Underhaul 2.0


Re-balances recipes, technologies and ratios for a faster and smoother playthrough. Lessens the difficulty spikes of mid-game and end-game (but doesn't remove them!). Most overhaul mods add complexity, this one reduces it: an UNDERHAUL If you like Factorio but you ain't got time for the grinding, this mod is for you!

Overhaul
30 days ago
2.0
348
Logistics Combat Armor Fluids Power

Changelog

Version: 0.6.7
Date: 04-05-2026
  Bugfixes:
    - Fixed the recipe for electronic engines
    - Added the force back in
Version: 0.6.6
Date: 27-04-2026
  Minor Features:
    - Changed electric engine to flying robot fram ratio.
    - Made it so that if the SMG is researched you respawn with it (thanks to Shemp)
    - Updated the internal library used
  Locale:
    - Changed Fast Inserter to Electric Inserter
    - Changed Assembling Machine 2 to Assembling Machine
    - Changed Fast Belt and Fast Belt accesories to Transport Belt
Version: 0.6.5
Date: 20-04-2026
  Minor Features:
    - Space Age compatability removed
Version: 0.6.4
Date: 20-04-2026
  Minor Features:
    - SPACE: Rocket fuel now needs a barrel, no matter which recipe is used
  Bugfixes:
    - BOTH: Fixed LDS cost to 1.1 rates not 0.16 somehow lol
Version: 0.6.3
Date: 19-04-2026
  Bugfixes:
    - Changed mod structure; the mod now boots with space age
    - Found locale bug with belts and inserters not being renamed, has yet to be fixed
Version: 0.6.2
Date: 07-04-2026
  Bugfixes:
    - Fixed the prerequisite for inserter capacity bonus
    - Fixed the prerequisite for production science
    - Fixed nuclear fuel to be craftable
Version: 0.6.1
Date: 05-04-2026
  Bugfixes:
    - Fixed recipe with stone furnaces in them. This was the burner mining drill and boiler, you know the things you need to COMPLETE THE FUCKING GAME.
Version: 0.6.0
Date: 04-04-2026
  Major Features:
    - Removed utiliy (yellow) science pack and replaced it with productivity (purple) science pack.
    - Reworked the tech tree to fit the removal of yellow science but also to compact technologies. This leads to there being less technologies but more unlocks on average per tech.
    - Removed most setting! You will play the way I want you to! I despise player agency!

  Minor Features:
    - Removed landmines as they are both underused and underpowered. The hope is that by removing them will reduce tech tree and inventory page clutter.

  Balancing:
    - Radar/Gun turret techs have been combined.
    - Walls/Gate techs have been combined.
    - Engine/Automobilism techs have been combined.
    - Removed the Fluid wagon tech and adding it to the Railway technology.
    - Battery/Electric energy accumulators techs have been combined.
    - Solar energy/Electric energy distribution 1 techs have been combined.
    - Plastics/Advanced circuit techs have been combined.
    - Modules have been reworked into a tiered research.
    - Solar panel equipment/Belt immnuity equipment/Night vision equipment techs have been combined.
    - Logistic robotics/Construction robotics techs have been combined.
    - Kovarex enrichment process/Nuclear fuel reprocessing techs have been combined.
    - Atomic bomb/Uranium ammo techs have been combined.

  Locale:
    - Currently only has english locale but has many custom tech names and descriptions.
    - German locale will be added soon.
    - If you want to add a translation please contact me via the mod portal comments or via discord.

  Bugfixes:
    - Fixed Infinite Techs so that they work and have the correct prerequiste.
    - Removed all things from the factoriopedia that don't belong there.
    - Finally got rid for lube barrels.

