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!
Large total conversion mods.
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