All The Overhauls Modpack | SE + K2 + 248k + BZ + 5Dim + More


This modpack is meant for those players who are looking for a real challenge. Lots of intermediates and resources to find and process. Big logistics problems that you will need to solve to tame the beast that is this modpack. This modpack will take a while to complete, so be ready for the long haul.

Mod packs
a month ago
1.1
6.63K
Transportation Logistics Trains Combat Armor Enemies Environment Mining Fluids Logistic network Circuit network Manufacturing Power Storage

g Feedback

5 months ago

Got to green cards.

Main issue is research:
-> Things like chemical plant in fluid chemistry (i cant make tungsten because i need research).
-> Issue with ore purification (and other researches from 248k mod) is i cant use them when i researched them. They give me an assembler and recipe that i'll need 20+ hours in the future. maybe put single building researches into one and make them be researched farther in the future?
-> Space platform scaffold that i can research after steel fluid handling without researching blue cards (it requires blue cards to research).

Also starting area is just too small for that amount of different resources.
Plus i think things like filtration and electrolysis plants should be put in fluid handling.

I am no professional player (250 hours of factorio) so i don't think you guys should listen to me, but this modpack has huge potential and my 20 hours of in this modpack was very good and i want experience to be even better. So please continue work on this modpack.

5 months ago

oh wrong category

5 months ago
(updated 5 months ago)

Hey. Thanks for your feedback. We know that this modpack is far from polished. With 2.0 coming soonish and knowing that this modpack maybe isn't going to be continued after that (depending on how much the other modpacks break), polishing is not high on the priority list.

About your points:
- Early researches for chemical stuff is like it is intended to be and I hope there is no deadlock (there were none when I last restarted). Bismuth is tedious in the beginning but there are ways to reduce the usage and that's how the author of the bismuth mod intended it to be. Tungsten should be available early enough. Maybe the order of the researches is not optimal, but it works. Yes, electrolysis plant is a pain to get the first one without proper bismuth production. We are open for concrete proposals since we didn't think about it in detail yet and, again, that's currently not a high priority thing.
- The ore processing technologies from 248k could be consolidated somehow and placed elsewhere in the tech tree but since everything works, it's not high on the prioritity list.
- What you say about space platform scaffold sounds wrong. For me it says it needs space science pack (in addition to steel fluid handling). If it's broken on your side, please join our discord server and provide us with a screenshot and savegame to check what's wrong.
- Starting area is something you need to configure when you create a new game. Increase it to your taste there (of course it's too late now for you). The "Space Exploration Default" sets it to 200%. Personally I think that's close enough to a vanilla feeling (100% isn't very generous for vanilla either).

If you really want to make things happen and like the idea of learning to mod, we are open to pull requests ;-)
If not, join us on our discord server to discuss possible changes in more detail.

5 months ago

yeah it seems like scaffolding thing was my bad. I just thought that if i don't research new card tier i wouldn't get research for that tier (like in vanilla)

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