Adding additional technology to the base game alongside with new items, entities and crafting recipes and more.
Mods introducing new content into the game.
Version 1.5.3
Date 2025.12.7
Changes:
- iron chests technology now has a prerequisite iron working
- Changes in how the fatory expansion research works, but as a sideeffect, said technologies no longer show what reward you get when finishing research, as a workaround a print-factory-expansion command has been added alongside a print function when you begin researching the technology or when you queue it.
- reported by "AnonymousNerd87"
- wartime-production now instead of taking the recipes it copies them and changes their category to wartime-production
This has the side effect of duplicated recipes. For users sake, they are hidden from player crafting menu, factoriopedia and technology unlock, as it would clog the screen a bit too much
- axes can now crit, increasing damage they deal to enemies, crit multipliers are {1.10 1.25, 2.00, 5.00}
- Ore washing now takes 250 units of water (former 100)
- Ore washing now takes 3 units of sulphur (former 1)
- Washing ores now takes 25 seconds (former 10)
- Crafting with washed ores may yield extra items
- Chemical plants can no longer wash ores
Additions:
- print-factory-expansion command
Usage 1: /print-factory-expansion
- prints all technologies that are in "factory expansion" tech tree
Usage 2: /print-factory-expansion <technology-name>
- prints rewards to said technology
- damage command added
Usage 1: /damage 30
- damages you by 30hp
Usage 2: /damage -15
- heals you by 15hp
- Ore washing plant
- washes ores
Fixes:
- Recipes can't craft
- reported by "beomyo"
- issue between wartime production and a quality mod
Internal:
- The code for ore washing has been rewritten, now it dynamically adjusts
Version 1.5.2
Date 2025.12.4
Changes:
- Character classes reworked to be a modifier rather than an entity (for most of them)
- Suggested by "The_God_" as there were too many characters would show up in the crafting menu
I recommend to swap your with default (even tho the migration should be able to handle it)
- Iron chest is now locked behind a technology
- Light armor is now locked behind a technology
- Iron stick can be unlocked way sooner than expected
Fixes:
- 2 technologies not having the standart 256x256 icons set (former 512x512 [crushing industry])
Additions:
- Code involving axes was implemented (they deal more melee damage if you have them in your inventory {4,12,32,128})
- Iron working technology
- kms command
Version 1.5.1 Date 2025.11.30 Changes: - Power ranger, Veteran and Sentient toaster now have their icon Additions: - Easter egg regarding sentient toaster Fixes: - Crash on the newest update (regarding shield-generator) - Reported by "The_God_" - Laser turrets on higher difficulties would not fire, now they do Internal: - Removed Is_military_recipe and Is_military_recipe_exclude, redundant and just "Contains" function that returns true or false based on "Contains" function ಠ_ಠ - Contains function now *contains* boolean as a third parameter Notes: - The wartime-production might have been a bad idea...
Version 1.5.0 Date 2025.11.27 Addition: - New sidelined research (get items with science), can be toggled on or off (default on) - War factory 1, 2 , 3 - Is faster in producing military related stuff (maybe you should give a death world a try hm?) - Spy radar & satellite - Uncovers larger area - Launching satellite to space grants you the radar - Space age 'friendly' - spy radar gains recipe - spy satellite will cease to exist - Player classes (can be changed with new command "choose-character", tho you should be satisfied with your initial choice as this if more of an debug feature and can cause unpredictable behavior, so put your items into chests before attempting anything... just in case.) - Casual Cassidy - Soldier - Builder - Scavenger - Crafter - Hoarder - Miner - Scientist - Spoiled brat - Zyllius - **Sentient toaster - **Power ranger - *Veteran - Mad scientist * change player skin ** change player skin & has no mask (tint on player model won't show) - Difficulty settings (Experimental ish) - Baby - Very easy - Easy - Normal - Hard - Very hard - Nightmare - Black metal - Map presets - More vehicles now contains these - logistic Spidertron - militaristic Spidertron Fixes: - Cryogenic plant 3 is no longer in unsorted category - Changes: - Rocket defense no longer needs space science - Tech price of Rocket defense increase by 250 (1000 -> 1250) - Railgun darts now no longer require explosive uranium cannon shells. (They now do only require the basic cannon shell) - Internal: - Shared data optimization, all data is located now under "shared_data" instead of being their own separate thing. Functions remain the same (tho I doubt anybody would use it besides me) - Mod description changed (added "and more" to the end)
Version 1.4.5 Date 2025.10.23 Fixes: Crash when not playing freeplay. Added pcall functions to prevent it. - Reported by "The_God_"
Version 1.4.4 Date 2025.09.22 Internal: - Rock creation logic simplified. - All new labs should hopefully take alien science pack as an ingredient - Technology icons have been resized to 256x256 using nearest neighbor - All recipe icons have been resized to 64x64 using nearest neighbor (except recipe categories they remain the same) - All item icons have been resized to 64x64 using nearest neighbor - All entity icons have been resized to 64x64 using nearest neighbor Changes: - Biolab now takes in alien science pack - You can now select tree types during runtime (no longer a need to reload the game) - achieved using dummy entity and control.lua - acid neutralization from washed calcite icon changed Notes: - I hope it does not crash
Version 1.4.3
Date 2025.09.03
Changes:
- Moved from "snake_case" to "kebab-case" (be aware of changes)
- Removed bad optional dependencies
- Rocket defense is now much cheaper to build (no longer needs circuits)
- Rocket defense research is now cheaper (to make it more viable against the artillery)
- Long range beacon tech new icon (now indicates that it in fact long range)
- Long range beacon changed profile from {1,-1} to {1,0}, this means that no additional beacons do anything (quality exploit with speed modules)
- Truncated "Readme.md".
