Welcome
Hello,
Normally, I could ignore this description, because I have already explained all the content of the modpack, its settings, individual mods, and the reasons for their use and settings in the introductory video of my YouTube series (if some people did not understand from the description, the videos are entirely in Czech, and I don't have time for an English translation or subtitles yet). The whole modpack is mainly for my YouTube video series. However, I have decided to make it public in case someone is interested in using it for personal use or playing with friends.
So, here's a detailed description of the modpack, so that the community that doesn't speak Czech is not deprived.
List of mods used
Utilities
- Afraid Of The Dark (enforced personal lights + more)
- Auto Deconstruct
- Barreling Group
- Even Distribution
- Fill4Me - errors fixed
- Helmod: Assistant for planning your factory
- Mining patch planner
- Module Inserter Extended
- P.U.M.P.
- Pump Anywhere
- Quality of Life research
- Rate Calculator
- Realistic Decoration Cleanup
- Squeak Through
- VehicleSnap
- LTN Manager
- YARM - Resource Monitor
- Autobuild
Content
- Belt Balancer (Improved Performance)
- Better Train System
- Big Pumpjack - Extract from various oil patches
- Extended Vanilla: Fusion Reactors
- Extended Vanilla: Mining & Drills
- Extended Vanilla: Personal Defence
- Extended Vanilla: Personal Roboports
- Extended Vanilla: Power Armors
- LTN - Logistic Train Network
- Manifold Pumps
- Miniloader
- More Storage Tanks
- Pressurized fluids
- Warehousing Mod
- Ultimate Belts
- Wind Turbines
- Wood to Landfill
- Schall Endgame Evolution
- Moar Roboports
- Quantum Furnace
- Merging Chests
- Merging Chests Unlimited
- Merging Chests Logistic
- Tier 4 Modules
Libraries
Tweaks
- Bob's Adjustable Inserters
- Configurable Fuel
- Finite Oil
- LTN Language Pack
- Modules Rework
- Playtime+
- Prismatic Belts
- Schall Recipe Scaling
- SmoothWarnings
- Tinted Ghosts
- Turret Range Buff
- Ultimate Belts Smart Fix
- Water consumes pollution
- Good Tweaks - Beacons
- More Module Slots
Another modifications
In order to keep the entire modpack under control, preserve as many of the original game systems as possible, and get as close to vanilla as possible, a lot of customization was needed. Therefore, all the mods have been adjusted directly in the basic settings (which means that when you download the modpack, the mods are automatically set up for you) to make them as balanced as possible and to optimize the UPS of the game, so that the challenge can be completed at all (it is possible that in later stages of the challenge, the mods will need to be further adjusted). I have also added a lot of my own modifications to the game itself, so that I don't unnecessarily overstuff the modpack with mods that are no longer supported by their creators.
My own modifications
- All item stacks are set to 500, and stacks of "flooring" items are set to 5000. Of course, the settings are adjustable.
- It adds infinite technologies for Braking Force, Worker Robot Storage, Inserter Capacity Bonus, Worker Robot Battery, Laboratory Research Speed, and Laboratory Research Productivity.
- Radar range reveal are now set to 20 (clear view) and 50 (scanning range). Settings are adjustable.
- Turrets range has been changed to more balanced values based on stronger enemies added by mods. Settings are adjustable.
- Default settings of most mods were changed to more balanced state for overall good gameplay experience (for giga production bases to be exact)
Purpose of the modpack (What is the challenge?)
Now that we have all the settings and mod assembly behind us, let's talk about this challenge (which, by the way, anyone of you can try thanks to this modpack).
The entire YouTube series will focus on reaching the limit of infinite technologies because, of course, there has to be a limit. In vanilla Factorio, we have the limit of the computer/machine on which Factorio runs. If we wanted to build, let's say, a 50k SPM or 500k SPM mega base, our computer wouldn't be able to handle it completely (maybe we wouldn't be playing on FPS/UPS but on "minutes per update" -> "MPU").
The reason we can't reach this limit with a regular computer is that, for example, if we wanted to research level 50 robot speed, we would need a total of 562,949,953,421,310 science packs, which, for a mega base with a production of 5k SPM, would take about 214,382,371 years, not counting beacons and modules (I don't feel like calculating that).
That's why this modpack was necessary, so we could use "cheat" mods to take this production to a whole new level. Of course, many other mods have been added that provide my favorite features, modifications, or even better enemies to make the game more exciting.
I'm really excited about what awaits us in the videos, and I also wish you good luck in building your own "Super Ultra Mega Base".
I would appreciate any feedback, bugs, and errors that I may have made during the modpack creation, or if you have any mod suggestions that you would like to see in the modpack or believe would further enhance the production.
Special thanks
I would like to express my gratitude to all the mod creators whose work enables the creation of this modpack and expands the possibilities of the game. Your creative work is fantastic and enhances the Factorio experience even more. Thank you all, and I look forward to the next adventures within this challenge.