Adds more depth, fun challenges and chase goals for factorio addicts, especially in the later stages of the game. Intended to be a high quality vanilla+ experience and the ideal version to megabase on.
Hello!
Been looking forward to play/stream this overhaul as it seems like the perfect vanilla+ experience!
But noticed some weird oddities and was hoping those would get fixed since the first version:
- Yellow ammo needs carbon but carbon can only be made in Steel furnaces. So you can unlock weapons and gun turrets at red science but ammo would need green. Is this intended?
- Also discovered gears are hard assigned to vanilla assemblers but not the assemblers category? (I tried the pack with AAI and burner assemblers can't craft gears, leading to a softlock early game)
Also looking forward to some compat with planet mods like Maraxsis (which adds a duplicate tech for more landing stations), but feel free to ignore that one.
I started a test playthrough and noticed this too. Shotgun still works well enough to deal with early biters, but gun turrets aren't really useful without access to carbon. There's another similar issue with stonewalls requiring concrete, which leads to the weird situation where the red science stone wall tech is gated behind the red/green concrete tech.
Potential solutions?
-Assembly machine 1 recipe to turn wood into carbon to bridge to steel furnaces
-Stone furnace recipe to burn wood into carbon
Thanks for the feedback guys, I'll publish an update tomorrow. I'll add a wood > carbon and stone brick>wall recipes.
Hard assigning gears to vanilla assemblers is an ugly fix for being bad at .lua, I'll look into it but it may take me more time.
Maraxxis compat. is not yet on my todo list, but I may consider it later on. In any case, you can consider the Maraxxis tech is the canon one if you add the planet :-).
Published an update which should help with your feedback. I settled for the following :
- added a coal > carbon recipe in the stone furnace immediately available
- as a consequence, stone furnaces now also require a manual recipe selection (otherwise your ore smelting could randomly switch to carbon if you had an ore shortage)
-decided upon making walls a green tech to avoid creating uninteresting recipe duplicates, but made the concrete tech both cheaper and faster to research
-improved compatibility with mods like AAI which create their own assembly machine or add their own ingredients in building recipes (glass for example)