![]() ![]() ![]() +Fixed turning the Oil Fusing toggle back on not re-enabling the oil fusing recipes. Make sure you add the bool before final-fixes, as mostly everything this mod does is done in final fixes so that you can have the option to apply the bool before my mod modifies anything. You can enable some simple logging to determine what prototypes the mod modifies and then add the qolexempt bool to the entities, recipes, or modules you don't want this mod to modify for each of the listed features that can be turned off (well, this should work, not really tested lol). I also add a couple of my own Groups for organizing things, for Electric stuff (poles, engines, solar panels, accumulators, etc) and for anything that has a fuel value (coal, wood, rocket fuel, etc). There is a handful of not-toggleable fixes and changes on a mod-by-mod basis that were added for my own personal sanity, like making AAI Motors and Electric Motors build in 0.5 seconds instead of the value they normally have (iirc it's 0.3) for easier on-the-fly ratio calculation as well as fixing some incompatibilities with Schall group mods. If people generally don't want this, I can add a toggle for it too. This is the only feature that can't be turned off as of right now. Overall it doesn't really have a big impact on late game balance, and streamlines the early-game some for lazier players that can't be bothered to set up a belt assembler first thing. ![]() ![]() This is mainly done for the sake of handcrafting a few early-game belts, because I found it annoying to only get a small trickle of belts at a time while they were needed. The cost per belt is the same as before, but they produce 5 times faster. The costs are also increased by the same amount, and there is even support for AAI Industry's belts. I make tier 1 Transport and Underground Belts be produced 10 at a time instead of 2. Formulas for both are currently 2^(L-4)*1000 of every science pack. Science costs are a bit random, so if you have an idea for better science costs feel free to suggest that cost as well. Other mods add similar technologies, but you do have the option to turn off this mod's technologies for those for better use with other mods. If you think you have a suggestion for their costs that are more balanced, go ahead and suggest them!Īdds Infinite technologies for robot cargo and battery size. Right now, the price for both of those recipes is 50 for 25, with no water cost. These recipes are generally considered overpowered, but I personally like using them because I can set up three different oil production chains to produce each oil product and they can't be bottlenecked because you aren't using 100s of Lubricant a second. There are 2 added "Fusing" recipes, for turing Petroleum into Light Oil and Light Oil into Heavy Oil. This is mostly because in the base game almost all of these prototypes are an ingredient to some other product, with a few exceptions. Most of those same prototypes are also added to the Productivity Module Whitelist. Handful of changes that just makes my personal experience a bit more streamlined, but also several options available for anyone that wants to customize their use of this mod for their own personal play, as almost every feature can be turned off independently from others.Īdjusts the mining time of several different prototypes such as all kinds of belts, poles, containers, and rails, to have a standardized mining time, as well as making this standardized mining time adjustable, so that mining these entities by hand won't be such a chore if you made a mistake with lining up something. Small personal mod that I am uploading for potential use with friends. 0.0.3 (19 days ago) Factorio version: 1.1 Downloaded by: 70 users ![]()
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