Simple Seablock

by Aronson

Seablock based primarily around vanilla factorio techtree with minor changes

Overhaul
13 minutes ago
1.1 - 2.0
1.09K
Environment Fluids

g Move landfill earlier in tech tree

10 days ago
(updated 10 days ago)

Cool mod idea! I recommend moving landfill earlier in the tech tree or making it so the landfill tech and it's prerequisites are not affected by the science cost multiplier. For example If you have a 100x multiplier, to unlock the landfill tech alone it is 5k red/green science and this is not really doable on just the small amount of landfill you begin with. Similarly with the agricultural tower.

10 days ago

Interesting, I've never played around with the science cost multiplier so I didn't really consider it here. I don't really like the idea of moving landfill in the tech tree - one of my design goals was to avoid touching existing parts of the game as much as possible (outside of things that HAD to change like foundation). That's why the sediment to stone recipe is very generous rather than making landfill cheaper, for example. I also like the bit of early-game challenge that comes from limited space until you research landfill, when you're playing with default settings.

Given this is an issue specifically with science multiplier, I'd be open to opting a few techs out of the multiplier like you suggest. I guess that would be:

  • Logistic Science Pack
  • Steel Processing
  • Landfill
  • Agriculture
7 days ago

Hey! I am literally, right now, playing on a x4 multiplier (marathon). I agree with the points xypheran made.

I focus directly towards landfill. The area is big enough to automate both science pack 1 and 2 and power. Yet it takes ~3 - 4 hours to get landfill.

Fully agree with the solution to simply make them cheaper. Steel and agriculture don't really matter since this mod allows instant Logistic Science Pack and then --> Landfill. Logistic Science was less impactful because there's more space to make more red science packs. Good idea for bigger multipliers to reduce the cost though.

7 days ago
(updated 7 days ago)

Weird, I thought I had made a post here after 1.1.0 released, but obviously I never sent it or something. There's also been further discussion of 100x science here: https://mods.factorio.com/mod/SimpleSeablock/discussion/6965350222f3efeef5b0852b

As of 1.2.0, the chemical plant has been moved to automation 2, and all of the following techs are exempted from the tech multiplier if you enable the setting "Disable technology price multiplier for starting technologies"

  • Logistic Science Pack
  • Steel Processing
  • Landfill
  • Agriculture
  • Automation 2

Which should mean you have everything you need to bootstrap your factory before running into any tech multiplier hurdles.

Note this setting is disabled by default since I don't know if people playing on low multipliers would necessarily want the change.

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