Clean water is not free. Adds raw-water treatment, groundwater conditioning and deep wells to Factorio 2.1, Space Age, Krastorio 2 and Space Exploration. Custom building artwork is currently provisional.
Mods introducing new content into the game.
Version: 0.5.0
Date: 2026-10-25
Graphics:
- Refined the deep-well artwork to fit the 5x5 footprint and its four fluid connections.
- Replaced the former opaque deep-well shadow with a transparent, softer contour shadow.
- Corrected deep-well wreck size and removed inherited corpse ground/decay overlays causing an oversized dark patch.
- Rebuilt the deep-well control-panel LEDs with small, aligned indicators: steady green status and slow amber activity pulse.
- Slowed the eight-frame deep-well LED animation to approximately 3.33 seconds per cycle at 60 UPS.
- Reworked precipitation-tank destroyed sprites with a damaged maintenance bridge, broken central structure, sludge and debris.
Info:
- The custom building graphics are provisional placeholder artwork. Their quality does not match the professional visual standard of Wube Software's original Factorio graphics.
- Contributions or replacement graphics from experienced artists are very welcome.
- Existing-save notice remains important: natural water sources become raw water and dependent production may need adjustment.
Version: 0.4.0
Date: 2026-10-24
Changes:
- Ported Water Processing Fork from Factorio 2.0.77 to the Factorio 2.1 API and metadata format.
- Updated the base and optional Space Age dependency floor to Factorio 2.1.20.
- Migrated 13 recipe category definitions and Krastorio 2 recipe patches from `category` to the Factorio 2.1 `categories` array.
- Migrated the three probabilistic used-filter outputs from `probability` to `independent_probability`.
- Preserved the existing fluid-box layout, natural-water to raw-water conversion, Space Age surface restrictions and Space Exploration deep-well runtime checks after API review.
Compatibility:
- Verified the release build on Factorio 2.1.23 Stable with Krastorio 2 2.1.4 and Space Exploration 0.7.63 in the combined K2SE stack.
- Confirmed the final Water Processing compatibility contract with no reported errors in the tested K2SE modpack.
- No additional Water Processing code changes were required between the original 2.1.20 port target and Factorio 2.1.23 Stable.
- Replaced the precipitation-tank art package in the working test build with the approved simplified basin and 24-frame clarifier animation.
- Added a first dedicated precipitation-tank remnant asset and linked it to a mod-owned corpse prototype for destruction tests.
Info:
- Existing-save warning remains unchanged: natural water tile sources can become raw water and existing offshore-pump supply chains may need rebuilding.
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.