(Planned project )- Striving for testing !!!
Factorio Molten Material Mod Core Introduction
Core Positioning
This mod restructures the transportation and processing logic of molten materials (magma, molten iron, molten copper, molten aluminum, etc.) in Factorio. It replaces the original fluid pipe-based transportation of molten materials with ladle-based physical transportation, significantly enhancing the authenticity of the game's industrial logic and gameplay depth.
🔧 1. Core Functional Adjustments
📋 1.1 Basic Rule Restructuring
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❌ Disabled Pipe Transportation of Molten Materials: Removed the ability of offshore pumps to extract magma (by modifying collision masks), completely eliminating the unreasonable gameplay of directly transporting molten magma/metals via fluid pipes;
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⚖️ Foundry Productivity Restriction: Disabled the effect receiver function of foundries to prevent productivity modules from providing unreasonable bonuses to molten material processing;
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🚛 Core of Physical Transportation: All molten materials (molten-magma/molten-iron/molten-copper, etc.) exist as items and must be transported by ladles. They solidify into solid materials (e.g., solid-iron) after cooling and require reheating for reuse.
🔄 1.2 Recipe System Rework (Core Compatibility with Space Age/Planet Expansion Mods)
🔥 Basic Molten Material Production
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Magma: Only producible via the newly added Excavation-Loading machine at the cost of ladles, with productivity bonuses prohibited;
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Molten Iron/Copper:
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Traditional Route: Consumes iron ore/copper ore (50 units) + ladles (5) + calcite (1) to produce 5 units of molten iron/copper;
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Magma Route (Space Age): Consumes magma (3 units) + calcite (1) to produce 3 units of molten iron/copper, with stone as a byproduct;
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Molten Aluminum (Planet Muluna Mod): Consumes alumina (50 units) + ladles (5) + calcite (1) to produce 5 units of molten aluminum, with oxygen as a byproduct.
🏭 Finished Product Casting (Productivity Bonuses Prohibited for All Categories)
All metal plates/components require molten materials + ladles for casting, with adjusted energy consumption and output ratios:
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Iron/Copper Plates: 1 unit of molten iron/copper → 10 units of plates + 1 ladle, energy consumption ×5;
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Steel Plates: 3 units of molten iron → 10 units of steel plates + 3 ladles, energy consumption ×10;
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Iron Gear Wheels: 1 unit of molten iron → 10 gear wheels + 1 ladle, energy consumption ×10;
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Low-Density Structures: Molten copper (2) + molten iron (1) + plastic bars (5) → 1 structure + 3 ladles;
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Aluminum Alternative Recipes (Planet Muluna): Molten aluminum replaces copper for producing low-density structures/copper cables;
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Special Recipes (Paracelsin Mod): Sphalerite/tetrahedrite are chemically processed with ladles to produce molten iron/copper; galvanized steel plates require molten iron + zinc + nitrogen for casting.
🔩 1.3 New Core Equipment & Systems
⛏️ Excavation-Loading Machine
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Exclusive recipe category, only placeable at the junction of "ground + water" (mimicking offshore pump logic);
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Crafted with stone/steel plates/electric engine units, consumes 60kW of energy, and is dedicated to producing molten magma;
❄️🔥 Material Cooling/Reheating System
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Molten materials solidify over time (magma: 6 minutes, molten iron: 30 minutes, molten copper: 24 minutes, molten aluminum: 12 minutes);
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Solidified materials can be reheated via the "metallurgy" recipe category, consuming corresponding energy (magma: 10s, molten iron: 30s, molten copper: 24s) to revert to molten state;
📚 Technology Unlock Integration
Core recipes (magma/ladle/reheating) are uniformly unlocked with the "foundry" technology.
🔗 1.4 Cross-Mod Compatibility
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Space Age: Reworked molten iron/copper magma recipes, tungsten plate/metallurgic science pack/big mining drill recipes, and added molten material consumption logic;
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Planet Muluna: Added molten aluminum/solid aluminum items and reheating recipes, supplemented aluminum-based plate/structure/copper cable alternative recipes;
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Paracelsin: Adapted sphalerite/tetrahedrite molten recipes, added galvanized steel plate casting recipes;
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Without Space Age: Supplemented molten casting recipes for iron sticks/copper cables/pipes.
🎮 2. Gameplay Experience Changes
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📈 Increased Logistics Complexity: Molten materials must be transported via logistics systems (conveyor belts/robots) instead of simple pipe connections, requiring planning for ladle recovery and reuse;
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⚖️ Resource Balance Adjustment: Calcite becomes a mandatory resource for molten material production, and the value of special resources (magma/alumina) is significantly increased;
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🔗 Mod Compatibility: Seamlessly adapts to mainstream mods (Space Age, Planet Expansion, Paracelsin, Angels' Smelting), supplementing corresponding exclusive recipes;
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🏭 More Realistic Industrial Logic: Simulates real-world molten metal transportation (ladles), cooling/solidification, and reheating processes, reducing the unrealistic "pipe transport of molten iron" in the base game.
Key Takeaways
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Core Change: Converted molten materials from "fluid transportation" to "ladle-based physical transportation", eliminating direct pipe conveyance and improving industrial logic authenticity;
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Gameplay Core: Built a new industrial chain around ladle consumption/recovery and molten material cooling/reheating, compatible with multi-mod ecosystems;
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Balance Adjustment: Prohibited productivity bonuses for all molten material-related recipes, adjusted energy consumption and material ratios, and restructured resource consumption logic.
“Expected compatibility with Project Angel MOD”
magma=6*minute
iron=0.5*hour
copper=0.4*hour
glass=0.133*hour
gold=0.417*hour
lead=0.083*hour
nickel=0.5*hour
platinum=0.667*hour
silicon=0.583*hour
silver=0.367*hour
tin=0.1*hour
titanium=0.75*hour
zinc=0.117*hour
steel=0.633*hour
solder=0.067*hour
bronze=0.467*hour
brass=0.433*hour
gunmetal=0.483*hour
invar=0.533*hour
cobalt-steel=0.7*hour
nitinol=0.6*hour