Cmers' Vanilla Revamp

by C-mers

A variety of changes to remix the vanilla Factorio experience.

Content
a month ago
1.1
269
Manufacturing

Changelog

Version: 0.7.1
Date: 5. 8. 2024
  Changes:
    - Added an option for harder power
      Reduces the total output of solar panels
      Reduces uranium ore abundance, uranium fuel cell energy value by 75%, and nuclear reactor neighbor bonus by 50%
    - Engine unit uses iron plates directly instead of pipes
    - Engine and Electric engine renamed to Heavy and Electric motor
    - Electronic circuit renamed to Basic circuit
    - Substations now take advanced circuits instead of basic circuits
    - Moved charcoal recipe to require biochemistry
    - Removed hydrolox rocket fuel recipe
      will remained unlocked in existing saves, but is now inaccessible in new saves
    - Polished silicon gives 2 instead of 4 with expensive recipes
    - Integrated circuit recipe moved to assembling machine
    - Space module can now be used on any recipe
Version: 0.7.0
Date: 1. 1. 2024
  Changes:
    - Similar to the changes mentioned in FFF-382, rockets now only take 25 rocket parts to build
    - Technology research satellites now only give 250 space science
    - With Nuclear Fuel, portable RTGs only use 1 plutonium
      space science still takes a similar amount of resources (same amount of rocket parts, but more satellites), while launching the other satellite types will be cheaper
    - Steel ingots now output 5 items at a time; adjusted consumption of girder, plate, rod recipes
    - Processing unit consumption of electronic circuits reduced from 10 to 6
    - Polished silicon output increased from 1 to 4; various changes to recipes consuming silicon and ICs

  Minor Changes:
    - Reduced beacon range from 7 to 6 tiles
    - Fixed charcoal recipe not accepting productivity modules
    - Reduced the algae to light oil recipe output amount from 50 to 10
    - Doubled crafting time and output of algae recipe
    - Burner, regular, and long inserter rod consumption reduced from 4 to 2
    - Accumulators now use resistors with circuit parts enabled
Version: 0.6.4
Date: 10. 27. 2023
  Changes:
    - Neural processor recipe now has a uniquie icon
    - All worms now drop alien biomass, with larger worms dropping more biomass
    - Non-upgrade researches using production or utility sciences now require multiple of a relevant lesser science pack (auto, logi, chem, milit) per research point

  Balancing:
    - Graphite recipe now crafts 3 items every 4 seconds
    - Reduced electric furnace speed back to 2
      these changes were done so that 2 graphite furnaces could fully supply an iron ingot belt's worth of steel smelting
    - Beacons have a larger supply area and more module slots if the beacon limit is 4 or less
    - Space Module research cost reduced to 5k science
Version: 0.6.3
Date: 09. 30. 2023
  Balancing:
    - Halved number of electric engines needed for expensive express transport belt recipe
    - Manufacuring research satellite now gives 4 space modules instead of 1
    - bio-to-oil recipe rates changed, now each unit of crafting takes one of an item as input
    - Nerfed laser turrets, now they draw 2.5x more power and have a base damage of only 100 per shot
      they're still stronger in DPS and energy efficiency than vanilla, but it avoids making defenses too trivial in the late game

  Changes:
    - Refined silicon is now a silicon ingot, requires an extra step to make polished silicon
      in hindsignt it was a strange choice to have it refined into a wafer right out of the furnace when I specifically changed iron and copper to not work that way
    - Fixed entity UI icons for biolab, nuclear robots
    - Improved beacon restriction code, now updates machine operability on beacon deconstruction
Version: 0.6.2
Date: 09. 20. 2023
  Changes:
    - Changed slowdown and poison capsule recipes, both now require chemical plants
    - Laser emitters now accept prod mods
    - Spawners no longer drop biomass if biochem is disabled
    - Added an option to limit the amount of beacons a single machine can receive effects from
      the default is 2, can be as low as 1, and effectively disabled by setting it to 12 or more
      the implementation is pretty crude currently, it doesn't update existing buildings and wont make a machine work again if the beacons are removed
    - Streamlined most module recipes
      All tier 1 mods reverted to advanced and electronic circuits, all tier 2 mods use electric engines along with advanced/ICs, and tier 3 speed uses heat pipes
Version: 0.6.1
Date: 09. 13. 2023
  Changes:
    - Introduced an option for harder logistics
      reduces the storage capcity of all fluid, stationary, and vehicle containers by at least 50%
      also doubles the weight of all trains and nearly halves their max speed
    - Added a laser emitter item as an intermediate for laser turrets and equipment
      this allows for productivity module 3s to be made in a 100% peaceful save

