ctrlfrk's bob's modules mod mod

by ctrlfrk

This mod changes/balances bob's modules mod.

5 years ago
5 years ago
Latest Version:
0.13.0 (5 years ago)
Factorio version:
287 times

A mod to balance bob's modules mod.
( Requires https://mods.factorio.com/mods/ctrlfrk/ctrlfrkbobconfig )

IMPORTANT NOTE: God modules can be used almost anywhere (just not in pumps and beacons.) Use them to get productivity boosts in places that you wouldn't normally be able to use productivity modules. You will need them if you want to get a decent number of lvl 5 modules.

TLDR Changes:
0. Approximately halved the power of productivity and speed modules.
1. Module recipes now require 2 of the previous level module instead of just 1.
2. Removed merged modules.
3. Re-enabled god modules.
4. God modules now require lvl8 regular modules to craft. (They're now "after" regular modules instead of alongside)
5. God modules now require 5 of the previous level module to craft
6. Removed the 'productivity' limitation from God modules. (You can use them in places regular productivity modules didn't work)

Justifications and reasoning:
1. I found my factory sat idle in vanilla bob's mods as there was nothing left to craft. This mod fixes that. A single lvl5 god module requires completely strip mining multiple ore patches. You will need to scale your factory up quite a bit if you want to churn these out.
2. God modules were overpowered and I loved it, but they were way too easy to get. This mod vastly increases the raw material requirements of the god modules so they feel so much more rewarding when you finally get them.
3. The merged modules were superfluous when compared to god modules, but still overpowered if you could get them at the same time as the regular modules.
4. Power seemed to be a non-issue in vanilla bob's mods (possibly because I was using god modules.) This mod leaves the power consumption modifier fairly high so using modules is a larger power/benefit tradeoff.