Extended Vanilla: Personal Equipment


A complete overhaul to the ordinary personal vanilla equipment, this mod(pack) adds several tiers and types equipments, even custom ones, like personal assembling units and backpacks, that boost your crafting speed and inventory. You can change multiplel parameters of most items. Compatible with Krastorio 2 and jetpack from Earendel.

Content
a month ago
0.15 - 2.0
36.5K
Combat Armor
Owner:
77Playmaker
Source:
N/A
Homepage:
https://discord.gg/6NGYQdX
License:
Common sense Copyright
Created:
7 years ago
Latest Version:
7.1.5 (a month ago)
Factorio version:
0.15 - 2.0
Downloaded by:
36.5K users

Short description of this mod(pack):

A complete overhaul of the vanilla personal equipment: this mod adds several tiers of armors and equipments, vanilla and custom, and allows you to organize and customize them depending on your needs.
Let me explain this concept a little better.

This mod(pack) adds three types of equipment:

  • Aggro Equipment - Equipment designed for combat and defense purposes;
    (The vanilla armors are part of this category, with lasers and shields.)
  • Industrial Equipment - Equipment thought for productivity and QoL;
    (This includes roboports, exoskeletons, and a new type of armor.)
  • Hybrid Equipment - QoL & Generator equipment usable in both types of armor.
    (For example, the fusion reactors or the night vision equipment.)


Furthermore, the mod is almost fully customizable:

  • You can disable each type of equipment via startup settings: they won't be researchable and usable in the game as long as you don't re-enable them.
  • By editing the mod settings you can fix the maximum tier researchable of power armors;
    (Maybe all these tiers are too much for you and you're just here for a power armor mk3)
  • You can change the size of all the power armor grids respectively;
    (There are 4 different grid sizes that range from small to extra large)
  • You can enable or disable the differentiation between Aggro and Engineering equipments.
    (Useful when you're playing with non-EV modpacks that don't support this feature.)
  • You can buff or nerf the personal roboports stats.

And these are all the pieces of equipment that are introduced by the mod:

Fusion reactors:

  • Energy generation: 750kW; 750kW; 1000kW; 1250kW; 1250kW; 2500kW.

Exoskeletons:

  • Movement bonus: 20%; 40%; 60%; 80%; 100%.

Roboports:

  • Robot count: 10; 25; 75; 125; 225; 250.
    (Up to 500 if the robot count setting is setted on "behemoth")
  • Range: 30x30; 40x40; 75x75; 100x100; 150x150; 200x200

Lasers:

  • Too many statistics to write down this page is endless I'm sorry.

Shields:

  • Shield HPs: 50; 150; 300; 400; 500.

Custom equipments added by the mod:

Assembling units:

  • A brand new type of equipment that works like a belt immunity equipment (no more waste of grid for a 1x1 module), yeah, but is 10 times more useful, since it augments the player's crafting speed.
  • All modules are stackable: you can put any number you want in your grid as long as you have space.
    (Stats are balanced around this fact)
  • The stats are the following:
    | Mk1: +20% bonus on handcrafting speed, belt immunity, 300kW of energy consumption.
    | Mk2: +30% bonus on handcrafting speed, belt immunity, 500kW of energy consumption.
    | Mk3: +75% bonus on handcrafting speed, belt immunity, 1000kW of energy consumption.
    | Mk4: +150% bonus on handcrafting speed, belt immunity, 1500kW of energy consumption.
  • Craftings and technologies are not expensive as the other equipments, since we're talking about utility equipment.

Backpacks:

  • Another brand new type of equipment. It also works like a belt immunity equipment, for the same philosophy.
  • As you can imagine it is centered around expanding your inventory size.
  • Here are the stats for each tier:
    | Mk1: + 20 inventory slots, belt immunity, 50kW of energy consumption.
    | Mk2: + 30 inventory slots, belt immunity, 150kW of energy consumption.
    | Mk3: + 40 inventory slots, belt immunity, 300kW of energy consumption.

Modularity & Customization: the Extended Vanilla philosophy

  • The modding community increases as the player base does. So in a so crowded game compatibility is the key.
  • And since I can't keep up with all the mods that each day get released, updated and changed, I'll let you do that as much as the code lets me do it.
  • That's why many things of the mod can be adjusted and modified via the settings tab.
  • Construction radious, equipment sizes, recipe difficulty: many things can be modified as you like.