- Internally the "explosive_bullets" are now known as "coal-ammo-magazine"
- More goodies removed :(
Fixes:
- "Iron ore melting from washed calcite" now uses "washed calcite" instead of the normal "calcite"
- "Washing tungsten ore" now has corresponding logic like others
- "Washing holmium ore" now has corresponding logic like others
- "Electromagnetic plant 3" now gives you "Electromagnetic plant 3" instead of "Electromagnetic plant 2"
- Reported by "vaaaan"
- "Electromagnetic plant" 3 and "Biochamber 2" are now correctly ordered in crafting menu
Additions:
- You can now turn off additional turrets (shotgun, rocket, long range laser, shredder).
Notes:
- Casing the kebab
Version 1.4.2 Date 2025.08.27 Fixes: - In game code that required "Long_range_laser_turret_extension.png" now requires "long_range_laser_turret_extension.png" (this caused a crash) - Reported by "Zam138" - Krastorio 2 Spaced Out crash with "fast_replaceable_group". (disabled some upgrade modification relating vanilla items) - Reported by "Gamefreakfx" Notes: - Why does the game not crash on me with these kinds of stuff? I look like an idiot.
Version 1.4.1 Date 2025.08.26 Fixes: - File "Advanced_solar_panel.png" changed to "advanced_solar_panel.png" (this caused crash on launch) - Reported by "Demon_isus" - kry-inserters should no longer cause crash. (next_upgrade disabled for bulk/stack inserters when the mod is loaded) - Reported by Zam138 - High octane explosives research had icon_size set to "256", the correct one is "128"
Version 1.4.0
Date 2025.08.25
Entities added:
- Speedy car
- Advanced biter destruction vehicle
- Annihilator
- Support SPG
- Rocks (iron, copper, stone, uranium, coal, calcite, tungsten)
- Electric mining drill mk 2
- Pumpjack mk 2
- Nuclear bulk inserter
- Nuclear stack inserter
- Oil generator
- Shredder turret
- Long range laser turret
- Accumulator mk 2
- Tree grower
- Rocket defense
- Shotgun turret
- Long range beacon
- Experimental beacon
Items added:
- Speedy car
- Advanced biter destruction vehicle
- Annihilator
- Support SPG
- Electric mining drill mk 2
- Pumpjack mk 2
- Nuclear bulk inserter
- Nuclear stack inserter
- Oil generator
- Shredder turret
- Assault rifle
- Long range laser turret
- Accumulator mk 2
- Tree grower
- High octane rocket
- Cluster mine grenade
- Molotov
- High octane explosive tank shell
- High octane explosive uranium cannon shell
- Toxic capsule
- Deadly capsule
- Fast regenerating energy shield
- Computer
- Uranium shotgun shell
- Rocket defense
- Shotgun turret
- Piercing rocket
- Cluster rocket
- Sulphur ammo magazine
- Poison ammo magazine
- Acid ammo magazine
- Enhanced ammo magazine
- Deadly artillery shell
- Long range beacon
- Experimental beacon
Recipes added:
- Speedy car
- Advanced biter destruction vehicle
- Annihilator
- Support SPG
- Electric mining drill mk 2
- Pumpjack mk 2
- Nuclear bulk inserter
- Oil generator
- Shredder turret
- Assault rifle
- Long range laser turret
- Accumulator mk 2
- Tree grower
- High octane rocket
- Cluster mine grenade
- Molotov
- High octane explosive tank shell
- High octane explosive uranium cannon shell
- Toxic capsule
- Deadly capsule
- Computer
- Computer science insight
- Uranium shotgun shell
- Shotgun turret
- Rocket defense
- Piercing rocket
- Cluster rocket
- Long range beacon
- Experimental beacon
Settings added:
- enable more vehicles
- alien technology cost
- alien technology bonus
- Rocks (Trupen will love this one)
- Enable mk 2 items
Technologies added:
- Electric mining drill mk 2
- Pumpjack mk 2
- Nuclear bulk inserter
- Oil generator
- Shredder turret
- Long range laser turret
- Alien rocket part productivity
- Accumulator mk 2
- High octane explosives
- Chemical warfare (Stronger poison, Deadly poison, Chemical warfare: production boost)
- Computer
- Rocket defense
- Shotgun turret
