Angel's Galore
A large recipe pack for Angel's Mods (Full+Special vanilla). Also contains a collection of tweaks to bring more focus to open-ended production and alternate recipes.
This mod is for you if...
- You're looking for a overhaul with many balanced alternate recipes and open ended production lines. (All calculations are documented in the GitHub repo, both in the
docs\folder and through in-script comments.) - You enjoy upgrading builds to use more efficient, advanced recipes.
This mod is not for you if...
- You like to reuse the same blueprints.
- You don't like having multiple choices.
Feature list
- 60+ new buildings with some of the best graphics out there.
- A huge collection of different production methods and recipe paths.
- Lots of chemistry and bioprocessing with many byproducts and differing levels of complexity, it's your choice what recipes you use.
- Intricate ore refining and smelting processes to increase yield (and maybe extract some secondary resources?).
- A nuclear power overhaul that adds 5 extra fuel cells and 20+ different fuel reprocessing/radioactive material processing recipes.
- A huge collection (4000+ codelines) of changes for Angel's mods focused on making sure no recipe is always better than another. Every method of production will be useful for something, you decide what production chain is best for your factory.
(This list will definitely expand. As of writing this, the mod is still brand new.)
List of changes made to pure Angel's
- Angel's Special Vanilla has been made to work with Angel's Smelting and Angel's Bioprocessing. Refining the base ores yields iron-/copper- pebbles, nuggets and slag but none of the extra metals, while still being able to enjoy metallurgy and farming. Restored from 1.1 Angel's.
- Machine tiers have been made more vanilla-like; Most Angel's machines have a single tier (like the vanilla chemical plant and oil refinery) with their crafting speed and module slots increased to compensate. This makes them automatically work better with quality and thus Space Age. For a shorter overhaul like pure Angel's, you end up swapping machines way too often; in Galore, if you want to improve production, you use alternative recipes instead of replacing the machine.
- Everything that should allow productivity - as it would be in vanilla, without causing net positive loops - allows productivity.
- Angel's alternative recipes have been rebalanced to follow more Galore-like guidelines instead of a tier system. This means no recipe is always better, or worse than another, it will always depend on something dynamic.
- Alien tokens have been replaced by a "Biological science pack". Bioprocessing has generally been made more attractive as part of the rebalance above.
- Agricultural modules have been removed.
- Bioprocessing has been made optional.
- Icons have been updated to be more Galore-like. Tier icons have been replaced by the main ingredient icon.
- Stone is now sintered from "Gravel" (renamed from "Crushed stone") in a furnace.
- Slag is now a byproduct from ore smelting as a nudge toward the player making mineral sludge for uranium/thorium.
- Technology costs have been increased, to be more in line with vanilla technologies.
- Ore processing has been made less space-intensive because you technically don't need it anymore (for the extra metals) - it has been made more attractive to compensate.
- Recipes/crafting durations/machine crafting speeds have been normalized. Example effects: No more crafting speeds like 2.25, recipe durations like 7 or recipe fluid requirements of 1. This can be seen most clearly in the recipes for the many Angel's buildings.
- Some chemicals have been removed. (full list below.) Reasons differ per chemical.
- epichlorohydrin (Obscures crafting chain, single use, will have unbalanced realism issues with future Galore recipes)
- allyl chloride (Same as above)
- dimethylamine (Rocket fuel crafting chain overhaul, see entry below)
- dimethylhydrazine (Same as above)
- methylamine (Same as above)
- dinitrogen tetroxide (Same as above)
- nitrogen monoxide (single use)
- liquid plastic (Single use, prevent liquid plastic on bus)
- Rocket fuel crafting has been simplified (hydrazine + plastic bar + nitric acid). See entry below, but Space Age also played a big part in this.
- Item "costs" have been made in line with their relative costs in vanilla. Example: Galore adds a circuit recipe that uses plastic bars instead of iron plates. If I hadn't tweaked Angel's plastic recipe yields, no one would be using this recipe. (Angel's petrochem makes plastic way "costlier" to make relative to iron plates.)
- Metal carrier catalysts have been made to work as follows: 1 ore = 10 catalysts, with catalyst recipes always consuming the catalyst (and giving the empty carrier in return). Restored from 2.0 Angel's.
- More items have been given a fuel value; E.g. oil residuals, biter eggs, and most plants.
- Locales have been more vanilla-like; E.g. "Nutrient pulp from nuts".
- Thermal bore and ore processing facility power usage has been increased.
- Nuclear fuel now produces less polution.
- Trees now rarely drop tree seeds and leaves.
- The time it takes to mine Angel's machines is now proportionate to the size of the machine, with 3x3 buildings taking as long to remove as a vanilla assembling machine (3x3).
- Slag has been added as a result of the higher yield ingot recipes.
Recommended mods
- Angel's Infinite Ores by Arch666Angel; Adds tiny infinite ore patches in the center of non-starter ore patches.
- Angel's Addons - Robot Logistics by Arch666Angel; Adds new early bots and roboport variants. Also contains logistic/construction extenders. Content may overlay with the Bob's Logistics mod. (Zone extenders and early robots)
- Angel's Addons - Storage Options by Arch666Angel; Adds larger chests.
- Angel's Addons - C.A.B. by Arch666Angel; Adds a mobile base type vehicle.
- Angel's Addons - Mass Transit by Arch666Angel; Add new higher tier train types themed for petrochem of smelting. Content may overlay with the Bob's Logistics mod. (Higher tier trains)
- Proper Tier Doubling by JTnadrooi (Me); Adds proper tier doubling for vanilla buildings and belts.
Notes
- Difficulty is similar to (2.0) Full Angels (without Bob's mods).
- Some items/fluid have no or a single use. This will certainly change as more recipes are added, but for this initial release I wanted to focus on the Angel's changes first.
- This mod is not compatible with Space Age (Galore). I'm working on full integration (Angel's+Space Age Galore) but this will take time.
- If you have any (recipe) suggestions, feedback, or found any bugs, feel free to create a discussion thread or contact me on Discord! (@jtnadrooi)
Special thanks
- Arch666Angel - For creating Angel's mods.
- KiwiHawk and lovely_santa - For updating and maintaining Angel's mods.
- LandronSC - For playtesing.
- And you, for playing :D