Comfort Patch


A quality-of-life comfort patch that makes the game far more comfortable to play and greatly speeds up your whole progression: more generous recipes and batch production, improved nuclear power and logistics, buffed quality modules, and a host of tweaks that smooth out Nauvis and every Space Age planet (Vulcanus, Gleba, Fulgora, Aquilo). Progress without friction and just enjoy the factory.

Tweaks
14 days ago
2.0
90
Transportation Logistics Combat Armor Mining Fluids Logistic network Manufacturing Power
Owner:
Wolfenstain
Source:
N/A
Homepage:
N/A
License:
CC BY-NC-ND 4.0
Created:
a month ago
Latest Version:
1.2.2 (14 days ago)
Factorio version:
2.0
Downloaded by:
90 users

Comfort Patch

A quality-of-life patch that makes Factorio far more comfortable to play and
greatly speeds up your whole progression.

โš ๏ธ This mod is for casual players. It does not try to rebalance the game โ€” it just adds
comfort. I personally do not think the base game recipes are wrong in any way; this is
simply an "easy mode" for those who want a more relaxed factory.

Runs at data-final-fixes, so it applies on top of the base game,
any other mod: more generous recipes and batch
production, upgraded power and logistics, buffed quality modules, and a host of
tweaks across Nauvis and every Space Age planet. Every change is guarded, so if
an item is missing the tweak is simply skipped without breaking anything.

Requires: base, space-age (which also brings Quality).


๐Ÿ”ฉ Intermediates

  • Copper: 1 plate โ†’ 4 cable
  • Steel: 5 iron โ†’ 2 steel in 8 s
  • Iron gears: 2 iron โ†’ 2
  • Circuits โ€” times: red 3s, blue 5s, LDS 3s; outputs: green 4, red 2, blue 1 (just faster), LDS 2
  • LDS: 10 copper + 2 steel + 5 plastic โ†’ 2
  • Plastic โ†’ 4 ยท Landfill 25 stone โ†’ 1 ยท Stone wall 5 brick โ†’ 2
  • Electric engine: requires 2 engine units (+1) and produces 2 per craft (lubricant and circuits unchanged)
  • Space platform foundation: 10 steel + 10 cable โ†’ 2, 1,000 per rocket

๐ŸŒ‹ Foundry (casting)

  • Carbon โ†’ 2
  • Casting from molten metal: everything ร—2 vanilla (iron/copper plates 4, steel 2, gears 2, sticks 8, cable 4, LDS 2, concrete 20)
  • Tungsten: plate ร—2 (stack 100), carbide ร—3 (stack 200)

๐Ÿค– Logistics & construction

  • Belts (red/blue/turbo): output ร—2
  • Cargo weights: belts 1000, undergrounds 2000, splitters 2000
  • Robots: stack 100, weight 1000; flying robot frame ร—2
  • Buffed roboports: MK2 = 50 charging slots / 500 MJ buffer ยท MK3 = 100 slots / 1000 MJ ยท vanilla with a decent buffer
  • Robot batteries: logistic 7 MJ, construction 5 MJ (includes modded robots)
  • Concrete (normal/refined/hazard): stack and weight 1000

๐Ÿ’ฅ Military

  • Ammo: yellow 6, red 4, uranium 2
  • Grenade โ†’ 5 ยท Tesla ammo โ†’ 5 ยท Explosives โ†’ 8 ยท Cliff explosives โ†’ 10
  • Combat drones (distractor / defender / destroyer) โ†’ 3 per craft and last 5ร— longer once deployed
  • Artillery: new shell recipe (4 explosives + 1 calcite + 2 tungsten + 1 radar) that yields 2 per craft, stack 100; turret (100k) and wagon (200k) rocket weights
  • Equipment: battery Mk3 and personal roboport Mk2 โ†’ 2 per craft

๐ŸŽ›๏ธ Modules & quality

  • Tier 2 and 3 (speed/productivity/quality/efficiency): ร—2 per craft
  • Quality chance buffed, with a correct progression: Quality 1 +2%, Quality 2 +4%, Quality 3 +6% (vanilla: +1 / +2 / +2.5%); vanilla speed penalty kept

โ˜ข๏ธ Nuclear power

  • Reactor: 160 MW, no neighbour bonus, consumption scales with quality
  • Uranium fuel cell: 112 TJ; no productivity on fuel cells or their reprocessing
  • Recipes for heat exchanger and turbine at 10% cost
  • Reactor: max temperature 1500, thermal buffer 20 GJ
  • Heat exchanger: 320 MW at 1200 ยฐC (much more steam)
  • Steam turbine: 5500 MW, 3/tick consumption
  • Hot-pipe boiler: ร—5 power
  • Heat pipe: โ†’ 10 per craft
  • Rocket cargo weights for every nuclear component

๐Ÿช Space Age

  • Fulgora: holmium solution 200 (vanilla plate), electrolyte 20, superconductor 3, supercapacitor in 5 s, carbon fiber 2
  • Gleba: reworked bioflux (12 mash + 10 jelly โ†’ 5), artificial soils 20, fruit processing ร—1.5 (6 jelly / 3 mash) + 5% seed, tweaked iron bacteria, nutrients from spoilage 2
  • Aquilo: lithium plate 5, lithium from fluids only (50 brine + 100 ammonia), โญ lithium brine extraction ร—50 (~100/s per pump), a reworked fluoroketone loop (heating outputs 200 hot; cooling is 50 โ†’ 50, temperatures preserved), and quantum processor โ†’ 3 per craft in 5 s (vanilla: 1 in 30 s; same ingredients, fluoroketone-hot byproduct preserved)
  • Fusion (cheaper): reactor 100 tungsten / 50 superconductor / 25 supercapacitor / 100 quantum processor ยท generator 50 / 25 / 15 / 50 ยท fuel cell 3 lithium + 1 holmium + 50 ammonia
  • Cryogenic science: needs 3 fluoroketone-cold (was 6), no longer returns fluoroketone-hot, and yields 2 packs per craft (was 1)
  • Orbit: thruster with 2ร— thrust and half the consumption; far more abundant thruster fuel and oxidizer; ice platform 25
  • Recycling: scrap recycling with vanilla chances ร—1.5
  • Rocket fuel: 7 s and 2 per craft

โณ Spoilage

  • Everything ร—3 vanilla: nutrients 15 min, pentapod egg 45 min, biter egg 90 min, agricultural science 3 h, bioflux 6 h

An "easy mode" for casual players, not a rebalance. It stays generous without
breaking the game's logic: nothing is cheaper than its ingredients and every tier
still costs more than the last. Enjoy!


โ˜• Support my work

Modding is a hobby I do in my spare time, just for the fun of it, and my mods are and will
always be free. If you enjoy them and feel like it, you can buy me a coffee:
buymeacoffee.com/wolfenstain

No pressure at all: playing them and leaving feedback already means a lot. Thank you!