A Factory is optimized. Factorio evolves. Efficiency drives the former; reality shapes the latter
Large total conversion mods.
Version: 0.3.0
Date: 2026-10-21
Major Features:
- Expand Reality Factor from its earlier compact Toxic Wasteland distribution into a modular industrial overhaul with one gameplay package and eleven domain-specific graphics packages. Only the gameplay package includes a changelog; graphics packages omit explicit dependency declarations and are required by the gameplay package.
- Extend the industrial materials foundation across metallurgy, chemical processing, mechanical fabrication, semiconductor production, environmental engineering and electrical infrastructure.
- Organize the expanded crafting interface into twelve industrial tabs, covering geology, metallurgy, profiles and ceramics, heavy chemistry, polymers, mechanical systems, thermal systems, semiconductor front-end and back-end processing, power, nuclear/quantum applications and planetary biology.
Research:
- Separate scientific theory progression from engineering recipe unlocks, with theory prerequisites gating downstream engineering technologies.
- The current validated prototype set contains 503 tw-th-* theory technologies and 850 tw-eng-* engineering technologies. These are current prefix-based counts, not claims about the number added since a specific older release.
- Add historical scientific context and theory descriptions across the research tree, including mathematics, mechanics, chemistry, electromagnetism and advanced physical theories.
- Introduce a dedicated research center, input and return ports, and a data recorder alongside conventional engineering laboratories.
- Implement four carrier generations: paper, magnetic disk, optical storage and quantum memory, with respective data capacities of 4, 16, 64 and 256.
- Track consumed research data separately from the carrier; return spent or used media after reading, with defined breakage outcomes for reusable media.
- Preserve unread carrier data when a research center is dismantled so partially read media can be used again.
- This release does not claim completion of the proposed interactive formula-discovery GUI or the full factory-wide live-data research network. The separate experiment prototype is not included in these twelve packages.
Geology and Extraction:
- Expand the mineral foundation to 100 tw-ore-* resource prototypes in the validated data set, with dedicated mineral sprites and resource controls.
- Introduce fifteen co-located geological deposit clusters with mineral-specific spatial distributions rather than treating every mineral as an unrelated uniform patch.
- Add mandatory washing and desliming stages for selected ores, connecting extraction to downstream beneficiation.
- Extend deep mining with drilling mud, pressure casings, drill heads, geological feedstocks, flotation, pressure leaching and solvent extraction.
- Add staged seawater evaporation, saltern and bittern crystallization processing, plus oilfield drilling-mud inputs and sour-gas sulfur recovery.
Materials and Manufacturing:
- Continue the existing 83-element materials foundation with specialized mineral feedstocks, intermediates and industrial end uses; earlier element-batch changes remain documented below.
- Expand roasting, smelting, hydrometallurgy, separation, refining and reagent-recovery stages instead of relying exclusively on direct ore-to-plate conversions.
- Add specialized production equipment and industrial components for metal forming, hydraulic forging, CNC machining and electronic assembly.
- Extend composite-field equipment and dedicated core-module categories for DC logic, biological enzymes, electromagnetic processing and chemical solvents.
Semiconductor Production:
- Expand silicon preparation through acid-washed quartz, carbothermic reduction, melt refining, chlorosilane purification and high-purity polysilicon deposition.
- Connect crystal growth and wafer preparation to coating, lithography, etching, implantation, polishing, dicing, packaging and automated testing.
- Update semiconductor-machine fluid interfaces and existing spine recipes to consume the corresponding process materials and handle process outputs.
- Separate front-end wafer processing from back-end packaging and optoelectronic manufacturing in the industrial menu and engineering progression.
Power and Environment:
- Integrate production-power requirements with the separate industrial-electric-grid dependency, including main power, DC control and applicable auxiliary supplies.
- Consolidate electrical infrastructure in the power-oriented crafting interface and retire the duplicate embedded electrical menu.
- Expand electrical and thermal equipment art for transformers, transmission infrastructure, underground conduits and high-temperature heat equipment.
- Retain environmental treatment, air sampling, biochemical processing, pollution handling and life-support systems as part of the industrial production context.
Graphics:
- Replace and refine entity artwork across extraction, metallurgy, chemical processing, manufacturing, electronics, environmental treatment and research equipment.
