Expensive Mode


The official Expensive Mode from Factorio 1.1. If Space Age is installed, certain Space Age recipes are made more expensive following the same philosophy as the original game. Expensive crafting means more ore used and pollution generated, so you may wish to adjust map settings accordingly.

Tweaks
5 days ago
2.0
371
Manufacturing

b Recyclers and Compat Issues

9 days ago

Hiya! Something I noticed with my own mods is that the vanilla "quality" mod calculates recycle recipes in data-updates. Since your mod optionally depends on space-age, Expensive Mode is loaded after Quality. I've tested and confirmed this, and the recycler recipes yield the same results with expensive mode installed (in both cases, recycling 200 Electronic Circuits yields 150 copper cables and 50 iron plates on average).

Independent of that, your mod fortunately is alphabetically ordered before "quality" but I'm less fortunate lol ("wood-..."). Even if what I stated above is wrong, I'm forced to modify base/space-age recipes from data.lua, since there's no way I can make my mod load before the quality mod. This is precedented by the vanilla space-age mod including its "base-data-updates.lua" in "data.lua", even though "data-updates.lua" may be more intuitive. As a result, any changes I make to recipes are overridden by this mod, and the changes from your mod are not reflected by the auto-generated recycling recipes, so, compounded with the more expensive recipes, the cost to craft and recycle high-quality items is doubly expensive.

Granted, this does affect balance on Fulgora, since resources gained from recycling the products of scrap would be scaled, so adjusting scrap-recycling to maintain vanilla SA ratios would be necessary to keep the spirit of Expensive Mode... which may make Fulgora a bit more of a slog, since then e.g. Advanced Circuits would be much less common to get from scrap-recycling. Maybe a middle ground between base ratios and a full nerf would be satisfactory for those higher-tier products. e.g. yields for advanced circuits with EM would be ~2x, so the intuitive nerf would be from 2% to 1%, but maybe 1.5% is good. Idk I'd love to hear your thoughts, you're bound to have more insight there since I haven't experienced Fulgora yet. (Scrap wiki page for reference).

TL;DR: Since my mod and others are forced to modify base/space-age recipes in the data.lua stage, can you change your mod to modify recipes in data.lua instead of data-updates.lua? Currently this mod squashes any changes I make. To maintain balance on Fulgora, maybe nerf the scrap-recycling recipe.

9 days ago
(updated 5 days ago)

Hi there!

The behavior you observed of this mod being loaded after Quality is, in fact, a bug. Beacons and accumulators are made more expensive in this mod when Space Age is turned on for this reason.

The precedent you give of Space Age performing updates in data.lua is convincing. I agree that Expensive Mode should work in data.lua. I've pushed that change, and will highlight this counterintuitive fact to others working on mod compatibility on the front page.

I'll get around to more playtesting next month, so that will be a good time to revisit whether this mod should use your idea to modify the scrap recycling recipe.

Thanks!

9 days ago
(updated 9 days ago)

Awesome, thanks for the quick turnaround! Definitely an unintuitive issue and I only recently noticed it, I wonder if the recycling recipes should be calculated in final-fixes honestly, but regardless I think this is the best approach imo.

And yeah, Fulgora is a tricky one, take your time on it! Cheers

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