  Balancing:
    - Removed module compatibility from biolab
      it already had no module slots but could still take effects from beacons
    - added productivity module compatibility to neural processor and biochemistry chemical plant recipes
    - Space module productivity bonus can now be adjusted via startup settings
      I wanted to reduce the rate to 10%, but this will allow for flexibility and avoid breaking existing saves
      note that the default is 10% so make sure to adjust it before loading a save
    - Space module pollution reduction changed to 50% efficiency bonus
      now surrounding it in speed beacons will come at a pollution price eventually
    - Stack inserters now start with a total capacity of 4 instead of 2
    - Reduced the cost of inserter capacity bonus 1 and 2
    - Swapped solar panel and battery usage for efficiency modules 1 and 2
    - Comms satellite research no longer requires mapping research

  Minor Changes:
    - Nuclear power research now correctly requires electric engine research
    - Removed military science demand from RTG research for the same reason as prod 3 research
    - Comms satellite research now correctly requires logistic/construction robot research
Version: 0.6.0
Date: 09. 09. 2023
  Changes:
    - Introduced an option for biochemistry
      each type of refined oil can be made from fish, wood, or algae
    - Added the biolab building to allow for renewable production of said fish, wood, and algae from water and small quantites of ore, and lots of power.
    - Added alien biomass, which can also be grown in biolabs or looted from biter/spitter spawners
      biomass is used in military sience and an alternate processor recipe, but unlike the original alien artifcats you likely won't gather enough from enemy bases alone to do all your research even on a deathworld
    - Added charcoal, a recipe to convert wood into coal with a notable energy gain
    - Alternative recipes no longer contribute to "total raw" calculations
    - With both biochemistry and alt recipes enabled, regular rail crafting now uses wood in place of iron rods
Version: 0.5.6
Date: 09. 05. 2023
  Changes:
    - Reverted name change internally due to compatibility issues
      not sure why this didn't cause issues during personal testing
Version: 0.5.5
Date: 09. 05. 2023
  Changes:
    - Added yet another satellite which gives access to an upgraded roboport with 4x the charging slots and 2x the range
    - Added nuclear-powered robots which can carry more items and have infinite charge but are half as fast as the regular bots. They even glow in the dark!
    - Added pollution modifiers to specific recipes
      steel and silicon now produce 50% more, steel-based iron parts produce 25% more, batteries and ICs produce 50% less, and hydrolox fuel produces 75% less
    - Changed the name to better reflect the mod's purpose
Version: 0.5.4
Date: 08. 31. 2023
  Changes:
    - Mapping satellite recipe changed, no longer uses silicon if it's disabled
Version: 0.5.3
Date: 08. 28. 2023
  Changes:
    - Reduced integrated electronic circuit craft time from 5->4 seconds
    - Added new icons to differentiate alternate recipes 
    - Fixed silicon not accepting productivity modules
Version: 0.5.2
Date: 08. 28. 2023
  Changes:
    - Added alternate recipes for grenades and piercing ammo using explosives
    - Added an alternate recipe for rails using stone bricks
    - Removed steel processing 2 research, alternate steel parts unlocked alongside electric furnaces
Version: 0.5.1
Date: 08. 27. 2023
  Changes:
    - Balanced marathon mode variants of alternate recipes
    - Whitelisted productivity modules for alternate recipes
    - All unlocked recipes will now enable on reload for older saves
Version: 0.5.0
Date: 08. 27. 2023
  Changes:
    - Added an option to allow alternate recipes
      Produce more iron parts through using steel, electronic circuits from ICs, or hydrolox rocket fuel directly from water
      Each process has a trade-off; steel parts require water to produce and are slower, ICs need stone and sulfuric acid, and hydrolox fuel is slow to make to avoid being energy-positive
    - Fixed default electric furnace recipe
Version: 0.4.5
Date: 08. 26. 2023
  Changes:
    - Steel ingot coal usage reduced from 2->1
    - Removed efficiency module from standard RCU recipe
    - Doubled lubricant in electric engine and heavy oil in sulfur recipes
    - Buffed speed module and efficiency module 2
