This is an alpha release. I will attempt to address any reported issues, and hopefully add some additional features. All suggestions are welcome here or at my discord server: https://discord.gg/rtDqz4Drcx
Imperfection is an anti-power fantasy - not masochistic - mod pack that presents the player with challenges based on technology not being flawless and 'just working'. I attempt to do so in ways that are engaging/interesting, rather than difficulty or grinding for it's own sake. Within those goals, Imperfection is kept as close to vanilla as possible; this is not a complex overhaul-style mod.
This Complete package is not for the faint of factory; no punches have been pulled. It is strongly recommended to play on the Imperfection Default setting when generating your freeplay world, or make your own adjustment to eliminate enemies. It's not required, but no attempt has been made to balance Imperfection for dealing with them.
The Natural World
- Arson and Wildfire will result in fire being a hazard; Fire Extinguisher exists to counter it
- Dirt Paths and Trees add a bit of dynamic behavior to the world; left to their own, the forests will expand over time and highly-traveled areas will get worn
- VasNoInfinite makes oil patches run out completely in time. You'll need to find new sources a little more.
- Ores no longer seperate themselves entirely into clean, each-to-their-own patches. DivOresity 'pollutes' each patch with bits of others, and you'll need to seperate them out in some way. With stone byproduct on by default, Flare Stack and Imperfect Stone Disposal are here to aid in dealing with the excess.
- Clockwork defaults to a 2-hour day/night cycle, and equal amounts of daytime and darkness. Also, darkness is quite dark with very little light. Prepare for this, and adjust your solar builds if you use them.
Imperfect Technology
- Machines break down and need to be serviced in Assembler Assay. Bot Servicing does the same for bots.
- Offshore pumps and belts require energy to operate; BurnerOffshorePumpUpdate and PoweredBeltsExtended handle this. Additionally, Belt Collision and Belt Overflow require considerable additional planning to deal with.
- You can no longer get rid of items by destroying the container they are in, thanks to SpilledItems and undeletable-fluids. Optionally, you can add Flare Stack to fill this role at a cost.
- Pollution will cause some minor issues via SmogSolarPanels and SmogVisualPollution.
Miscellaneous
A few additional mods of my own making are also part of the package. Most notably:
- Imperfect Engineer. Encumbrance is a thing; carrying a lot around will impact mining/crafting/movement. Mining and crafting are reduced from their OP vanilla levels. Complete default settings only allow you to interact with what you can reasonably reach, and have more restrictive encumbrance than the standard package.
- Imperfect Storage. Storage is a more significant logistical concern, with much lower capacity for chests. The Warehousing Mod is used for Storehouses and Warehouses to allow for larger bulk storage, for a price in materials and space. Stack sizes are adjusted for logical consistency, most of them reduced.
Credits
Too many to name individually. The community in general for so much assistance in teaching me how to play and mod Factorio. All of the modmakers, esp. those for the included mods listed above, but also to many others for their inspiration. I would particularly like to single out Mylon, whose many mods have served as a significant impetus.
Alterations to the mods in this pack have been made only where necessary for balance or similar reasons.
The thumbnail is an image from CHUTTERSNAP on Unsplash.
If authors of or contributors to any of the mods this modpack depends on have objections to their attribution, please contact me and I will attempt to rectify the situation ASAP.