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
14 days ago
1.1 - 2.0
8.84K
Transportation Logistics Trains Combat Armor Enemies Environment Mining Fluids Logistic network Circuit network Manufacturing Power Storage

g A couple more things

22 days 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!

13 days 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?

12 days 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.

11 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.

10 days 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.

5 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.

4 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.

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