- Add directional machine renders, separate shadow layers, operating and idle states, and instrument-light overlays where supported by each entity integration.
- Expand working animation coverage in successive batches, including deep drills, flotation, pressure leaching, solvent extraction, semiconductor machines, air sampling and biochemical equipment.
- Add 24-frame operating cycles across the third animation batch and a 48-frame ATE tester cycle; use dedicated idle imagery instead of displaying active machinery while stopped.
- Improve building height, vertical drawing bounds, sprite alignment and machine silhouettes while retaining the existing functional entity prototypes.
- Rework fluid, ore, powder, pellet, silicon, wafer, mask, electronic component, filter, container and metallurgy icons into consistent material-specific visual families.
- Replace text-heavy material labels with geometric identification details; distinguish replaceable filter consumables from interface assemblies and tested components from damaged ones.
- Introduce twelve separate 4096 x 4096 ZY thumbnails, using sculptural letterforms and category-specific details with no additional title text.
Packaging:
- Retain the original toxic-wasteland gameplay ID for existing Mod Portal release continuity, with Reality Factor as its display title. Give the eleven new graphics packages permanent rf<category>graphics IDs and synchronize their filenames, archive roots, dependency declarations and asset paths.
- Preserve the existing main-mod identity and gameplay prototype identifiers, including tw-* items, entities, recipes and technologies. Only the new graphics packages receive new technical identities.
- Split graphics into chemical, electronics, energy, environment, extraction, manufacturing, metallurgy, base-mineral, critical-mineral, industrial-mineral and research packages.
- Declare existing Leave Ecliptic, Gleba Myco Power and Placeable Shallow Water requirements without introducing additional dependency load ordering.
- The complete twelve-ZIP distribution is approximately 611.0 MB (582.7 MiB). Relative to the author's reported 12.8 MB earlier distribution, this is approximately 598.2 MB larger, 47.74 times the original total, or a 4674% increase. The older 12.8 MB archive was not remeasured in this audit.
- Most distribution size is now in categorized graphics resources. Package size is not a measure of completed gameplay, and this comparison excludes external dependency downloads and separately delivered design sources.
Compatibility:
- The gameplay package continues to use the existing toxic-wasteland Mod Portal identity; Reality Factor is its display title, not a replacement technical name.
- Use toxic-wasteland with the eleven rf*graphics dependencies. Do not install the superseded rfcore trial or the old toxic-wasteland-assets-* graphics packages alongside this release.
Testing:
- Validate data-stage loading with Factorio 2.1.23 before and after naming the new graphics packages, using matching dependency sets.
- Confirm zero prototype differences after normalizing renamed resource paths; preserve binary artwork during graphics-package renaming.
- Audit all twelve packages for ZIP integrity, sprite boundaries, technology dependencies, recipe references and locale syntax/parity.
- Scope these checks to data loading and static package validation; do not interpret them as exhaustive progression playtesting or verified old-save migration.
Version: 0.2.9
Date: 2026-10-15
Features:
- Expanded the Industrial Materials & Semiconductor research tree from 8 nodes to 24 deeply layered technologies across 6 progression tiers (adding 16 brand-new technologies, each with a custom 256x256 RGBA isometric technology icon and 3-12 cohesive recipe unlocks), eliminating overcrowded 25-32 recipe tech nodes.
- Added a dedicated top-level UI item-group tab "Industrial Materials & Metallurgy" (tw-industrial-materials, with custom 128x128 RGBA tab icon) organized into 8 strictly ordered horizontal item-subgroup rows from raw ore comminution & concentrates (Row 1) down to energy storage, nuclear breeder & terminal applications (Row 8).
- Completed 100% pure Chinese (zh-CN) and English (en) localization across all 600+ items, fluids, entities, equipment, recipes, technologies, item-groups, and subgroups, removing hardcoded bilingual strings from prototypes.
- Removed the 36 planetary tinted belt/pipe/inserter/robot clones (logistics-matrix.lua) and the regional belt-drive / dead-belt variants (already separated into the standalone regional-belt-drive mod) for a clean logistics UI.