Space age adjustments:

  • The mod is fully compatible with Factorio Space Age since version 7.0.0.
  • Recipes, technologies and progression is distributed across all the DLC in an organic and intuitive way.
  • In other words, you won't get annoyed, and everything will be even more rewarding.

Projects for the mod: (Last updated: 24.10.24)

  • Add even more configs.
  • Add additional tiers of mecha armors.
  • Add multiple tiers of fission reactor equipments.
  • Adjust all recipes to the Space Age expansion.

Projects finished:

  • Krastorio 2 optimization. / (Done!)~
  • Make the mod even more customizable via settings. / (Done!)~
  • Make the grid sizes customizable. / (Done!)~
  • Customize and optimize cross-mod recipes. / (Done!)~

The Extended Vanilla Modpack: (Last updated: 24.10.24)

I've been working on updating the pack for the past week thanks to the early access. (Thanks to the Factorio team that let me do so.)
Currently, I have a couple of ideas in my mind, and a name for the "overhaul" - Extended Vanilla: Processing.

It will revolve around intermediates, metal and non-metal processing and general enhancement of Vanilla mechanics.
There will be an impact on the game, but on my vanilla+ philosophy: vanilla textures, "simple" recipe chains that are easy to understand... and a relaxed op late-game to enjoy alone or with friends.
As it has been back in 0.15 there will be a focus on alloys, taking inspiration from both real and phantasy metals and metallurgy.

I'll make this expansion compatible with the mods I think can revolve around these concepts, like Krastorio and Bz that I supported in the past and that I'm open to support once the creators will update them to Factorio 2.0.


A complete list of the mods on which I'm currently working: (Last updated: 24.10.24)

The Extended Vanilla modpack:

  • [Extended Vanilla: Processing] - (Working on - early stages.)

Compatibility:

  • Modding requires a lot of time, and also learning multiple mods is not an easy thing to do for me.
  • Even then, adapting my mod(s), tech trees, recipes, etc., to other mods is something you need to do constatly.

So:

  • If you are a mod owner, you can contact me in private on both discord and the factorio forum;
  • If you're a fan and want mod compatibility, feel free to ask me, but if you can help me it'd be really appreciated.
    (DISCLAIMER: I'm more active on discord)

Currently supported compatibilities:

  • Extended Vanilla: Ores & Refining: some intermediate products added by the mod alter some recipes in this mod.
  • Krastorio 2: Fully compatible and integrated in the ev-k2 modpack with the rest of the Ev mods that are currently supported.
  • Jetpack: Create by Earendel, jetpacks count as Hybrid equipment.


Join the chill vanilla+ enjoyers:

  • I'm not really active on the Factorio forum.
  • Instead, I daily use discord for multiple reasons, so you can follow me on my discord server if you want.
  • There you will find, other than me, many players that enjoy the modpack (and the game). We're both enthusiasts with hundreds of hours into the game and chill players that just started their journey in the game.
  • And if you have any suggestion, idea, or just need to report a bug, be sure to do it!


Support:

As a university student balancing my studies and other passions, sometimes it can be challenging for me to determine how much time I should invest in modding Factorio.
While I love creating content, I also have responsibilities and interests outside of gaming, as I think you can imagine.

By supporting my work, you're not only helping me decide how much time to dedicate to improving the mods, but you're also showing the value that my content brings to the community.
Your contributions could have a real impact on my ability to continue developing, and even those around me will see the importance of this creative journey. (They are not into the game and, therefore, can't understand its dynamics.)
If you enjoy what I do, consider paying me a coffee—your support truly makes a difference.

In return, you'll have some perks and boosts on this server, as a dedicated chat for donors and priority on modding ideas (this last one if you achieve the @Steel bros title).


In this sense, special thanks to my donors:

Tungsten enjoyers:

  • Merikolus;

Steel bros:

  • EGB Gaming;
  • MT;

Iron fellas:

  • Сотрудник НКВД;
  • Ala;

Mods used in the making and testing of my mods and of this page: (I think this is the least I can do.)

Inspired from the famous Mekanism's ore processing (A minecraft mod).


You've come this far? Really? What do you want? Even more schreenshots?
Just download and spam mate I can assure you this mod(pack) will allow you to, trust me.
:D
What are you waitin' for? The factory must grow!


Known issues:

  • If you find any... my mistakes in english are endless... I'm sorry. :D

_77