This mod has not been abandoned I am just battling a busy work schedule and my steam library!
For everything below there will be more coming as I try to move away from the cheat tag, real investment for real output to support the organic flow of the game.
New capstones
| Capstone |
Cost |
Needs |
What it does |
| Ironclad |
100 pts |
Apex Predator, Apex Survivor and Lone Wolf maxed |
Unlocks the Ironclad Suit: Mech Armour that still flies, with a bigger grid (14×14 at normal quality), a built-in 2.5 MW Core Reactor and a Servo Array (+25% speed). Better quality gives a bigger grid and stronger built-ins. It has its own gunmetal look, a red glow at night and a red exhaust trail; each can be switched off. |
| Dockmaster |
25 pts |
Cargo Drone and Underground Engineer maxed |
Inserters can take items out of your cargo bays, on space platforms and planets. Nothing to craft: every bay your team has works, including ones you build later. Output only. |
| Limitless |
10 pts/level, 20 levels |
Synergy Lv1 |
+50% productivity per level on every recipe that allows productivity, for your whole team. That's up to +1000% at level 20. |
XP and levelling
- New Mastery tab: six skills that make you earn XP faster:
- Hands-On: mining, chopping trees and picking up buildings
- Artisan: crafting
- Foreman: building by hand or with robots
- Veteran: kills and asteroids
- Scholar: research
- Polymath: a bonus for mixing different kinds of XP
- Fully invested, Mastery levels you about twice as fast as before. Mastery doesn't count towards Synergy.
- Levels now need a third more XP. Without Mastery you level about 25% slower than in 1.9.97.
- New research, Skill Training: a chain from red science to promethium that gives XP to everyone on your team, offline players included. It starts with five cheap red-science levels to get a new game going. The promethium tier is infinite, and its cost doubles each level.
- New Recent XP tab: shows where your XP came from in the last 5 minutes, and roughly how much you're earning per minute. Hover the XP bar for the same breakdown.
- The asteroid XP limit chat messages are now off by default. There's a per-player setting to turn them back on.
Balance changes
- Apex Transport Belt now costs 100 points (was 1). If you already own it, you keep it.
- The Capstone tab is split in two: Capstone Unlocks on the left (skills with a level cap) and Infinite Capstones on the right (Synergy and Research Productivity).
Changes that affect everyone
- Productivity can now pass +300%. Factorio has a single productivity cap per recipe for the whole game, so the new startup setting "Productivity cap (%)" (default 2000%) applies to everyone, including modules and research. Set it to 300 to keep Factorio's normal cap; Limitless then does nothing.
- Equipment grids are one row taller at epic and legendary quality, for every armour and vehicle, because Factorio sets grid size per quality for all grids. A startup setting turns this off.
Compatibility and fixes
- Your running speed bonus now adds to other mods' speed bonuses instead of replacing them.
- Your skill bonuses come back automatically if another mod resets research effects, which many mods do when they update.
- Changing team, or two teams merging, now moves your team-wide bonuses with you.
- The Apex Loader now appears when Vanilla Loaders HD is installed.
- Apex belts and the Ironclad Suit can be recycled.
- If another mod removes Mech Armour or the parts it's made from, the game still loads; the suit is simply left out.
- The download is much smaller: about 19 MB instead of 58 MB.
Removing the mod cleanly
Factorio deletes a mod's saved data when you remove the mod, so the bonuses would otherwise stay on your save. Before removing it:
- Run
/skill-system-remove-bonuses (admins only in multiplayer).
- Save the game, then remove the mod.
/skill-system-restore-bonuses switches everything back on if you change your mind.
For mod authors
There's a new remote interface, SkillSystem, with get_level, get_skill_level, get_skill_points and add_xp. Details are in the README.
Bug reports and feedback are welcome here. 2.0 is still in progress.