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
2 days ago
1.1 - 2.0
9.23K
Transportation Logistics Trains Combat Armor Enemies Environment Mining Fluids Logistic network Circuit network Manufacturing Power Storage

g A couple more things

a month ago

So 2 things which aren't precisely bugs but affect gameplay negatively.

1) Liquid metals.

In SE there is a point to these. The SE caster building seems to be redundant with one from a mod I have not played, and liquid metals seems to be a way to waste resources instead of an important way to boost them in the midgame. I don't know why they are needed unless they serve a purpose I am unaware of? Or, we should get a way to benefit from them like in SE.

2) A bunch of recipes missing signals.

Specifically, the dirty water to resources ones from the filtration plant. I rather need these to set recipes, so I can use a dozen filtration plants instead of literally hundreds. There may be more missing, I haven't done an exhaustive search.

If I find more stuff, would you prefer I make a new topic so you can put a tick next to it? It felt like spamming, so I can make new topics or reply here if I find more stuff in the future - pretty sure I will.

Also, thanks for looking after this mod. Your work is appreciated!

a month ago

1) confuses me because melting ingots and making plates with the molten metal should increase yield over making plates from ingots directly. And, whenever I have looked at the way things shake out in factory planner, it does. So... if you're seeing something different, I wonder where?

(Although if you're comparing to vanilla k2se to form this conclusion, it's because ATOM ingots don't make as many plates as vanilla SE ingots, but the full processing chain still makes more plates for a given quantity of ore.)

As for the dirty water recipes, using the signal for the desired crushed ore seems to work for everything I've tried except copper (which selects gold, but since the recipe signal is available that's not a big deal). Have you found some where this does not work?

a month ago
  1. The benefit comes from allowing more prod modules being used. That's where the bonus comes from. At least in some cases. There is some math behind all the material processing steps that I did when I implemented the system. Every newly unlocked step brings a bonus.

  2. Valid.

It would be best to join our Discord server and create bug threads there. If not, that's fine, but create a new thread for each bug or feature request.

a month ago

Also, some recipes seem to be missing localization, though that is not a huge problem.
I don't want to open another discussion page, so I will ask here: would it be possible to add a early game progression guide for players in the informatron?
I know, factoriopedia exists, but it feels really overwhelming in the beginning.

a month ago
  1. The benefit comes from allowing more prod modules being used. That's where the bonus comes from. At least in some cases. There is some math behind all the material processing steps that I did when I implemented the system. Every newly unlocked step brings a bonus.

  2. Valid.

It would be best to join our Discord server and create bug threads there. If not, that's fine, but create a new thread for each bug or feature request.

  1. Yeah, the chains which get unlocked seem very AngelBobs-esque. I still think that some metal fluids are a straight waste of resources and a downgrade, but I'll give you specifics if I get to confirming this. They may be needed for longer chains and optional but bad at lower processing chain lengths. I retract my claim that the metal casters are completely redundant.

I'm not a huge fan of discord. Thanks for not being pushy on this.

25 days ago
  1. Yeah, the chains which get unlocked seem very AngelBobs-esque. I still think that some metal fluids are a straight waste of resources and a downgrade, but I'll give you specifics if I get to confirming this.

I think I may have found the issue. There are recipes to make molten chromium, indium, tantalite, and zinc directly from the enriched form of the metal. So, assuming no productivity modules, if you use this route:

ore -> crushed -> enriched -> molten -> plate

You get 1.6 ore per plate. That's pretty bad compared to the non-melting chain of:

ore -> crushed -> enriched -> ingot -> plate

At 1.1 ore per plate. Buuuut if you use this chain:

ore -> crushed -> enriched -> ingot -> molten -> plate

Then you get 0.75 ore per plate.

So, basically, don't use the bad recipes. And maybe they should be removed.

25 days ago

I know there are many steps to choose from, but it really all makes sense. It's complex because that's what this modpack is about. Do the math yourself and don't do it without prod modules. The balancing is with prod modules. Skipping molten only exists so you can reduce vulcanite usage. I'll post the original diagram in Discord. Feel free to join if you didn't already.

17 days ago

I kludged my way to the highest levels of ore manipulation, so I think I see what's going on now. Indeed, if you don't need ingots, and you don't have many module slots in your unlocked buildings yet, and you have a small chain besides, there ARE situations in the earlier game when you are best to go straight to plates even though ingot recipes are unlocked. At full unlock, clearly not.

I am concerned as I build what will likely be my endgame setup, that it will lead to massive shortfalls of sulfur and limestone. Though I have not turned it on yet so can't say for sure. I also don't care about sulfur, as I can export it from my nearest zero threat moon by the rocketfull of delivery capsules if needed.

Limestone is already a problem. And even though I COULD go to one of the highest threat zones to get an infinite amount, I'm not exactly enthralled by the concept. I share this tentatively as I have not made it operational yet, and will suggest balance changes in a new thread if my concerns are realised.

@cackling.fiend

It would be good if the diagram was on the github (if it is, I can't find it). I'm not demanding "make me a wiki" or anything - but I'm not joining discord. Having any useful materials in one place, without the need for an account to access, would be super super helpful

4 days ago

It's not official. Just a help for implementing it.

4 days ago

Also, some recipes seem to be missing localization, though that is not a huge problem.
I don't want to open another discussion page, so I will ask here: would it be possible to add a early game progression guide for players in the informatron?
I know, factoriopedia exists, but it feels really overwhelming in the beginning.

Please report missing localizations in a separate thread or in Discord. We have fixed many but may haved missed a few. Please give the exact name that is missing.

I'm not making an Informatron page because of time constraints but would accept a pull request from anyone who is willing to do it.

4 days ago

Thanks for that.

I dunno if I want to tell you this. But I guess I will. While you can't put productivity modules into the crusher after you select a recipe, you can before it has. That's +50% across the board, with the stokes 2 modules and purple crusher.

2 days ago

Thanks. I disabled prod modules in the masher as a fix since there is no recipe that allows prod anyway. I'll release it soon. I would consider the behavior an engine bug.

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