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Reduces the cost of individual items by multiplying the output and time values of most recipes. Settings are provided to prevent multiplication of user-specified recipes, and to adjust the output and time multipliers.

Tweaks
3 months ago
1.1 - 2.0
852
Manufacturing Cheats

g [Reverted] 1.0.8 Removed mod settings for player-set exclusions

1 year, 28 days ago

please don't as i was using this to limit certain things. primarily buildings and logistics. when i updated it became incompatible with mining drones and omnifluids as a result. i've had to go back to version before the update

1 year, 28 days ago

Hi insanlypoor, sorry to have introduced a breaking change for you.

I uploaded a new version which should fix the incompatibility problem with Mining Drones. I checked Omnifluids as well, and it seems to work fine.

Could you give more details about limiting certain recipes? Is it the upgrade chains such as Assembler Mk1 -> Mk2 -> Mk3 which might result in more buildings in storage than normal that bothers you?

I've previously thought about adding a setting to exclude buildings from the output multiplier, but felt that the costs of everything are already so low that it wouldn't make enough difference to bother implementing.

1 year, 28 days ago

here is the list of recepies that i have limited. the ores are because of the clash i originally had with mining drones. the bulk rail loaders and express /advanced / elite transport belts from advanced belts are still multiplied. i figured out that your mod ignores other modded items. i have the assemblers belts limited because when upgrading,i'd end up with far too many left over. i love this mod by the way as it made me enjoy playing with biters enabled for the 1st time

mine-iron-ore,mine-copper-ore,mine-coal,mine-stone,mine-uranium-ore,mining-depot,primitive-electric-furnace,inserter,fast-inserter,transport-belt,lab,radar,logistic-robot,construction-robot,roboport,assembling-machine-1,underground-belt,splitter,boiler,stone-furnace,Bulkrail-loader,Bulkrail-unloader,locomotive,cargo-wagon,fast-transport-belt,fast-underground-belt,fast-splitter,stack-inserter,assembling-machine-2,pumpjack,oil-refinery,chemical-plant,offshore-pump,express-transport-belt,express-underground-belt,express-splitter,centrifuge,nuclear-reactor,heat-exchanger,steam-turbine,advanced-transport-belt,advanced-underground-belt,advanced-splitter,elite-transport-belt,elite-underground-belt,elite-splitter,assembling-machine-3,artillery-wagon,gun-turret,laser-turret,flamethrower-turret

1 year, 28 days ago

I've been trying to think of a good way to resolve this, and it feels to me that bringing back the user-defined excluded recipes option is best.

Another new version is uploaded now, that brings back just the recipe name exclusions field (recipe subgroups and recipe categories options are still gone).

-

On another topic:

i figured out that your mod ignores other modded items.

If this is the case, that is actually not intentional aha.. this mod is meant to make alterations to all recipes with just a few exceptions. Could you tell me which modded items this mod is ignoring please?

I'm very glad to hear you are enjoying the mod :)

1 year, 28 days ago

the bulk rail loaders from "https://mods.factorio.com/mod/railloader-MXO" and express /advanced / elite transport belts from "https://mods.factorio.com/mod/AdvancedBelts" are the ones that are ignored and still made in bulk. thank you for taking the time to cater for me. i'm glad i could help in any way :)

1 year, 28 days ago
(updated 1 year, 28 days ago)

I peeked at the mods you linked to double check the recipe names. In their latest releases, it looks like they differ somewhat from the ones you are using in the setting. If you update what you have to use these, it should work like you want it to :)

-- Belts
extreme-belt
ultimate-belt
high-speed-belt

-- Splitters
extreme-splitter
ultimate-splitter
high-speed-splitter

-- Undergrounds
extreme-underground
ultimate-underground
high-speed-underground

-- Rail Loader
railloader
-- Rail Unloader
railunloader

BTW how do you like the rail loader mod? I've been looking at it for a while but haven't tried it out yet :|

1 year, 27 days ago

i use the rail loader mod a lot as you can link them to the logistic network. that way i can set stations to enable / disable depending on what they have in them. you can also set how big their storage is (i find a storage of 80 is plenty, enough to fill 2 wagon loads) . sweet. i have implemented the changes to the exceptions and they have worked. and i have updated to latest version and go no conflicts :) thank you so much.

1 year, 27 days ago

I definitely need to check out rail loader now haha. It sounds very cool

I'm glad it's working :)

10 months ago

Hey insanlypoor, with the most recent update for the mod, buildings should not get multiplied anymore (by default!)

Hope this makes things easier for you, might remove a lot of the user-set exclusions that you needed to set up previously.

Cheers

8 months ago

sweet thanks. i have left the list as is for now, but I might try krastorio or IR3 soon, so it should get tested then :D

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