Version: 0.2.8
Date: 2026-10-15
Features:
- Completed Route A Batch 4 (the final 24 candidate industrial elements: K, Rb, Cs, Sr, Br, I, He, Ne, Kr, Xe, La, Pr, Eu, Gd, Tb, Dy, Er, Tm, Yb, Lu, Os, Hg, Tl, Th), achieving 83 / 83 (100.0%) closed-loop industrial element coverage with 12 new 128x128 transparent RGBA item icons and 25 textbook chemical/metallurgical/application recipes across 4 pillars:
- Brine Alkali/Alkaline-Earth & Heavy Halide Chemistry (K, Rb, Cs, Sr, Br, I): fractional potash/celestine crystallization & chlorine-oxidation bromine/iodine blowing -> potassium nitrate high-energy explosives, strontium ferrite (SrFe12O19) permanent-magnet motors, tetrabromobisphenol-A (TBBPA) brominated FR-4 advanced circuits, and Rb-87/Cs-133 optical-pumping atomic clock cells for phased-array radars.
- Cryogenic Noble Gas Fractionation, Excimer Lithography & Hall Ion Thrusters (He, Ne, Kr, Xe): cryogenic separation of natural gas & air-separation tail gas -> high-purity He-Ne cryo canisters & Kr-Xe excimer cylinders -> 248nm KrF / 193nm ArF neon-buffered high-yield DUV wafer lithography (+20% wafer yield), liquid-helium superconducting efficiency modules, and xenon Hall-effect space thrusters.
- Multi-Stage Counter-Current Solvent Extraction of Light/Medium/Heavy Lanthanides (La, Pr, Eu, Gd, Tb, Dy, Er, Tm, Yb, Lu): P507 counter-current fractionation of rare-earth precipitates into 3 distinct lanthanide product groups (no longer conflated into generic rare-earth plates) -> Lanthanum-zeolite FCC heavy-oil cracking & LaNi5 solid-state hydride rocket fuel; Dy/Tb Terfenol-D magnetostrictive productivity actuators & Eu/Tb tri-phosphor high-lumen lamps; Er-doped fiber amplifier (EDFA) / Yb:YAG laser broadcast beacons & Lutetium LYSO (Lu1.8Y0.2SiO5:Ce) scintillator utility science packs.
- Ultra-Dense Osmium, Mercury-Thallium Optoelectronics & Thorium-232 Breeder Cycle (Os, Hg, Tl, Th): OsO4 distillation & H2 reduction into Os-Ir superhard centrifuge pivot bearings & electron-microscopy bio-carbon fixation; sulfide flue-gas mercury/thallium condensation -> cryogenic HgCdTe (MCT) long-wave infrared focal-plane night-vision equipment & NaI(Tl) scintillation detectors; monazite ThO2 breeder fuel blankets with Gd2O3 burnable poison for Th-232 -> U-233/235 nuclear fuel breeding.
Testing:
- Verified all 56 custom 128x128 item icons (20 Batch 1 + 12 Batch 2 + 12 Batch 3 + 12 Batch 4) and 8 custom 256x256 technology icons in data.raw.
- Completed all 192 scoped recipes in actual Factorio 2.1.21 machines with 0 errors (MINERAL_026_CRAFT_PASS 192).
- Verified 100% convergence (316 / 316 technologies in 36 waves, 0 uncraftable recipes, 0 orphan recipes) in the From-Scratch Bootstrap Simulator.
- Updated 83-element registry to 83 / 83 closed-loop elements (100.0% full completion).
Version: 0.2.7
Date: 2026-10-14
Features:
- Added Route A Batch 3 (15 new industrial elements: Be, Sc, Se, Y, Zr, Nb, Ru, Cd, Sb, Te, Hf, Ta, Re, Ir, Bi), 12 custom 128x128 transparent RGBA item icons, and 24 textbook metallurgical/chemical/application recipes across 4 industrial pillars:
- Nuclear Cladding, Neutron Control & Aerospace Light Alloys (Zr, Hf, Be, Sc): zircon-hafnium heavy sand separation -> Kroll ZrCl4/HfCl4 distillation & Mg reduction into Zircaloy nuclear fuel cladding tubes and Hafnium control rods -> high-burnup uranium fuel cells (+50% yield) and modular nuclear reactors; beryl/red-mud fluoride leaching -> Be-Cu high-fatigue springs & Al-Sc aerospace spars -> flying robot frames and bulk inserters.
