Why are certain recipes or requirements removed?
Many high tier machines previously required redundant earlier tiers or overly complex chains. These have been simplified to better suit large scale modded play.
Most of these tweaks can be turned on or off individually in startup mod settings if you prefer a different balance. There is not currently one single master switch for every recipe change.
AzzTweaks never removes items or entities, only hides or changes them.
Why are some items hidden from crafting?
Some items are intentionally hidden to:
- Prevent duplication between mods
- Reduce clutter in the crafting menu
- Enforce more logical production methods
- Improve long term balance and replayability
They are not exposed again through AzzTweaks debug commands. In most cases they are simply hidden from crafting or menus rather than removed entirely. AzzTweaks never removes items or entities, only hides or changes them.
I am seeing warnings about “Fill4Me encountered loop in calculating Ammo damage or radius”?
You may see warnings like:
WARNING: Fill4Me encountered loop in calculating Ammo damage: mortar-bomb-projectile-stream
WARNING: Fill4Me encountered loop in calculating Ammo damage: mortar-cluster-bomb-projectile-stream
WARNING: Fill4Me encountered loop in calculating Ammo damage: kr-antimatter-artillery-projectile
WARNING: Fill4Me encountered loop in calculating Ammo radius: kr-antimatter-artillery-projectile
WARNING: Fill4Me encountered loop in calculating Ammo damage: kr-antimatter-rocket-projectile
WARNING: Fill4Me encountered loop in calculating Ammo radius: kr-antimatter-rocket-projectile
WARNING: Fill4Me encountered loop in calculating Ammo damage: kr-matter-railgun-projectile
WARNING: Fill4Me encountered loop in calculating Ammo damage: kr-matter-turret-rocket-projectile
WARNING: Fill4Me encountered loop in calculating Ammo radius: kr-matter-turret-rocket-projectile
These warnings are caused by how certain modded ammo types interact with the Fill4Me mod when it attempts to calculate damage and radius values. Everything else will continue to function as expected. A proper fix may be explored in a future update, but for now no action is required.
Why are certain vehicle sounds quieter?
Certain vehicle sounds have been reduced to avoid loud audio spam when using multiple units with the AAI Programmable Vehicles mod.
What are the debug commands?
AzzTweaks includes a small set of debug commands such as /tp, /whereami.
These are optional and mainly included for convenience during large modded playthroughs. They are not enabled by default and can be enabled in Mod Settings.
Is this safe to add to an existing save?
Usually yes, but it depends on what stage your save is at.
Early to mid game: generally safe
Late game or heavily progressed saves: not recommended
Some recipe and technology changes may cause inconsistencies or require manual fixes.
Can I remove AzzTweaks mid playthrough?
Not recommended. Because this mod changes recipes, technologies, and progression rules, removing it can break production chains and leave your save in an inconsistent state.