- Long range beacon
- Experimental beacon
Modular armour items
- Fast regenerating energy shield
Achievements added:
- Rampage
- Concrete factory
- Refined concrete factory
- Factory 20
- High speed, low drag
- Feel the power
Total production:
- Foundry 2
- Foundry 3
- Electromagnetic plant 2
- Electromagnetic plant 3
- Biochamber 2
- Biochamber 3
- Cryogenic plant 2
- Cryogenic plant 3
Changes:
- Washing ore recipes now give between 10-18 ores each (simplified logic)
- Laser turret damage upgrades now give +5% more for each research {0.1, 0.15, 0.2} => {0.15, 0.20, 0.25}
- technology_integration.lua removed, stuff moved to data-final-fixes.lua
- More stuff moved inside data-final-fixes.lua
- Moved items into icons and removed items folder
- Some stuff moved to "mk 2 items"
- Category of ore washing pushed to the right (same with tree processing).
- Tree processing now has 2 separate building that focus on separate recipes.
- Explosive bullets are now after firearm magazine in crafting menu
- Railgun damage and speed research increased to 5 (former 3)
- Railgun damage and speed research bonus reduced to 40% (former 50%)
- Projectiles.lua now exists
- Explosive bullets recipe changed (5->6 coal, 5->6 iron, 1->2 Explosive bullets)
- Explosive bullets now deal 1 physical damage (former 0)
- Explosive bullets now deal 6 explosion damage (former 7)
- Explosive bullets icon now has an explosion in top left corner
- Explosive bullets craft time is now 4 seconds (former 5)
- Advanced military tactics 3 now contains all "magazines"
- Achievement images are now 128x128, reduced from 1024x1024 to save on disk size. Should I do that for the vehicles?
- Railgun beam saturation quadrupled (1->2->4).
- All unit spawners should now drop alien artifacts.
- Removed some goodies :(
- Beacon distribution technology icons changed
Fixes:
- Space age "scrap recycling" now properly asks settings before inserting alien artifact.
- Advanced solar panel typo
- Epinephrine typo
- Some technologies did not have had a science pack technology prerequisite.
- Some item categories are now initialized only when the correct setting is ticked on.
Notes:
- This took over 2 months with breaks
- Maybe I'll update it once I have more good ideas
- I may have forgot some things to add here and in readme.md oh well
- I hope it does not crash
Version 1.3.3 Date 2025.06.14 Mods integrated: - Crushing Industry by SafTheLamb (4 new technologies that boost productivity, default setting "off") Suggested by Ryutavi Entities added: - Boiler mk 2 - Steam engine mk 2 Items added: - Boiler mk 2 - Steam engine mk 2 Recipes added: - Boiler mk 2 - Steam engine mk 2 Technology added: - Steam power generation upgrade Settings added: - alien artifact from nests max (defines maximum number of alien artifacts nests can drop, default 5, maximum 4096) - alien artifact from nests min (defines minimum number of alien artifacts nests can drop, default 1, maximum 4096) Changes: - Enemy spawners are now vulnerable to poison damage, but take it at reduced rate, except for Gleba spawners. - Plastic from washed coal productivity bonus is now applied when researching "Plastic bar productivity" Internal: - Moved some logic out of technology.lua into shared_data.lua - Added technology_integration.lua (crushing industry tech logic handled here) - Technology icons are no longer in icons folder but instead in "__tech_tree_plus/graphics" These Entities now use deepcopy: - Tree processor - Assembling machine 4 - Assembling machine 5 - Electric furnace 2 - Electric furnace 3 - Chemical plant 2 - Chemical plant 3 - Oil refinery 2 - Oil refinery 3 - Concrete wall (now also uses tint) - Refined concrete wall (now also uses tint) Localization - Explosive bullets typo fix (don't) Reported by: The_God_ Graphics - Added some icons to distinguish washed ore smelting