- Superconducting NbTi, Military Tantalum Capacitors & YSZ Thermal Barrier Ceramics (Nb, Ta, Y): columbite-tantalite HF extraction -> sodium-reduced capacitor-grade tantalum & multi-filament NbTi superconductor cores -> superconducting substations and tantalum-filtered speed modules; Yttria-Stabilized Zirconia (YSZ) refractory thermal barrier ceramics.
- Single-Crystal Turbine Superalloys & DSA Noble Electrodes (Re, Ru, Ir): molybdenite flue-dust rhenium recovery & aqua-regia residue refining -> directional-solidification Ni-Re single-crystal turbine blades & RuO2-IrO2/Ti Dimensionally Stable Anodes (DSA) -> supercritical steam turbines, iridium-YSZ high-temp electric furnaces, and high-yield DSA catalytic chlor-alkali electrolysis.
- Chalcogen Thermoelectrics, Thin-Film Photovoltaics & Flame-Retardant Polymers (Se, Te, Cd, Sb, Bi): anode-slime Se/Te roasting & Pb-Zn flue-dust Sb/Bi/Cd recovery -> Bi2Te3 Peltier thermoelectric modules & CdTe thin-film solar sub-modules -> wafer-free CdTe/CIGS thin-film solar arrays, Bi2Te3 thermoelectric personal battery MK2 equipment, and Sb2O3 synergistic flame-retardant engineering plastics.
Testing:
- Verified all 44 custom 128x128 item icons (20 Batch 1 + 12 Batch 2 + 12 Batch 3) and 8 custom 256x256 technology icons in data.raw.
- Completed 167 scoped recipes in actual Factorio 2.1.21 machines with 0 errors (MINERAL_026_CRAFT_PASS 167).
- Verified 100% convergence (316 / 316 technologies in 36 waves, 0 uncraftable recipes, 0 orphan recipes) in the From-Scratch Bootstrap Simulator.
- Updated 83-element registry to 59 / 83 closed-loop elements (71.1% coverage) with chemical equations and multi-terminal industrial applications.
Version: 0.2.6
Date: 2026-10-14
Features:
- Re-architected the mid-to-late material & semiconductor research tree from 4 overcrowded nodes into 8 balanced technologies (11-22 unlocks each), each equipped with a custom 256x256 isometric technology icon:
1) Base Non-Ferrous & Solder Metallurgy (tw-base-nonferrous-metallurgy)
2) Fluorine & Light-Metal Electrolysis (tw-light-metal-electrolysis)
3) Refractory Metals & Superalloys (tw-associated-metals)
4) Industrial Electromagnetic & Catalytic Materials (tw-industrial-materials)
5) High-Purity Silicon & Crystal Growth (tw-fab-materials)
6) Photomask, CMP & Dopant Engineering (tw-photolithography-materials)
7) Front-End Wafer Lithography & Ion Implantation (tw-wafer-engineering)
8) Back-End Chip Packaging & ATE Testing (tw-chip-packaging)
- Upgraded all 31 Batch-1 elements with stoichiometric chemical equations, reagent recycling loops, and 7 iconic industrial application recipes:
- Bayer + Hall-Heroult Aluminum loop (consuming sodium-hydroxide, coke, and hydrofluoric-acid cryolite flux)
- Anhydrous MgCl2 molten-salt electrolysis (recycling anodic chlorine-gas) and Kroll Titanium / Rare-Earth reduction loops (returning magnesium-salt byproduct)
- Cathodic hydrogen-gas co-production in chlor-alkali electrolysis and Moissan fluorine electrolysis
- Iconic applications: Basic Oxygen Steelmaking (BOS), LOX/RP-1 Rocket Fuel, UF6 Fluoride Uranium Enrichment, Borosilicate Heat-Resistant Glass, Wet-Process Phosphate Bio-Fertilizer, LiFePO4 (LFP) Battery Cells, and Barite Radiation-Shielding Concrete.
