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
8 hours ago
2.0
0
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:
8 hours ago
Latest Version:
1.2.0 (8 hours ago)
Factorio version:
2.0
Downloaded by:
0 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 (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!