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