- Added Route A Batch 2 (13 new industrial elements: V, Cr, Mn, Co, Ga, Ge, As, Mo, Rh, Pd, In, Sm, Pt), 12 custom 128x128 transparent RGBA item icons, and 20 textbook metallurgical/chemical/application recipes across 4 industrial pillars:
- Ferroalloys & Military Special Steels (Cr, Mn, V, Mo): chromite, pyrolusite, and molybdenite-vanadium concentrates -> Cr-Mo-V Special Alloy Steel -> high-speed gears and APFSDS armor-piercing fin-stabilized discarding-sabot shells.
- Ternary Lithium Storage & High-Temp Magnets (Co, Sm + Li, Ni, Mn): cobalt concentrate -> NCM ternary lithium cathode plates -> high-capacity NCM accumulators and SmCo5/Sm2Co17 high-temperature permanent magnets.
- Platinum-Group Metals & Three-Way Catalysis (Pt, Pd, Rh): anode-slime aqua-regia refining -> PGM sponge -> Pt-Pd-Rh honeycomb catalyst -> catalytic reforming plastics and high-efficiency air scrubber cartridges.
- III-V Compound Semiconductors & Infrared/Transparent Optoelectronics (Ga, Ge, As, In): gallium-germanium and indium-arsenic extraction -> LEC single-crystal GaAs wafers & ITO/Germanium optical modules -> triple-junction GaAs solar panels, quantum-well laser turrets, and high-frequency GaAs processing units.
Bugfixes:
- Built a From-Scratch Tech-Order & Machine-Bootstrap Simulator (analyze_tech_bootstrap.py) and resolved all 9 progression deadlocks from minute-0 crash-site hand-crafting to all 316 technologies:
- Enabled dry hand-crushing fallback (1:1) for iron/copper ore at minute 0 and moved wet machine crushing (1:2) to Automation.
- Lowered heat-pipe and heating-tower costs to stone-furnace reachable materials (primary-carbon-steel, blister-copper-plate, boiler) so players can bootstrap 1000C heat for steel-furnace.
- Lowered alloy-furnace construction cost to steel-furnace reachable materials (steel-plate, pure-copper-plate, stone-brick).
- Broke the circular dependency between advanced-circuit and chemical-science-pack by routing advanced-circuit prerequisite to environmental-chem-synthesis.
- Added empty air-sampler kit and glass bottle recipes to basic-environmental-engineering to unblock environmental-science-pack.
- Added missing build items/recipes for three-phase-separator, atmospheric-distillation-unit, hv-step-up-transformer, hv-step-down-transformer, and vacuum-cooling-chamber.
- Renamed duplicate sludge-separation recipe in molecular sieve chain to acidic-sludge-separation so wastewater sludge-separation properly yields toxic-sludge-cake.
- Preserved non-HV assembler fallback for tungsten-plate and tungsten-carbide so players can build their first Foundry on Vulcanus.
- Set auto_barrel = false on internal process fluids, sludges, and power waves, reducing fluid-handling unlock clutter from 139 recipes down to 21.
- Attached all 48 planetary environmental sampling, analysis, and hazard-protected logistics recipes to their corresponding planetary technologies, eliminating all orphan recipes.
Testing:
- Verified all 32 custom 128x128 item icons and 8 custom 256x256 technology icons in data.raw.
- Completed 143 scoped recipes in actual Factorio 2.1.21 machines with 0 errors (MINERAL_026_CRAFT_PASS 143).
- Verified 100% convergence (316 / 316 technologies in 36 waves, 0 uncraftable recipes, 0 orphan recipes) in the From-Scratch Bootstrap Simulator.
- Updated 83-element registry to 44 / 83 closed-loop elements with chemical equations and multi-terminal industrial applications.
Version: 0.2.5
Date: 2026-10-14
Notes:
- Small experimental workbench repair derived from ZHEYAN's unfinished Toxic Wasteland 0.2.2.
- This is not a standalone materials release; extracted mods retain their own version history starting at 0.2.0.
Bugfixes:
- Separated stone-flotation mineral slurry from historical oil and mixed sludge.
- Required mineral slurry for mineral acid leaching, closing the direct oil-sludge entry into associated-metal separation.
- Added mineral-slurry disposal using the existing outfall and disposal technology.
Changes:
- Preserved historical sludge IDs and existing stored fluids without speculative conversion.
- Existing mixed-sludge pipes must be drained before carrying the new mineral slurry.
