Lithography


More advanced options for Modules.

Content
20 days ago
2.0
61
Manufacturing

i Mod Description

23 days ago

Hello Red_dog95,

could you extend the mod description with recipes, effects, costs (should be very expensive), information which machine can('t) use the new modules and maybe some pictures? Your mod sounds interesting, especially for endgame vanilla runs, but based on the given information it's hard (for me) to check if it's realy fitting my/the playthrough.

Thanks and best regards.

23 days ago

Hi boemelli,
I appreciate your interest. I like your idea. I'll see if I can add more details so people can see if it's something they'd like to add to their game.
Thanks!

23 days ago

Hi again!

I added a more detailed description. Haven't grabbed any screenshots yet but hopefully it's enough to help you make a decision.

23 days ago
(updated 23 days ago)

Thanks a lot for extending the description. Maybe it's just me, but if I scroll through the mod portal to look if there's something interesting new, I just skip mods without a meaningful description (exept your mod, because it sounded too interesting). Now your mod should get more attraction, if other people act the same.

So I gave v2.0.72 a try on my factorio test instance. I could craft the Unified Computing Unit by hand, but got only one unit. Did you change the recipe and the way it can be crafted between 2.0.72 and .73? I could also craft the Hybrid Module by hand. (Edit: Didn't looked at the change log. This point is obsolete)

I tried the Hybrid Modules in different entities to compare the effects with the vanilla modules - and none entity which don't accept Productivity Modules accepted Hybrid Modules. In 2.0.72 it don't seems that just beacons are excluded, as you wrote in the description. Can you prove it, and change the description if necessary?

Besides that, I have another suggestion. If we once ignore the Efficiency Modules, which no one uses for real, the Hybrid Modules doubles the module slots if you've used half Speed Modules and Productivity Modules before. So maybe the Hybrid Modules are a little bit to cheap for this effect. In vanilla you need 4 modules to craft the next higher tier, so maybe 4 modules of each type for one Hybrid Module would fit better in the vanilla logic.

22 days ago

Hi Boemmeli, thanks for trying it out.
Yes, while checking recipes I noticed it was still a little unbalanced, so I upped the output of the unified unit to 2 (since production science packs are so expensive already). 0.73 has the changes in the description you didn't see if you just tested it. Including limiting to assemblers only.

I see what you mean about the beacons. The modules have the productivity benefit so I've followed the same limits for the base game (which don't allow beacons), but I didn't mention the other products that are restricted. I'll update the description to mention the same limitations as productivity

The Hybrid module was meant as a combination of the effects of the other tier 3 modules, rather than just a 4th tier module. You make a good point that they might be a bit too cheap. I figured 6 tier 3 modules felt fair without being so expensive that it offsets any gains. Though I am hoping to add maybe a few more varieties of modules to get a bit more use out of the unified computing unit item, so there may be even more expensive modules and I'd like to leave a little headroom for that. But I may add that to an expansion mod since I want to also change how vanilla circuits are made.

I appreciate the suggestions. I really only made the mod in the first place because I wanted it for myself, and am lazy and wanted mod sync in my save files to work. But maybe it'll stand out a bit more thanks to your recommendations. Feel free to recommend any edits, or ideas for things in a small expansion.

22 days ago
(updated 22 days ago)

Hello Red_dog95,

I think we're looking for the same, but totaly different.

You created this mod for your playstyle, and you have more mod ideas.

I have only one Factorio run so far (maybe run is the wrong word for 4.5k hours in one savegame which is still ongoing lol), so I'm looking for mods which fits organically into my/the vanilla style. No overhaul, just minor changes. Another criteria for me is that the mod don't feel too cheaty. So I was fine with only one Unified Computing Unit in .72, and prefer 4 modules of each type for one Hybrid Module, because I think doubleing the slots is a real benefit which should'nt be that cheap. But that's just me. You created the mod, so you make the rules.

BTW: I don't think you created another tier 4 mod. Even tier 4 technically fits more into the vanilla logic, your way feels more organically. But I can't tell you why.

If you plan to add more to this or create a set of mods like this, I'll wait with my decision if I add the mod or not. I'm a little bit afraid of adding mods too quickly, because more mods higher the chance that my savegame will crash some day. Which will be a nightmare after so many hours...

20 days ago

Sounds like we have very different play styles, so I wasn't thinking about things from your perspective. I've just uploaded a new version (mostly to fix an issue with the previous version. Oops) and at the same time I added a mod setting to toggle recipes to the more expensive suggestions you mentioned.

Your save file is obviously a lot more precious than any of mine are. So absolutely no pressure to install the mod. Glad you even stopped by and took the time to comment.

If it changes your mind, I don't intend to add any "overhaul" to this mod. To me that means no base game recipe changes, and no new machines/buildings. Anything of that variety would be added to a different mod and this one will probably be the last version (unless I created a new bug somehow).

20 days ago

You created the mod primerlly for yourself, so there's no need to think about other peoples perspective. Nevertheless I'm happy you do, and delighted about the recipe option you added. Thanks a lot - also for the information, that this mod will stay as it is.

It doesn't really matter, because I'm just a random guy from the internet, but because of the latest changes I'll add your mod to the handfull of mods which passed my review.

Thank you for your time, the mod and the upcoming enrichment of my savegame.

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