  Info:
    - TO DO: Get a different thumbnail
    - TO DO: Fix the icon for personal equipment
    - TO DO: Set the energy distribution and module tech numbers to work correctly
    - TO DO: Change Info Page on the mod portal
    - Future plans: Add alternative victory conditions for more replayablity and for a greater reason to continue already finished saves. This would also be good practice for the Underhaul Overhaul.
    - Future plans: Rebalance tech costs based on feed back and gameplay
Version: 0.5.6
Date: 26-03-2026
  Features:
    - Removed small electric pole
    - Removed advanced combinator tech
    - Removed the individual module 1 techs
    - Removed laser tech
  Locale:
    - Will wait a week for bug reports before adding german locale
    - Changed locale so that steel funaces are now burner furnaces
  Bugfixes:
    - Made a bug fix but then removed the fixed feature, oops
    - TO DO: Get a different thumbnail because I don't love the old one
Version: 0.5.5
Date: 17-03-2026
  Features:
    - Implemented all setting!
    - Changed small electirc poles to have the same stats as medium electric poles
  Locale:
    - Will wait a week for bug reports before adding german locale
  Bugfixes:
    - Completely done for now!
    - TO DO: Get a different thumbnail because I don't love the old one
Version: 0.5.4
Date: 16-03-2026
  Features:
    - Implemented the "remove inserter setting"
    - Fixed setting edge cases so that the game can be completed no matter what setting combo is used
  Locale:
    - Left the german language in the dust
  Bugfixes:
    - Fixed HeavyArmour+ Tech Icon, thanks to Shemp and Honktown
    - Changed Icons for railway and logistics
    - Hid hidden items in the factoriopedia
    - TO DO: Get a different thumbnail because I don't love the old one
Version: 0.5.3
Date: 10-03-2026
  Features:
    - Removed Iron sticks properly!
    - Removed automated railways but added it's unlocks into railway
  Locale:
    - Changed the german language, now more language per language
  Bugfixes:
    - Fixed HeavyArmour+ Tech Icon, thanks to Shemp and Honktown
    - TO DO: Change Icons for railway and logistics
    - TO DO: Add the remove inserter setting
    - TO DO: Hide hidden items in the factoriopedia
    - TO DO: Get a different thumbnail because I don't love the old one
Version: 0.5.2
Date: 08-03-2026
  Features:
    - Removed lube!
    - Added temporary dependancy for the crash site settings mod.
  Locale:
    - Left the german language unchanged
  Bugfixes:
    - The mod now fucking loads. Hopefully
Version: 0.5.1
Date: 24-02-2026
  Features:
    - Ported the mod to 2.0
    - Added Space Age as incompatible for now
  Locale:
    - Ported the german language from the Tungsten Cube mod!
  Bugfixes:
    - Changed the changelog to be European (fixed the dates).
    - Added a setting that is currently unused but will be used in the future.
Version: 0.4.0
Date: 10-08-2024
  Balancing:
    - Labs research speed increased from 1.0 to 1.5.
    - Removed iron sticks as an ingredient from all (vanilla) recipes, simplifying many recipes. Replaced iron stick cost with similar iron plate or steel cost.
    - Reduce cost of automation research. From 10Red at 10s to 5Red at 5s.
    - Replaced copper plates with copper wires in electric poles recipes. Now all electric poles (small, medium, big) use copper wire.
    - Reduce crafting time for burner mining drill, electric mining drill and gun turret.
Version: 0.3.1
Date: 15-07-2024
  Bugfixes:
    - Fixed the "Unknown interface: freeplay" error when trying to launch a game mode other than freeplay
Version: 0.3.0
Date: 24-05-2024
  Features:
    - Added Heavy Armor+, an early-game armor with an small equipment grid
    - Added additional items in the Space ship debris. Including a basic construction robot kit (that can be used with Heavy Armor+)
  Bugfixes:
    - Fixed the recipe for Uranium
Version: 0.2.0
Date: 06-05-2024
  Features:
    - Added mod settings to enable or disable some of the technologies: Combat robots, Discharge defense, beacons
    - Reduced the collision box of solar panels so that dealing with solar farms is less tedious
  Balancing:
    - Reduced the number of rails required for Purple Science recipe
    - Reduce cost of the fluid wagon tech
    - Increased the cost of Modules 2 tech (in the previous version it was reduced too much)
Version: 0.1.0
Date: 25-04-2024
  Features:
    - This is the first version of the mod
  Balancing:
    - Reduced cost of steel plates from 5 to 3 iron plates
    - Reduced cost of Red Circuits from 2GreenCircuit+3CopperWire+2PlasticBar to 2GreenCircuit+2CopperWire+1PlasticBar
    - Reduced crafting time of Red Circuits from 6 to 3 seconds
    - Changed the ratio of Copper wire to Green Circuit assemblers from 3:2 to 1:1
    - Changed the ratio of Science (Red:Green:Gray:Blue:Purple:Yellow) assemblers from 5:6:5:12:7:7 to 5:5:5:6:6:6
    - Reduced the number of Bonus Technologies. They are now fewer, but their bonus are more meaningful
    - Reduced the costs for many recipes to feel less grindy
    - Reduced the crafting time for many recipes
    - Made the ratios for many related items easier to remember
    - Reduced the costs for many technologies to feel less grindy
    - Removes some technologies that most people don't use (like combat robots)
    - Reworked the modules. Overall, they offer more bonuses and less drawbacks. HOWEVER, Beacons are disabled