Version: 0.2.4
Date: 2026-10-14
Notes:
- Experimental recipe workbench derived from ZHEYAN's unfinished Toxic Wasteland 0.2.2, based on compatibility version 0.2.3.
- This integrated workbench is not the standalone materials release. Independently extracted mods retain their own version history starting at 0.2.0.
Features:
- Added 20 items, 2 fluids, 42 material and application recipes, and 11 machine construction recipes.
- Connected associated metals to structural alloys, electrical contacts, electrodes, magnets, catalysts, military applications and semiconductor consumables.
- Added four research nodes, P/N implantation, a crystal-growth machine and missing material sources.
Changes:
- Replaced glass bottles with quartz mask blanks in lithography masks.
- Changed chip testing to deterministic batches of eight good and two defective chips per ten inputs.
Bugfixes:
- Added coal crushing, iron and copper ingot rolling, glass containers and process-gas preparation.
- Restored associated-metal and coal-processing unlocks and supplied missing machine construction paths.
- Fixed fluid input/output capacity for wafer slicing and biochemical leaching.
Testing:
- Verified prototype loading and completed 116 scoped recipes in actual Factorio 2.1.21 machines with injected inputs, research and power.
- Full progression, economic balance, all-element coverage and standalone extraction remain unfinished.
Version: 0.2.3
Date: 2026-10-13
Compatibility:
- Updated the supported game version to Factorio 2.1.21 and declared the existing Space Age requirement explicitly.
- Migrated recipe categories, independent result probabilities and item fuel categories to the current prototype API.
- Updated removed recipe category aliases, renamed ore-melting recipes and assembler pipe picture references.
- Corrected legacy electronics technology references while retaining the original intended research stages.
- Registered stone-processing materials before recycling validation while preserving the original recipe registration order.
- Preserved specialized furnace crafting categories during the furnace-to-assembler conversion.
- Replaced removed activation, fluid extraction, rendering and circuit wiring APIs.
- Guarded optional entity color and electric buffer properties.
Notes:
- This is a compatibility port of the original experimental overhaul. Existing progression gaps and unfinished content remain under design review.
- No new production chains, progression rebalance or modular split are included in this release.
Version: 0.2.2
Date: 2026-03-09
Features:
- Added a complete 5-stage thermodynamic metallurgy chain (Dust -> Pellet/Sponge -> Fluid/Gas Intermediate -> Ingot -> Plate) for Magnesium, Aluminum, Nickel, Lead, Zinc, Gold, Silver, Rare-earth, and Titanium.
- Introduced realistic chemical intermediate fluids with dynamic sprite tinting, including Molten Magnesium Chloride Salt, Alumina-Cryolite Melt, Toxic Nickel Carbonyl Gas, Pressurized Zinc Vapor, and Precious Metal Leach Solutions.
- Implemented cross-metal technology dependencies: Titanium smelting now strictly requires the Kroll process, consuming Magnesium ingots as a reducing agent.
- Added Hydrofluoric Acid processing from Fluorite dust.
- Added full English localization (config.cfg) for all new chemical processing recipes, fluids, and intermediate products to enhance the realistic industrial immersion.
Changes:
- Temporarily reverted the supply area and wire distance of electric poles and substations to vanilla values for better gameplay stability while the thermodynamic power grid is being refined.
- Optimized mod file size and memory usage by implementing palette swapping (sprite tinting) for fluids, ingots, and plates based on vanilla and Space Age assets instead of using duplicate image files.
Bugfixes:
- Fixed a critical load error caused by a missing string definition during the generation of the Titanium Sponge item.
- Fixed an invalid file path concatenation error caused by an empty string in the pure dusts iteration array.
- Added missing "main_product" definitions to all multi-product recipes (e.g., wet separation, casting with steam byproducts) to prevent UI icon rendering errors.
Version: 0.2.1
Date: 2026-03-05
Features:
- Life Support System Overhaul: Implemented a "Magnitude Gating" energy-drain mechanic. Environmental hazards now dynamically drain energy from "Host" equipment (e.g., Mask, APF, CLS) based on pollution levels and planetary conditions.
- Tiered Protection & Override: Added a hierarchy system to life support. The script now automatically selects the highest-tier equipment (CLS > APF > Mask) in the player's grid to handle protection, preventing multi-tier energy waste and cross-system conflicts.
