AzzTweaks

by aza1810

A collection of mods with a range of tweaks designed for a relaxed Krastorio 2 Space Age multi planet modded playthrough.

Mod packs
11 hours ago
2.0
253
Factorio: Space Age Icon Space Age Mod

FAQ

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.

You can of course turn off recipe tweaks entirely in mod settings if you prefer a more challenging experience.

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 still available through debug commands. 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 comands such as /tp /tpsurface /surfaces /prevsurface /nextsurface /whereami /itemsearch etc.

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 under "Map"

I found a weird interaction or imbalance. Is that expected?

Possibly yes.

This mod sits on top of multiple large overhaul mods, so weird recipes and interactions can happen. If something feels off, report it and it can be reviewed for future updates.

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