Version 1.3.2
Date 2025.06.08
Bugs fixed:
- Kinda of a bug (Items now have weight)
Reported by: The_God_
Additions:
- Added changelog (previous versions changes are limited as I cannot be bothered with it)
Changes:
- Epinefrin stack size changed 5 -> 10
- Health stick stack size changed 5 -> 10
- Poison stick stack size changed 5 -> 10
- Research pack productivity bonus changed { 0.025, 0.03, 0.05 } -> { 0.05, 0.1, 0.15 }
- Casting productivity bonus changed {0.03, 0.05, 0.065} -> { 0.05, 0.1, 0.15 }
- Green circuit productivity bonus changed {0.05 ,0.075, 0.10} -> {0.05 ,0.1, 0.15}
- Advanced circuit productivity bonus changed {0.02,0.04,0.06} -> {0.05 ,0.1, 0.15}
- Processing units productivity bonus changed {0.01,0.02,0.03} -> {0.05 ,0.1, 0.15}
- Gleba inhabitants now drop alien artifacts
- Scrap from Fulgora has a chance to give alien artifacts
- Alien artefacts are now knows as Alien artifacts
Technology added:
- Alien circuit productivity
Achievement added:
- Research with alien science pack
Version 1.3.1 Date 2025.06.01 Suggestions fulfilled: - Bot breeding Suggested by: The_God_ Bugs fixed: - Sniper rifle is unresearchable Reported by: The_God_ Technology added: - robots_by_robots - robot_role_reassignment - ender_chest Recipe added: - logistic_robot_to_construction_robot - construction_robot_to_logistic_robot - ender_chest Entities added: - ender_chest Items added: - ender_chest - advanced_solar_panel_equipment Equipment added: - advanced_solar_panel_equipment
Version 1.3.0
Date 2025.05.26
Technology added:
- calcite_washing
- tungsten_washing
- holmium_washing
- calcite_fuel
- inserter_capacity_bonus_8
- inserter_capacity_bonus_9
- inserter_capacity_bonus_10
- inserter_capacity_bonus_11
- inserter_capacity_bonus_12
- inserter_capacity_bonus_13
- inserter_capacity_bonus_14
- inserter_capacity_bonus_15
- total_production
- assembling_machine_4
- assembling_machine_5
- electric_furnace_2
- electric_furnace_3
- oil_processing_2
- oil_processing_3
- speed_module_4
- speed_module_5
- speed_module_6
- productivity_module_4
- productivity_module_5
- productivity_module_6
- efficiency_module_4
- efficiency_module_5
- efficiency_module_6
- quality_module_4
- quality_module_5
- quality_module_6
Recipe added:
- washing_calcite_ore
- acid_neutralization_from_washed_calcite
- advanced_thruster_fuel_from_washed_calcite
- advanced_thruster_oxidizer_from_washed_calcite
- artillery_shell_from_washed_calcite
- cliff_explosives_from_washed_calcite
- molten_copper_from_washed_calcite
- copper_ore_melting_from_washed_calcite
- molten_iron_from_lava_from_washed_calcite
- iron_ore_melting_from_washed_calcite
- simple_coal_liquefaction_from_washed_calcite
- washing_tungsten_ore
- tungsten_plate_from_washed_tungsten
- tungsten_carbide_from_washed_tungsten
- washing_holmium_ore
- holmium_solution_from_washed_holmium
- quality_module_4
- quality_module_5
- quality_module_6
- assembling_machine_4
- assembling_machine_5
- electric_furnace_2
- electric_furnace_3
- chemical_plant_2
- chemical_plant_3
- oil_refinery_2
- oil_refinery_3
- speed_module_4
- speed_module_5
- speed_module_6
- productivity_module_4
- productivity_module_5
- productivity_module_6
- efficiency_module_4
- efficiency_module_5
- efficiency_module_6
Entities added:
- assembling_machine_4
- assembling_machine_5
- electric_furnace_2
- electric_furnace_3
- chemical_plant_2
- chemical_plant_3
- oil_refinery_2
- oil_refinery_3
Items added:
- washed_calcite
- washed_tungsten
- washed_holmium
- quality_module_4
- quality_module_5
- quality_module_6
- assembling_machine_4
- assembling_machine_5
- electric_furnace_2
- electric_furnace_3
- chemical_plant_2
- chemical_plant_3
- oil_refinery_2
- oil_refinery_3
- speed_module_4
- speed_module_5
- speed_module_6
- productivity_module_4
- productivity_module_5
- productivity_module_6
