Xander Mod 4

by Shemp

An extensive overhaul, emphasizing detailed and realistic chemistry, materials, and production. Extends the base game to marathon-style complexity.

Overhaul
16 days ago
2.0
115

Changelog

Version: 4.0.3
Date: 2026-04-30
  Locale:
    - Added Polish translation.
    - Corrected "technology-description.recycling" to be "iron-recycling".
Version: 4.0.2
Date: 2026-04-29
  Features:
    - Added "Porcelain-tiled concrete", a cosmetic variant of Refined concrete which can be used to place Xander Mod's porcelain flooring.
  Compatibility:
    - Elevated Rails is now supported and has adjusted recipes and technology costs.
    - Added a preset for the Milestones mod. This is likely to change.
  Changes:
    - Added a red cross to waste-dumping recipe icons to help distinguish them in Factoriopedia.
    - Changed the recipe and technology costs for Selector combinators and Display panels.
    - Changed the recipe for Cargo landing pad and moved it to the Combat tab next to the Rocket silo.
  Internal:
    - Extended the Changelog using the original forum thread.
Version: 4.0.1
Date: 2026-04-25
  Features:
    - Added item sounds to all items.
    - Added sloped graphics for the Steam locomotive. (Tinting the ones from Elevated Rails.)
  Changes:
    - Autoplace controls now have icons.
    - Gravel tiles can now be mined.
    - Restored transitions for Porcelain tiles (only available in Editor).
  Internal:
    - Refactored all assets path references to point to a single configuration file. This will make it easier if the original author or anybody else wishes to utilise this fork.
Version: 4.0.0
Date: 2026-04-24
  Major Features:
    - Ported to Factorio 2.0.
  Changes:
    - Changed "Space science pack" to retain the trigger from vanilla.
    - Standard chemical reactor default-upgrades to High-pressure chemical reactor.
    - Electric mining drill default-upgrades to Robust electric mining drill.
    - Iron recycling technology internal name changed from "recycling" to "iron-recycling".
Version: 3.6.1
  Features:
    - Added tier 2 fluid handling: longer underground pipe, larger storage tank, faster pump
    - Added high-capacity accumulator
    - Added tier 2 wall (reinforced concrete) and gate (alloy steel)
    - New(-ish) entity graphics: high-pressure steam turbine, high-tension big electric pole, concentrating solar panel, high-power gun turret, high-intensity laser turret
    - Updated several item and tech icons
  Bugfixes:
    - Added correct unlock of gold wire recipe to advanced electronics 2
  Tweaks:
    - Adjusted balance of several logistics and production machines
    - A few extra descriptions
Version: 3.6.0
  Bugfixes:
    - Fixed high-tension electric pole recipe
    - Fixed chem reactor quick-replace
    - Added missing recipe unlock for gold wire to advanced electronics 2 tech, plus migration
    - Corrected high-temperature boiler to accept crude fuel as well as chemical
    - Fixed cyclical dependency where assembler 3 could only be made in an assembler 3
  Tweaks:
    - Increased unit cost of laser tech
    - Added laser as prerequisite for advanced electronics 2
    - Moved first stack bonus for regular inserters back to inserter capacity upgrade 2 tech
    - Changed piercing shotgun shells to use alloy steel instead of regular steel
    - Changed batteries to use plastic instead of glass
    - Changed accumulator recipe to use coils and cast iron parts instead of cable and cast iron blanks
    - Changed second plastic bar recipe to use polyethylene in addition to nylon
    - Changed laser turrets prereq from military science pack to military 3
    - Increased unit cost of explosive rockets tech
    - Reduced recipe time for air cryo-distillation from 10 to 5 seconds
    - Increased recipe time of improved railroad track from 0.5 to 1 second
    - Changed advanced steel production to better resemble real processes (direct ore reduction plus oxygen steel conversion)
    - Rebalanced solder wire to use less phenol
    - Halved time of gold wire recipe
    - Reduced recipe times for circuit wafers
    - Reduced recipe time for silicon boule
    - Changed VLSI wafers to use aluminum instead of chromium, to remove anomalous dependence on production science
    - Rebalanced explosives in recipes
    - Tweaked advanced oil processing to make more liquid oil and less petroleum gas
    - Halved recipe time for water distillation
    - Reduced a few recipe ingredient costs in chromium and stainless steel production chain
    - New graphic for electrolyzer 2
    - Changed stack sizes for low density structure, rocket fuel, and rocket control unit to 20
    - Reduced sodium hydroxide consumption in bauxite -> aluminum hydroxide refining
  New:
    - Rewrought laser turrets (again), and added a tier 2 laser turret
    - Rewrought rocket launcher & ammo
    - Rewrought tanks & ammo
    - Rewrought combat robotics
    - Rewrought cliff explosives again, better
    - Finished rework of modules, including tier 3
    - Rewrought beacons
    - Rewrought power armor mark 1 & 2
    - Rewrought portable equipment: portable solar panel, portable fusion reactor, personal battery 1 & 2, belt immunity, exoskeleton, personal roboport 1 & 2, night vision, energy shields 1 & 2, personal laser defense, discharge defense
    - Rewrought nuclear industry: uranium processing, power, kovarex enrichment, weapons
    - Rewrought automation 3
    - Added new tier 3 catalytic chemical plant, an upgraded combined chemical reactor and oil refinery
    - Added first aid
    - Rewrought artillery
    - Rewrought spidertron
Version: 3.5.3
  Bugfixes:
    - Gun turret damage upgrades should be completely fixed
    - Corrected diesel-electric locomotive, car, and tank to accept both crude and chemical fuel
    - Fixed processing unit recipe not having changed from base
  Tweaks:
    - Refactored recipe categories and ingredient counts (internal code structure), so that crafting categories govern which recipes a machine is capable of
    - First small lamp recipe uses cast iron machine parts instead of blanks, to represent the feed mechanism in real-life early arc lamps
    - Minimally changed some advanced refining tech so the prerequisites make more sense
    - Corrected violation of conservation of energy in coke production ;) (Doubled coal fuel value from 4 -> 8 MJ, and reduced coke output from 9 to 8)
    - Added braking force 1 as prereq for railway 2
    - Added clay to landfill recipe, to stick everything together
    - Increased polyethylene plastic bar cost by 50%
    - Tweaked recipes: standard transport belt, standard underground belt, fast underground belt, fast splitter
    - Increased wood yield per tree from 4 to 24
    - Halved speed of Kvaerner recipes
  New:
    - Rewrought base coal liquefaction
    - Rewrought base rocket fuel
    - Added zirconium
    - Added recycling tech: smelt crude machinery into raw iron, small pylons to copper, and bullets to bronze
    - Completed top two transport belt tiers: added expedited as tier 3, and rewrought base express to be tier 4
Version: 3.5.2
  Bugfixes:
    - Partial fix for bug: gun turret damage upgrades didn't apply to high-power rifled turret
    - Fixed (hopefully) bug with polyethylene pellets production - I think recipes will still need to be re-selected, my apologies :(
  Changes:
    - Increased assembler 1 ingredient count to 4, by popular request
    - Added high-tension big electric pole (no new sprite yet - sorry!)
    - Added some iron gears to starting items
Version: 3.5.1
  Bugfixes:
    - Fixed bug in piercing ammo recipes and rewrought military-4 into XM
    - Fixed bug with electrolyzer fluid boxes
  Changes:
    - Expanded advanced refining & materials: top tier tin and lead, nylon plastic
    - Added induction 3 tech, as well as top-tier copper cable, coil, and motor
    - Added electric mining drill 2
    - Added electric plasma furnace
    - Added concentrating solar panel
    - Rewrought flying robots
    - Rewrought utility science pack
    - Rewrought low-density structure
Version: 3.5.0
  Changes:
    - Advanced Refining - copper, nickel, chromium, platinum, gold, silver, semiconductor silicon, some petroleum
    - Materials & Parts - stainless steel, epoxy resin, all circuits tentatively complete
    - Machines & Equipment - small-lamp additional recipe, solar panels, electrical substation, flamethrowers
    - Various other smaller things I can't remember
Version: 3.4.3
  Bugfixes:
    - Fixed automation science pack recipe unlock missing from its technology
    - Fixed crude-tier belt graphics
    - Fixed assembler 1 pipe connection graphics
    - Fixed iron and copper ore icon graphics
  Changes:
    - Changed early rail recipe to use wood instead of iron stick. All uses of wood get replaced relatively early.
    - Modular armor recipe
    - Military 3 - smokeless powder, capsules, combat shotgun
    - Migrated black and smokeless powders into single gunpowder; all recipes remain
    - Forced game to show made-in machines for *most* recipes, to help navigate the XM production tree
    - Hid waste dump recipes from player crafting menu
    - Updated starting items in Freeplay to be relevant to Xander Mod
Version: 3.4.2
  Bugfixes:
    - Hotfix for incorrect graphics pack dependency
Version: 3.4.1
  Features:
    - Content overhauled to early blue science
    - Fully implemented mid-tier steam temperature (300 C)
    - Modules, tier 1 and 2
    - Playtested up to late green science - not much news
    - Nominally complete up to early blue science - content and balance feel okay, major change unlikely
    - One migrated recipe for cast iron tier 2 - as always, I might have missed something
Version: 3.4.0
  Features:
    - Update to base 0.18, including high-res mipmap icons
Version: 3.3.0
  Features:
    - Content overhauled slightly past blue science pack
    - Most new material consists of hydrocarbon refining - petrochemistry :)
    - Also tweaked machine models to look better and correctly work with pipes
    - Playtested up to middle green science - not much news
    - Nominally complete just up to blue science - content and balance feel okay, major change unlikely
    - No new migrations, since it didn't seem this update needed them - as always, I might have missed something
Version: 3.2.0
  Features:
    - Content overhauled just up to blue science pack
    - Playtested up to middle green science - similar to last update
    - Nominally complete up to middle green science - content and balance feel good, major change unlikely
    - Added migrations for 3.1.0 worlds - should be complete, but (as always) I might have missed something
Version: 3.1.0
  Features:
    - Content rewrought up to late green science - gaps and poor balance present, some degree of change nearly certain
    - Playtested up to middle green science - content feels okay, change moderately likely
    - Nominally complete up to all red science - content and balance feels good, major change unlikely
    - Added migrations for 3.0.0 worlds - should be complete, but (as always) I might have missed something
Version: 3.0.0
  Features:
    - Full reconstruction of the mod as described in my update section above.
    - Condensing and organizing forum and mod portal pages.