EasyCraft deprecated

by exfret

For true masochists only.

Tweaks
2 years ago
1.1
163
Owner:
exfret
Source:
N/A
Homepage:
N/A
License:
MIT
Created:
2 years ago
Latest Version:
0.1.0 (2 years ago)
Factorio version:
1.1
Downloaded by:
163 users

I've always thought "expensive recipes" didn't take it far enough. Sure, it changes some of the recipes, but not all of them. I tried doubling the cost of every recipe, but that made the rocket something like a thousand times more expensive (this is because the 2x cost effect is compounding). So I toned it down a little, making everything 10% more expensive. I accomplished this by giving every recipe a 10% chance to fail (okay, if you do the math this actually makes it 11% more expensive, but close enough, right?).

Well, something still felt like it was missing. Why not slap a factor of a half in front of other things? Like your mining speed, running speed, reach distance, inventory size... why not halve every container's inventory size? And the stack sizes too for good measure. We could double the technology costs. Heck, we don't even have to use a factor of two all the time. We could quadruple the recipe times for each item. Or even square the amount of time it takes to research anything. Multiply the energy usage of everything by 6. I even changed the reach distance of electric poles. See the changelog below for a complete list of changes.

So, I did all that. Play at your own risk.

P.S.- If you launch a rocket with this mod I might buy you a coffee.

Changelog

version 0.1.0

First version that I would recommend playing (the 10x ingredients/11x results from the previous version had some weird interactions with oil), though we'll see about how bad the bugs are. Only tested lightly.

Additions:
1. Randomly, every 30 minutes or so, one of your constructed entities (buildings) gets destroyed.
2. Various collision boxes are increased various amounts. Container hitboxes are increased by a ridiculous amount.

Changes:
1. Instead of things taking 11x more ingredients and giving 10x the resulting products, every recipe simply has a 10% chance to flat out fail. This fixes some issues with the previous approach.

version 0.03

First version of the mod that had enough features for it to be released.

Additions:
1. Things take 11x more ingredients and provide 10x more results (with some weirdness due to stack size limitations).
2. Recipes take 4 times longer to craft, and crafting speeds for most machines are 4 times slower.
3. Technologies take the square of the previous amount of time to complete (that is, if it was previously 30 seconds per "research cycle", it is now 900), and cost twice as many research packs.
4. Character mining speed, running speed, and reach distance is reduced by 50%.
5. All inventory sizes and stack sizes are reduced by 50%.
6. Everything only has one module slot.
7. Everything requires 6x more power.
8. Electric pole supply areas are reduced to 1.5 or 66% of the original, whichever is greater, and they reach half as far to the next pole.

Known bugs added:
1. The rocket silo does not use power now.
2. Some things don't interact well with increasing the number of products (like fluids), resulting in some terrible recipes, like oil processing only giving one petroleum. This is a bit too cursed, even for me.