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 - 2.0
10.5K
Transportation Logistics Trains Combat Armor Enemies Environment Mining Fluids Logistic network Circuit network Manufacturing Power Storage

b Another infinite resource loop

3 months ago

Yeah so this may not be useful, but it is a positive loop.

Corrosive solution takes productivity. You get 95%. Nuclear fuel processing gives 95% container. -> Infinite containers.

2 months ago
(updated 2 months ago)

You don't even need productivity. Some of the nuclear fuel processing gives back 3 containers instead of 1.

https://drive.google.com/file/d/13A8JW5HpqYgdqEb3Rbb_Hku0IZghrynH/view?usp=sharing

2 months ago
(updated 2 months ago)

You don't even need productivity.

LOL

In fairness it only has a 95% chance to triple your containers...

2 months ago

Another one, which I didn't bother to report - basically because there is no way to fix it without massive nerfs or recipe changes - is that my glass works kept clogging on tin. I figured I had severed the logic which left the chest half empty. But, nope. Turns out with not much productivity you end up positive on tin.

2 months ago

Yeah I guess an easy fix would be to not allow production modules for that recipe. I'm using the limestone recipe for glass myself. I figured I'd have my hands full making tin plates for solder.

2 months ago

Er, no, the easy fix is to tell the game not to apply productivity to the tin plate product; the keyword for this was changed in 2.0 and some places that needed updating were missed. Please don't assume we can't fix things; it's a lot more likely that you're just the first person to notice. Anyway, I've added the fix for glass to the pile of other updates I'm working on.

The solution containers are straight from 248k, not modified by ATOM. I've sent them a link to this discussion.

2 months ago

Losing 50% productivity - soon to be 80% productivity is not what I call an acceptable solution. It's already the "worst" glass recipe. But I've made my thoughts on limestone balance quite clear already. Hence it is the only recipe for glass which I can actually use

2 months ago

Losing 50% productivity - soon to be 80% productivity is not what I call an acceptable solution.

I don't know if this is in response to me or Parsifol, but for the sake of clarification: The recipe is still going to allow productivity on glass. It's just going to go back to requiring an ongoing tin input like it did in 1.1 instead of it turning into a tin byproduct at high productivity.

2 months ago

I don't know if this is in response to me or Parsifol, but for the sake of clarification: The recipe is still going to allow productivity on glass. It's just going to go back to requiring an ongoing tin input like it did in 1.1 instead of it turning into a tin byproduct at high productivity.

OK, thanks for the clarification.

By the way, your mod does work for newly generated surfaces. Thank you for making it. Very nice work.

I have raised a question there.

a month ago

So I just thought of a solution. The corrosive solution recipe should not use empty containers, but instead output the solution as a fluid. Then, you would need to put the corrosive solution into a container (a recipe that will not accept productivity modules)
Anyway, I'm open to any recommendations and/or ideas.

a month ago

So I just thought of a solution. The corrosive solution recipe should not use empty containers, but instead output the solution as a fluid. Then, you would need to put the corrosive solution into a container (a recipe that will not accept productivity modules)
Anyway, I'm open to any recommendations and/or ideas.

Honestly, the free containers (except the 3 for 1 deal) aren't a big issue IMO. It's not even close to a closed loop. You can get free containers, but spending far more valuable resources on nuclear fuel. I've found a closed loop for free lead, which is patched, and a barrel-steel-barrel loop which is still in the game, but I'm not using. These ARE balance issues, the containers is just a bit silly.

One of the nuclear mods I played way back when used only fluids, which I'd argue skips the middleman, as there seems little point in filling and emptying containers - barreling and unbarreling machines are a meme, no?

Personally, no strong preference if you leave it, or fix it as you suggest, or remove the containers from the crafting process.

a month ago

I’m going to leave it as it is. I don't want to deal with the problem of affecting others' saves.

Also, the only thing I will fix is the nuclear fuel processing, which gives back three containers instead of one. I’m fixing that because I believe that bug was my fault.

a month ago

Looks like the solution recipe didn't allow productivity modules at all in 1.1.

a month ago

Really? That's interesting. I suppose now all the recipes in the chemical plant can have productivity by default or I did something wrong when making the port. Still, I'm not changing it unless enough people tell me to, and I don't think that's going to happen

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