Alternative intermediates


A small recipe overhaul to make sore recipes more flexible, interesting or complicated if needed. Space age ready.

Content
8 hours ago
2.1
14
Manufacturing

i Few other suggestions

3 days ago

Thank you for this mod, I was also thinking of making something like this.
Few thoughts/suggestions:
- Perhaps consider compatibility with https://mods.factorio.com/mod/basic-chemistry , from my perspective that mod does a great job making a believable production of the boards for the greenz
- Could buildings which generate power also need copper coils, or at least copper cables
- robot port type buildings should include batteries

3 days ago

I will add compat with basic chemistry, it is perfect, and I can try to balance it as well. that may be a good one to rebuild an extended early game that respects space age and does not need to be skirted around constantly. :)

I'm hesitant for power generators for a moment, because then I'll have to adjust at least (nuclear winter)[https://mods.factorio.com/mod/frozeta-nuclear-winter] because of the steam turbines. I already know that it probably breaks rubia, but hopefully not that much.

For bots, I want to target the electric engine somehow, but it is unclear to me for now. I may also want something with engines, but that is also a little bit unclear.

Targeting the engine unit is also something I'd want but also unclear because it matters for fulgora.
I don't want to target batteries yet, because it is too important for both fulgora and cerys. (targeting circuits already may need an increase in iron for that mod)

I want to at least keep space age in mind and control for the damage it causes when I'm doing anything with it.

3 days ago

Added an intermediate to generators, the release is not done yet.

3 days ago
(updated 3 days ago)

Added very simple integration with basic chemistry. I don't think it's enough but anything more requires a dedicated burner phase, the technologies are already too crowded at the start.

New response