Industrial Rewired (WIP)

by JC2048

Overhauls Factorio with increased difficulty, complex recipes, and intricate research trees. This mod is currently work in progress, feedback is appreciated!

Overhaul
a month ago
2.0
903
Environment Mining Fluids Manufacturing Power

g Py Lite

7 days ago

Mod feels like Py Lite. Nothing wrong with that, Py is great.
I see lots of the inspiration in things like coal ash and some of the recipes for electronic components, creosote and chemistry, etc.
But it does inevitably force the player towards, "why play this instead of py?".

I like what you're doing with the individual production chains, adding complexity to the intermediates while keeping the science packs feeling mostly familiar. Introducing material requirements for buildings like the crusher and steel furnace naturally lead the player towards expanding for new resources as needed.

The byproduct management currently feels very half-baked. Ash from coal for instance is almost immediately sidelined as you get the option to make solid fuel, which in turn means you have no practical reason to build byproduct handling into any builds that aren't going to last an hour.
I presume this is a bandaid for not having a real option for earlygame ash handling, but it feels like a common pattern. Creosote, Sulfur, and Ash from coke processing all seem to have no real use for them at the time you start getting them, leaving the player with no real method to deal with them except forcibly erasing creosote using buggy pump behavior or a flarestack mod.
If you insist on having byproducts for recipes, strongly consider having an early, if bad, use for each of them. Unlock more useful uses as you go, but make sure that "just toss it in a chest" isn't the actual intended solution.

Also, you should probably look into the balancing for your ore processing chains. As it stands, for instance, mining ore has virtually no cost, and the recipe times and crafting speeds on crushers mean you require strictly more buildings to process your ore than to just add more mining and smelting.
Since playing without biters as recommended equals orepatches being functionally infinite just by walking 2k tiles at game start looking for a starter location, ore scarcity is a non-issue from the start, so unlocking new processing recipes isn't itself rewarding, especially when they're arguably worse to use than not.
Alternate recipe options should generally have a tradeoff, such as more power for less buildings required, or more side-ingredients/byproducts for better yields.
That takes time to balance, I'm sure, but just laying them out in the helmod and in the world to compare footprints is a good starting point.

7 days ago

First of all, thanks for your feedback!

Py is a mod that I have looked into but have not tried it myself due to it being a time sink, and you are correct that Py is one of my inspirations. My target is to create a vanilla expansion-like mod with managable complexity, therefore I insert new science tiers and recipe chains in between different science packs to increase difficulty while keeping the overall vanilla flow.

Byproduct chains are something that I struggles to balance since I want to keep the "realistic" output of recipes while trying to keep every byproduct useable, and creosote being one of the byproduct that I can't think of a good way of disposing it early besides burning it. "Having a use for every byproduct" is something that I want to achieve but it is harder than I think, maybe I will have to completely redo the early game progression at some point.

I think your "virtually infinite ore patch" is a good counterpoint on using complex ore processing chains. In fact, I have never thought about this before, and adding actual reasons to encourage players to use new processing chains is something that I really should look into, probably by increasing complex chain ratios or increasing early game recipe penalties, something like power consumption or output ratio.

I know that my mod is not as polished as other overhaul mods out there, but I still hope you enjoyed playing it. I appreciate feedbacks a lot, whether it is positive or not, since they can provide more perspective for me to improve my mod.

Thanks again for spending time on my mod and giving feedbacks.

New response