- New Equipment Modules: Introduced the 1x1 Filter Box Equipment for early-game protection and the Ammonia Scrubber Interface specifically for Aquilo's atmospheric hazards.
- Planetary Environmental Rules: Standardized survival requirements across all planets. Vulcanus, Fulgora, and Aquilo now strictly require CLS-tier interfaces or universal Gas Canister Docks to provide protection.
Bugfixes:
- Fixed Copper Mining Crash: Resolved a "non-recoverable error" caused by an empty item name string in the mining script. Standardized the resource collection logic to correctly process copper-ore into crushed-copper.
- Fixed Burner Idle Issue: Implemented a forced-drain logic to ensure burner-based interfaces (generators) continue to consume filters even when high-tier power sources (like Nuclear Reactors) are present in the equipment grid.
- Refined Flying Text: Adjusted the position of mining feedback text to prevent overlapping with vanilla item pickup indicators.
- Equipment Prototype Fixes: Corrected several prototype definition errors, including missing "shape type" properties and invalid energy source configurations for battery and generator equipment.
Version: 0.2.0
Date: 2026-03-03
Features:
- Added 10 new advanced minerals & precipitates.
- Implemented advanced stone processing.
- Overhauled Sulfate Leachate extraction.
Bugfixes:
- Fixed 2.0 Probability Syntax Crash: Replaced legacy amount tags with the strictly required amount_min and amount_max in all probability-based recipe outputs.
- Fixed Recipe Interceptor: Added a strict blacklist to the global script, preventing it from hijacking manual crafting recipes (e.g., pure stone crushing) and building entities.
- Streamlined Waste Logistics: Merged redundant acidic byproduct fluids into a unified Acidic Waste loop to reduce late-game piping clutter.
Version: 0.1.9
Date: 2026-03-02
Bugfixes:
- Tech Tree Progression: Reorganized the technology tree prerequisites for a smoother transition from Automation to Logistic Science.
- Resource Identity: Resolved an issue where crushed rocks and raw ores were not properly recognized by the early-game Crushers.
- Science Packs: Adjusted the ingredients for the Logistic Science Pack to better fit the hardcore Wasteland theme.
- Machine Categories: Corrected crafting categories and fluid box connections for several mid-tier furnaces (preparations for future updates).
Version: 0.1.8
Date: 2026-03-01
Features:
- Introduced the Hardcore Belt Power mechanic: All transport belts, underground belts, and splitters now require an active Drive Node to function.
- Added 5 tiers of Belt Drive Nodes (Steam, Normal, Fast, Express, and Turbo), utilizing mechanical steam, electricity, or high-voltage fluids.
- Added "Steam Transport Belt", a slow, early-game belt variant powered by early boiler steam.
- Implemented a "Recipe Cloning" system for the Foundry: mass-production recipes (Casting Belts, Pipes, Drills) now exclusively exist in the Foundry and require High-Voltage Fluid, keeping early-game hand-crafting clean.
- Added a new "Primary Steel Processing" technology to bridge the gap between Automation and advanced steel processing, unlocking Primary Carbon Steel.
Changes:
- Overhauled Crash Site loot: Both the starting containers and mined shipwreck debris now yield authentic early-wasteland materials (Pig Iron Plates, Cast Iron Gears) instead of pure vanilla metals.
- Overhauled Early-Game Recipes: Automation/Logistic science packs, Inserters, Turrets, Firearms, Radars, and basic base-building items now strictly utilize Pig Iron, Blister Copper, and Carbon Steel.
- Adjusted Research Triggers: Early technologies (like Steam Power and Electronics) now require crafting Pig Iron and Blister Copper instead of vanilla plates.
- Buffed Mineralized Geode drops: All rock types across the map now have a guaranteed, highly consistent chance to drop Mineralized Geodes when mined.
Bugfixes:
- Fixed an issue where modifying belt recipes to `metallurgy` polluted the early game by forcing lubricant/fluid requirements into hand-crafting.
- Fixed a Factorio 2.0 API crash caused by legacy `global` variables (migrated to the new `storage` system).
- Fixed a recipe generation crash by updating legacy `result` definitions to the strict Factorio 2.0 `results` array format.
