Water Processing - Fork


Clean water is not free. Adds raw-water treatment, groundwater processing and deep wells for Factorio 2.0, Space Age, Krastorio 2 and Space Exploration.

Content
a month ago
2.0
54
Environment Fluids Manufacturing

Changelog

Version: 0.3.7
Date: 2026-09-05
  Major changes since 0.2.1:
    - Reworked precipitation-tank graphics with dedicated four-direction artwork.
    - Added custom shadows, reflections and a matched clarifier animation.
    - Added a dedicated precipitation-tank item and entity icon.
    - Corrected all precipitation-tank fluid connection positions for Factorio 2.0.
    - Kept side-centre tiles usable by short inserters.
    - Fixed layered-animation frame cycles and fine-tuned sprite alignment.
    - Preserved the 3x3 footprint, collision boxes and blueprint compatibility.
    - Restructured the mod into Core and optional compatibility layers.
    - Added separate compatibility for K2, Space Age and Space Exploration.
    - Preserved existing k2wp-* prototype IDs and K2/K2SE behaviour.
    - Removed all direct Krastorio2Assets dependencies.
    - Replaced K2 asset use with own graphics/icons or Factorio base sounds.
    - Made Krastorio 2 optional instead of a hard dependency.
    - Added Base Factorio 2.0.77 support for Basic and Advanced Water Processing.
    - Added Space Age support for the shared Core water-treatment paths.
    - K2 still restores the established silicon, sand and filtration Tier-2 path.
    - K2 retains the dedicated Imersite water-treatment Tier 3.
    - Added k2wp-ground-water as a dedicated groundwater fluid.
    - Added Groundwater Conditioning with the purification-mixture chain.
    - Groundwater treatment produces no mineral or resource by-products.
    - Added K2 Imersite groundwater treatment as an efficient Tier-3 route.
    - Added the 5x5 k2wp-deep-well as a fixed-recipe groundwater source.
    - Deep wells produce 250 groundwater/s at 5 MW.
    - Added four centred deep-well fluid outputs: north, east, south and west.
    - Deep wells have no module, productivity or beacon effects.
    - Added a 100 kW idle drain for connected but non-producing deep wells.
    - Deep-well recipe: 500 refined concrete and 200 steel plate.
    - Deep-well recipe: 200 pipe, 20 pumps and 50 electric engines.
    - Deep-well recipe: 25 processing units with a 60 s crafting time.
    - Added dedicated Deep Groundwater Extraction technology.
    - Added final Base, Space Age, K2 and K2SE research progression.
    - K2 places deep wells after Imersite Water Processing.
    - K2SE additionally requires Space Science and SE Rocket Science.
    - Space Age allows deep wells on Nauvis and Gleba.
    - Space Age blocks deep wells on Vulcanus, Fulgora and Aquilo.
    - Unknown Space Age planets default to blocked until explicitly supported.
    - SE allows deep wells only on planets or moons without water_none.
    - SE blocks deep wells in orbit, asteroid belts and spaceships.
    - Replaced provisional deep-well art with the approved top-down entity.
    - Matched the deep-well perspective to the precipitation tank.
    - Added matching deep-well shadow, icon and burned/collapsed remnants.
    - Added an 8-frame 3x3 control-cabinet LED working animation.
    - LED animation is aligned to the cabinet and indicates active production.
    - Static base and shadow layers repeat across the same 8-frame cycle.
    - Added Factoriopedia text for raw water and groundwater.
    - Added Factoriopedia text for both water-processing buildings.
    - Added Factoriopedia text for all Water Processing technologies.
    - Added migration 0.3.7.lua for Water Processing recipe unlocks only.
    - Migration re-syncs already researched WP technologies safely.
    - Migration avoids global technology resets and destructive entity changes.
    - Updated German, English, Japanese and Russian localisation.
    - Neutralised Tier-2 wording for Base and Space Age compatibility.
    - Updated the mod description for the new multi-stack architecture.
    - Updated the thumbnail and removed obsolete K2-only branding.
  IMPORTANT - EXISTING SAVES:
    - Natural water tiles can change from normal water to raw water.
    - Review existing offshore pumps and downstream water consumers.
    - Existing k2wp-* prototype IDs are preserved wherever possible.
Version: 0.2.1
Date: 2026-08-27
  Localisation:
    - Added complete Russian localisation from the original community translation.
    - Updated Russian localisation to current k2wp- prototype names.
    - Corrected obsolete Russian locale sections.
    - Added the existing-save raw-water conversion warning to the Russian mod description.
    - Corrected outdated or misleading Russian terminology.
    - Fixed Russian terms for silicate powder and regeneration recipes.
Version: 0.2.0
Date: 2026-08-26
  Major changes:
    - Reimplemented the mod for Factorio 2.0.77 and Krastorio 2 2.0.19.
    - Replaced legacy K2 path globals with current K2 names and asset paths.
    - Updated obsolete K2 prototype IDs.
    - Added a Factorio 2.0-native precipitation-tank crafting machine.
    - Added a Factorio 2.0-compatible fluid-box layout.
    - Reworked natural raw-water acquisition around Factorio 2.0 tile fluids.
    - Added a dedicated k2wp- prototype prefix to all mod-owned prototypes.
    - Rebuilt recipes using current ingredient/result structures.
    - Repositioned technologies against the current K2 technology tree.
    - Corrected and rewrote English and Japanese localisation.
    - Added complete German localisation.
    - Added optional Space Exploration 0.7.57+ compatibility ordering.
    - SE Imersite water processing now also requires Space Science.
    - SE Imersite water processing also requires SE Rocket Science.
    - Kept kr-fluid-filtration intentionally for advanced water-treatment recipes.
  IMPORTANT - EXISTING SAVES:
    - Installing the mod changes natural water tile sources to raw water.
    - Review ALL existing offshore-pump water supplies after installation.
    - Review ALL downstream and dependent water consumers.
    - Existing water networks and production lines may stop working.
    - Add raw-water treatment and rebuild affected water supplies as required.