Industrial Revolution 3 Patchset for Factorio 2.0
IMPORTANT: Do not load this mod into Factorio. It is a patchset which runs outside the game. It does not include Industrial Revolution 3.
Industrial Revolution 3 by Deadlock989, is an overhaul mod for the game Factorio, on version 1.1. It's a little more complex than Krastorio 2, here's the summary from the original:
IR3 is an "overhaul" mod (meaning that it fully revamps and extends the vanilla game) based on gradually improving your material science. Start with copper, tin and stone technologies, where steam-powered machines are your only automation option; work towards refining iron and generating electricity for the first time; and then progress towards launching a rocket via a complex path involving electroplating, advanced petrochemicals, staged ore refining, cryogenic gas distillation and more. The mod might be a momentary diversion (60-100 hours).
Factorio 2.0 brought a number of performance and quality-of-life improvements, but also many sweeping changes to the modding API which makes converting mods such as this very difficult.
Due to the licensing on IR3, other modders can't distribute forks, but there is nothing preventing you from modifying it personally.
IR3-Patchset is a toolkit to help you, the player, port IR3 to Factorio 2.0 yourself.
Disclaimer
This patchset is not official - it is not associated with the original author Deadlock989.
This project is in alpha. I've never played IR3, and I started this project mostly out of curiosity. Normal gameplay progression is untested.
There are a few bugs. Do not expect old saves to load, and do expect possible crashes. Be prepared to use console commands to spawn items or use /editor if you are soft-locked. By downloading this, you are volunteering to help me test it. Also, due to the nature of the project, I cannot accept pull requests for the patched mod.
Finally (this should be obvious), report bugs here, not to the original author Deadlock989.
Licensing
This patchset is free to share and modify. The mod, especially when patched, is not. Industrial Revolution 3 was released with a CC BY-NC-ND 4.0 license, so you must adhere to certain restrictions when using the patched mod, including:
- You may make videos and streams featuring the mod, but you cannot monetise them.
- You cannot distribute the mod in its patched format.
Compatibility
- The official IR3 add-ons are all supported, you can patch them the same way as the base mod.
- Space Age is not supported. Elevated Rails is explicitly supported and is researched with blue science.
- Quality is supported, but buggy. I'd recommend skipping it, IR3 wasn't designed around Quality. Scrapping machine output is reduced as a balancing measure.
- Black Rubber Belts Remastered has been tested to work and is recommended.
- Larger Lamps 2.0 is tested against in the code and is compatible. Electric copper lamps are disabled.
Other mods (these are the most notable changes, check the full list too):
- Cargo Ships, early recipes have been changed to only require iron.
- Text Plates remains compatible as it used to be.
- Mech Armor is supported and has a custom recipe. You will still need the DLC.
- Flow Control is unlocked with Fluid handling (green science).
- Advanced Fluid Handling is unlocked with Steel analysis packs. Only Tier 3 pipes can be made.
Being an overhaul mod, IR3 likes to have full control of the recipe tree. Any mods which add/change recipes and technologies will likely not work.
If you have a small mod that you want to use and it doesn't work properly, make a request in Discussions and I'll consider adding compatibility.
Changes
I recommend starting a world with enemy settings turned down to compensate for the slower progression. Maybe increase ores as well.
The following changes have been made to gameplay to conform with the 2.0 update:
- Launching the rocket now requires an item. A cheap "Deadlock transponder" has been added for this purpose.
- Rocket control units have been replaced with "Revolutionary circuit" (aka blue circuits) for launching the rocket.
- "Rocket silo" technology also unlocks Cargo landing pad, whose recipe is unchanged from the base game.
- "Uranium processing" technology is now folded into "Uranium mining".
- Some technologies now require Explosives analysis packs (Military science) that didn't before.
- Due to the new fluid system, valves can no longer be implemented as "storage-tank", they are now "valve" entities.
- "Heavy picket" vehicle can be driven from Remote View and request from the Logistic system.
- All types of filter inserter have been removed, and the standard inserters have five filter slots.
- World generation and the way IR3-specific resources spawn is slightly different. In particular, rubber trees and gem rocks have been made much more common.
- Scrapping and Venting recipes have distinct icons so you can tell them apart in Factoriopedia.
- Discharge defense remote and Artillery targeting remote items are removed.
- Several electric machines can now be connected to the circuit network. Small machines (1x1 tiles) will not connect to circuits.
Instructions
Download this project and extract it into its own directory.
Download the IR3 base mod and each of its asset packs using the in-game mod manager, or from here if you have a Factorio.com account:
Add-ons (optional):
Windows
It's a long process, read the guide here.
macOS/Linux
Place all of the mod zips into the "input" directory.
Open a terminal window running Bash, and ensure that you have access to zip/unzip commands. Entering type zip into Bash will verify that it is a valid command, otherwise you may need to install it via your package manager.
WARNING: Run this script at your own risk, since it has full filesystem permissions. Verify its contents if you're unsure.
If you have all of the dependencies, run the ./apply-patches.sh shell script. You may need to make it executable by running
chmod +x apply-patches.sh
The patched mods should appear in the "output" directory, ready to be moved to the game's "mods" directory.
Credit
- Deadlock989, for creating Industrial Revolution 3.
- 0n0w1c, for some inspiration, testing and assistance making this, including the thumbnail.
- Quezler, for making Circuit connector placement helper.
- Macca75, for their help finding and fixing some bugs.
The following mods have been incorporated as part of the patchset:
- Ghost Painter by tiggerbiggo
- No More Trigger Technologies by protocol_1903