- Fixed an entity definition crash by utilizing `storage-tank` prototypes for fluid-consuming drive nodes, bypassing the engine's strict `electric-energy-interface` limitations.
Optimizations:
- Designed a highly UPS-friendly "Node-Centric" scanning algorithm for the Belt Power mechanic. Belts immediately paralyze upon placement, and the script only scans entities within the active radius of placed Drive Nodes every 2 seconds, eliminating full-map surface scans.
Version: 0.1.7
Date: 2026-02-28
Features:
- New Mining Mechanics: Implemented a dedicated mining handler in scripts/mining_mechanic.lua. Manual mining now yields iron-ore, which must be crushed into usable ore.
- Coal Chemistry Chain: Introduced a comprehensive coal processing overhaul, including Raw/Clean Coal Gas, Coal Tar, Washed Coal, Coal Pitch, and Activated Carbon.
- High-Resolution Assets: Added numerous 128x128 high-definition PNG icons for items such as tungstic-acid-precipitate and calcite-powder to standardize visual quality.
Changes:
- Icon Standardization: Updated all item definitions to use the Factorio 2.0 icons dictionary format with an icon_size of 128.
- Recipe Refactoring: Reconstructed all ore-processing and chemical recipes using the modular table.insert format for easier maintenance and compatibility.
- Asset Cleanup: Removed the silicon-wafer item and deprecated legacy coal-chemistry overwrite scripts.
- Resource Scaling: Increased the visual scale of surface iron and copper deposits to 0.8 to provide a more "bulky" wasteland aesthetic.
Bugfixes:
- Mining Event Isolation: Fixed a critical crash by strictly isolating on_player_mined_entity from robot or biter destruction triggers.
- Prototype Errors: Fixed "Duplicate fluid ingredients" errors and corrected mismatched icon mipmap sizes.
- Fluid Connections: Resolved "Position outside bounding box" errors for new 4x4 heavy mining drills and beacons.
Translations:
- Updated English and localizations for all new coal-chemistry products, mechanical components, and mining results.
Version: 0.1.6
Date: 2026-02-26
Features:
- Added Alloy Furnace (2000°C) and Tungsten Furnace (3000°C) for high-tier metallurgy.
- Added 4 planetary Environmental Science Packs: Vulcanus, Gleba, Fulgora, and Aquilo.
- Added cinematic nuclear blast effect: 45-radius lava lake with 2-minute dynamic cooling animation.
Changes:
- Rebalanced furnace tiers: Stone (Combustion), Steel/Alloy/Tungsten (Heat-based), Electric/Foundry (EM Fluid + DC Power).
- Redesigned Electric Furnace and Foundry pipe connections: Moved to East/West sides with input-output flow for seamless cascading.
- Overhauled Foundry recipe logic: Automatically injects High-Voltage EM Fluid requirements into all metallurgy/pressing recipes.
Bugfixes:
- Fixed critical crash on initialization by migrating from 'global' to Factorio 2.0 'storage' dictionary.
- Fixed 'Duplicate fluid ingredients' error during recipe setup via new Safe-Injector logic.
- Fixed 'Unknown tile name' crashes during nuclear detonations on specific planets.
- Fixed visual artifacts where nuclear ground failed to merge with lava lakes.
Translations:
- Added English localization for all new science packs, furnaces, and EM fluids.
Version: 0.1.5
Date: 2026-02-20
Features:
- Removed player/robot mining destroy events, tweaked pollution and waste mechanics, updated data requires, and added a centrifuge entity update.
- control.lua: stopped listening for on_player_mined_entity and on_robot_mined_entity (only on_entity_died remains).
- data-updates.lua: reordered/restored requires and added updates.entities-updates.centrifuge.
- scripts/tree_reaction.lua: changed pollution constants (tree absorption and release values) to alter tree death/pollution behavior.
- scripts/waste_mechanic.lua: adjusted check interval, pollution per emission, and spread radius to change waste outfall behavior.
- updates/entities-updates/centrifuge.lua: new file configuring centrifuge fluid_boxes and compatibility fixes.
Changes:
- These changes address gameplay balance and compatibility with recent engine/entity API adjustments.
Version: 0.1.1
Date: 2026-02-01
Features:
- Initial release of Project: Toxic Wasteland environmental mechanics.