AVADII Rebalance

by AVADII

Striving to enhance the game by implementing carfeul and targeted rebalancing changes!

Tweaks
7 hours ago
2.0
7
Owner:
AVADII
Source:
N/A
Homepage:
https://www.youtube.com/@AVADIIStrategy
License:
MIT
Created:
7 hours ago
Latest Version:
1.0.0 (7 hours ago)
Factorio version:
2.0
Downloaded by:
7 users

AVADII Rebalance - Striving to enhance the game!

This rebalancing mod tries to tune down some of the most overpowered items and recipes in the game.
Space Age factories become way to productive too quick removing the need to expand the factory and build outposts like in version 1.x pre Space Age.
This rebalance does not change Fatorio's combat!

It is not the goal of this mod to turn the game into an unreasonable grind or make it annoyingly hard. Common and well known ratios are untouched so your blueprints will still be fine!
I recommend going in blind without knowledge of the specific changes.
If you want to know specifically what has been changed look at the sections below.

Thanks for playing! Let me know how the game feels like using this mod.
You can find me on YouTube: AVADII Strategy

Quick Summary

Foundries and electromagnetic plants provide less productivity.
More calcite is needed to make molten metal.
Big mining drills drain slightly more resources than before, especially with quality.
The electric mining drill lost a module slot.
Rocket silos require more rocket parts.
Efficiency modules level 1 and 2 got nerfed.
The biolabs science pack drain is slightly worse now.
Cargo wagons provide more item slots to make trains better.
Research that provides infinite extra productivity has been nerfed significantly.
Asteroid reprocessing still transforms asteroids well but late game space casino upcycling is harder.
Quality in general is still overpowered but provides slightly less benefits.
Asteroid chunks can now be stored more efficiently because of a higher stack size making the silly late game promethium belt weaving obsolete, this is a buff!

Detailed Changes

  • Foundry: Now provides +30% productivity (previously +50%). The molten iron from lava and molten copper from lava recipes (used on Vulcanus) require 5 times more calcite. The molten iron and molten copper recipes (typically used on Nauvis and in space) require 2 times more calcite. The concrete from molten iron recipe cannot be used with productivity modules.
  • Acid Neutralisation: Now requires 500 sulphuric acid (from 1000) and produces 5000 steam (from 10000). This effectively doubles calcite consumption and halfes production speed.
  • Electromagnetic Plant: Now provides +30% productivity (previously +50%).
  • Big Mining Drill: Base resource drain rate now is 60% (previously 50%). Lowering resource drain further with quality has been nerfed. The pollution emission is now at 50/m (previously 40/m).
  • Electric Mining Drill: Now has 2 module slots (down from 3) making it harder to lower pollution emissions in the early and mid game.
  • Rocket Silo: Now requires 100 rocket parts to produce a rocket (previously 50).
  • Efficiency Modules: Level 1 provides -20% energy consumption (previously -30%). Level 2 provides -35% energy consumption (previsouly -40%). Level 3 is unchanged.
  • Biolab: Science pack drain rate is now 60% (previously 50%).
  • Cargo Wagon: Now has 50 slots (up from 40) to make trains better.
  • Personal Laser Defence: Base damage is now 14 (from 10). That's still lower than the laser turret at 20.
  • Infinite Research: The following technologies now only provide +5% more productivity per level (down from +10%): Research Productivity, Mining Productivity, Steel Plate Productivity, Low Density Structure Productivity, Plastic Bar Productivity, Rocket Fuel Productivity, Scrap Recycling Productivity, Processing Unit Productivity, Asteroid Productivity. Note: Rocket Part Productivity still provides +10% per level because the Rocket Silo requires more parts now.
  • Asteroid Reprocessing: Reprocessing produces the same type of asteroid in 30% of cases (down from 40%). The other types still appear in 20% of cases. You now have a 30% chance of losing the asteroid entirely (up from 20%).
  • Asteroid Chunks: Now have a stack size of 10 (from 1).
  • Quality Uncommon: Base bonus multiplier is now 20% (from 30%).
  • Quality Rare: Base bonus multiplier is now 40% (from 60%).
  • Quality Epic: Base bonus multiplier is now 60% (from 90%).
  • Quality legendary: Base bonus multiplier is now 100% (from 150%).