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
2 days ago
2.0
278
Logistics Combat Armor Fluids Power

Changelog

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