    - Requester, buffer, and active prodiver chests now require integrated circuits to match utility science prerequisite.
Version: 0.4.4
Date: 08. 25. 2023
  Changes:
    - Reduced ICs used in RCU from 3->1 and silicon in LDS from 2->1
      stone usage in rockets is more balanced compared to other resources
    - Removed speed bonus from space module
      now more of them or speed module beacons are needed for the same amount of production
      they still offer a pollution reduction and zero increase in energy consumption
Version: 0.4.3
Date: 08. 24. 2023
  Changes:
    - Fixed space module being allowed in non-intermediate recipes
Version: 0.4.2
Date: 08. 22. 2023
  Changes:
    - Added a third satellite in the form of a mapping satellite
      Produces a long-range radar when launched with 3x the long-range and persistent scan radius of the vanilla radar
Version: 0.4.1
Date: 08. 20. 2023
  Changes:
    - Reduce cost of personal mk2 and laser defense equipment items
    - personal equipment with processing units now uses a mix of processors and ICs with circuit parts enabled
    - with chemistry enabled and circuit parts disabled, processors now need silicon to craft alongside other requirments
    - reduced craft time of integrated circuits from 5 to 4 seconds, inline with batteries and explosives
Version: 0.4.0
Date: 08. 19. 2023
  Changes:
    - Added an extra chemistry option to startup, introduces graphite and refined silicon as smeltable intermediate items.
      Graphite is used in engine units, nuclear reactors, plastic, and the smelting of steel and silicon
      Silicon is used in solar panels, laser turrets, combinators, low density structure, and replaces stone in integrated circuits
    - Steel now requires coal to make even without graphite enabled; **furnace recipe selection now a required prerequisite mod**
    - Beacons now use integrated circuits in place of electronic circuits
    - Electric furnace and assembling machine 3 now requires concrete
    - Regular concrete requires iron rods instead of ore, refined concrete uses steel rods instead of iron rods
Version: 0.3.0
Date: 08. 18. 2023
  Changes:
    - Added the space module; a module with 25% productivity, 75% speed, and -40% pollution
      Requires 25k space science to research and launching a new type of satellite to get one at a time
Version: 0.2.2
Date: 08. 17. 2023
  Changes:
    - Reduced amount of nuclear material needed for RTGs again
    - Increased speed of burner mining drill, assembling machine 2, and electric furnace
    - Inserter capacity bonus 1 and 2 now applies to regular inserters, 3-7 exclusively for stack inserters
Version: 0.2.1
Date: 08. 17. 2023
  Changes:
    - Added an antenna intermediate to the extra circuit parts, used in place of a radar as an ingredient as well as extra uses in logistics bots and trains
    - Fixed prerequisites for automation 2, speed module, logistics 3, and rocket control unit
    - Reduced engine units needed for speed module from 5 to 1
    - Buffed speed bonuses for speed module 2 and 3
    - Reduced craft time of all plates and gears by 50%
    - Increased amount of U-235 or plutonium in RTG recipe
    - Processing units can be crafted by hand with extra circuit parts enabled
Version: 0.2.0
Date: 08. 14. 2023
  Changes:
    - Added two new optional componets: the resistor and integrated circuit
      These can be enabled via mod startup settings and are used in advanced circuits and processors respectively, as well as dedicated uses elsewhere.
    - Removed redundant prerequisites from portable RTG research
    - Satellite now uses portable RTG instead of solar power
      with optional componets enabled, you need all the vanilla resources to launch a satellite
    - Changed rocket silo and space science technology prerequisites
    - Fix steel rod recipe not accepting productivity modules
Version: 0.1.2
Date: 08. 14. 2023
  Changes:
    - Removed productivity module compatibility from heat pipes
    - Removed thermodynamics prerequisite from advanced material processing 2
    - Added Nuclear fuel compatibility
      changes the portable RTG to use plutonium instead of uranium-235
Version: 0.1.1
Date: 08. 12. 2023
  Changes:
    - Electronic circuits now take 1 second to craft
    - Steel beams reduced from 8 to 2 seconds
    - Corrected automation 3 research requirements
    - Fixed changelog formatting
Version: 0.1.0
Date: 08. 12. 2023
  Changes:
    - Initial release.