- efficiency_module_4
- efficiency_module_5
- efficiency_module_6
Version 1.2.1 Date 2025.02.10 Bugs fixed: - Failed to load bug fixed Reported by: Hanuryk
Version 1.2.0
Date 2025.02.07
Bugs fixed:
- Wood Liquefaction bug fixed
Reported by: NoxyNova
Technology added:
- wood_processing_1
- wood_processing_2
- wood_processing_3
- wood_processing_4
Recipe added:
- seed_gathering
- tree_seeding
- tree_seeding_fertilizer
- fertilizer
- tree_processor
Entities added:
- tree_processor
Items added:
- tree_seed
- tree_processor
- fertilizer
Localization files added:
- cs
- en
Version 1.1.0
Date 2025.02.02
Technology added:
- alien_robot_battery
- alien_robot_speed
- fish_breeding
- utility_armor
- ore_washing
Recipe added:
- fish_breeding
- utility_armor
- washed_copper_smelting
- washed_iron_smelting
- washed_stone_smelting
- plastic_from_washed_coal
- uranium_from_washed_uranium
- washing_iron_ore
- washing_copper_ore
- washing_stone_ore
- washing_coal_ore
- washing_uranium_ore
Items added:
- utility_armor
- washed_iron
- washed_copper
- washed_stone
- washed_coal
- washed_uranium
Version 1.0.0
Date 2025.01.13
Technology added:
- permanent_health_boost_1
- permanent_health_boost
- permanent_health_boost_2
- permanent_health_boost_3
- permanent_speed_boost_1
- permanent_speed_boost
- permanent_speed_boost_2
- permanent_speed_boost_3
- heavy_oil_to_gas
- concrete_wall
- alien_artefact_discovery
- alien_analysis
- alien_science_pack
- alien_mining_productivity
- alien_damage_increase
- alien_gun_speed_increase
- alien_lab_productivity
- alien_lab_speed
Recipe added:
- heavy_oil_to_gas
- concrete_wall
- repurpose_old_stone_wall
- refined_concrete_wall
- repurpose_old_concrete_wall
- alien_science_pack
Entities added:
- concrete_wall
- refined_concrete_wall
Items added:
- concrete_wall
- refined_concrete_wall
- alien_science_pack
Version 0.0.1
Date 2025.01.10
# Production of the mod had begun
Technology added:
- player_craft_speed_1
- player_craft_speed_2
- player_craft_speed_3
- player_mine_speed_1
- player_mine_speed_2
- player_mine_speed_3
- advanced_military_tactics_1
- advanced_military_tactics_2
- advanced_military_tactics_3
- research_pack_productivity_1
- research_pack_productivity_2
- research_pack_productivity_3
- casting_productivity_1
- casting_productivity_2
- casting_productivity_3
- inventory_management
- robot_battery_1
- robot_battery_2
- robot_battery_3
- gun_turret_upgrade_1
- gun_turret_upgrade_2
- gun_turret_upgrade_3
- laser_turret_upgrade_1
- laser_turret_upgrade_2
- laser_turret_upgrade_3
- railgun_prototype
- railgun_prototype_speed_upgrade_1
- railgun_prototype_damage_upgrade_1
- green_circuit_productivity_1
- green_circuit_productivity_2
- green_circuit_productivity_3
- red_circuit_productivity_1
- red_circuit_productivity_2
- red_circuit_productivity_3
- blue_circuit_productivity_1
- blue_circuit_productivity_2
- blue_circuit_productivity_3
- lab_productivity_1
- lab_productivity_2
- lab_productivity_3
- beacon_distribution_1
- beacon_distribution_2
- beacon_distribution_3
- explosive_bullets
- Advanced_solar_panel
- sniper_rifle
- sniper_rifle_damage_upgrade_1
- sniper_rifle_damage_upgrade_2
- sniper_rifle_damage_upgrade_3
- sniper_rifle_reload_upgrade_1
- sniper_rifle_reload_upgrade_2
- sniper_rifle_reload_upgrade_3
- wood_liquefaction
- improved_repair_pack
- battle_enchanceners
- permanent_health_boost
- permanent_speed_boost
Recipe added:
- railgun_prototype
- railgun_darts
- explosive_bullets
- Advanced_solar_panel
- sniper_rifle
- sniper_ammo
- wood_liquefaction
- improved_repair_pack
- epinefrin
- health_stick_fish
- health_stick
Items added:
- alien_artefact
- railgun_darts
- railgun_prototype
- explosive_bullets
- Advanced_solar_panel
- sniper_rifle
- sniper_ammo
- improved_repair_pack
- epinefrin
- health_stick
Entities added:
- Advanced_solar_panel