0.7.3
Changes:
- Coalesce UI refresh requests over 15 ticks and remove recurring full-window redraws that reset scroll position.
- Show one Mage spell callout above the caster per triggered spell.
- Slow Mage multi-target growth to one additional target per four ability ranks by default.
Version: 0.7.2
Bugfixes:
- Remove unsupported scroll-pane position access and reset refreshed views using the documented scroll_to_top method.
Version: 0.7.1
Bugfixes:
- Set valid fade timings for the Engineer repair smoke prototype.
Version: 0.7.0
Changes:
- Add class switching that retains 70% of total earned XP and applies a 30-minute cooldown.
- Add an immediate full-progression-reset switch option that bypasses the cooldown.
- Explain class-specific progression resets and switch costs in the confirmation UI.
Version: 0.6.9
Changes:
- Add runtime settings for Engineer healing output, targets, range, and cooldown scaling.
- Rename the XP setting to Global XP gain multiplier and clarify that XP has no reward cap.
Version: 0.6.8
Changes:
- Add runtime settings for Mage multi-target spells, target limits, rank scaling, and target range.
Version: 0.6.7
Changes:
- Scale Mage spell targets and projectile visuals with ability rank, chaining attacks to nearby enemies while avoiding duplicate damage from overlapping area effects.
- Remove Arcane Burst's radius circle indicator.
Version: 0.6.6
Changes:
- Add an Engineer repair beam that heals damaged allies with green laser and smoke effects; its healing, target count, range, and cooldown improve with rank.
Version: 0.6.5
Changes:
- Remove the XP reward ceiling and use logarithmic scaling for unbounded, diminishing returns.
Version: 0.6.4
Changes:
- Replace Firestorm's drawn lines with damage-free Factorio handheld flamethrower streams.
- Add a Mage lightning spell that uses Fulgora's native lightning strike when Space Age is active and an electric beam otherwise.
- Move class status into a dedicated side-panel button with XP and defense bars.
- Pause health and shield regeneration for five seconds after dealing or receiving damage.
- Change kill XP to square-root scaling with a reward ceiling for high-health enemies.
- Remove the XP debug setting and chat messages while keeping floating XP rewards.
Version: 0.6.3
Bugfixes:
- Enable copper wire rendering on the Engineer's mobile pole.
- Preserve false values when reading runtime mod settings.
- Use the prototype name as a safe fallback for segmented enemy XP diagnostics.
Version: 0.6.2
Changes:
- Float each player's actual XP share above the defeated enemy.
- Add an optional XP debug setting with reward formula, contributor share, XP before/after, thresholds, and level changes.
Version: 0.6.1
Bugfixes:
- Rename defense HUD children to avoid colliding with LuaGuiElement API properties during creation.
Version: 0.6.0
Changes:
- Replace Engineer passive item production and ability slots with a points-based, research-gated field shop.
- Add stock, purchase cooldowns, tier-scaled restocks, combat-earned points, and level-scaled passive point income.
- Give Engineer a rechargeable internal battery and mobile electric pole that powers nearby machines and links to one nearby pole.
- Remove force research gates from Mage spells and add visible laser lance and prismatic laser volley abilities.
- Add modest Mage lifesteal and cap direct class damage scaling for long-term progression.
- Rebalance XP thresholds for faster early class progression and scale kill rewards with enemy health and attack damage.
- Add settings for Engineer point/restock rate and mobile power output.
Version: 0.5.0
Changes:
- Expand Mage to seven weapon-inspired spells for laser, electric, fire, physical, rocket, and artillery damage.
- Tie spell effects to attack, incoming-damage, and kill triggers, with late spells gated by research.
- Show each spell's description, trigger chance, and cooldown in the ability picker and active-ability list.
Version: 0.4.0
Changes:
- Raise the default progression cap to level 100 and make ability points continue to unlock every five levels.
- Ease the first five XP thresholds, then increase the XP requirement curve substantially for long-term progression.
- Add visible laser, electric beam, and explosion effects to Mage spell procs while keeping floating callouts.
Version: 0.3.0
Changes:
- Add Factorio settings for XP rewards and requirements, shared class-stat scaling, Mage spell damage and proc chance, Engineer supply frequency, and the maximum class level.
- Apply runtime balance setting changes immediately to progression, stats, and the class interface.
Version: 0.2.0
Major Features:
- Rebrand the mod as Silba's Classes and replace the large HUD with a compact class status button.
- Add an ability picker with research- and level-based eligibility, ability points, and rank limits.
- Add configurable milestone ability slots and class switching with a full progress reset and confirmation.
- Give Mage early speed, shield, damage, and level/rank-scaled spell triggers; give Engineer early durability, regeneration, and level-scaled supply generation.
- Migrate existing class data and preserve previously selected abilities where possible.
Version: 0.1.1
Changes:
- Replace the debug panel with a player-facing RPG window and current bonus summary.
- Add a top-bar RPG button so the window can be reopened at any time.
- Show all class abilities, their level and technology requirements, and activation controls.
- Move class unlocks to milestone levels and reduce kill XP rewards.
Bugfixes:
- Fix a missing closing brace in the class selection UI localization.
- Avoid reading GUI tags after the clicked widget has been destroyed during refresh.
- Correct Factorio force hostility API calls and prevent recursive Mage nova chains.
- Award XP safely for segmented enemies and keep shared kill XP within the bounty.
Version: 0.1.0
Major Features:
- Add Engineer and Mage classes, kill experience, level progression, and class abilities for Factorio 2.0.