Extended Vanilla: Mining & Drills


This mod adds 5 brand new tiers of electric mining drills with their relative techs. The drills have enhanced stats that get better with each tier. They also have some useful base productions that stack with mining technologies. The mod is fully configurable: you can decide up to which tier you can unlock and setup multipliers for hps, mining speed, base production, emissions per minute and consumption via startup settings. Repices are modified by: Ev Refining, Bz Mods, and more.

Content
a month ago
1.0 - 1.1
9.97K
Mining
Owner:
77Playmaker
Source:
N/A
Homepage:
https:// https://discord.gg/6NGYQdX
License:
Common sense Copyright
Created:
3 years ago
Latest Version:
2.1.0 (a month ago)
Factorio version:
1.0 - 1.1
Downloaded by:
9.97K users

Short description of this mod(pack):

This mod adds 5 brand new tiers of electric mining drills with their relative techs.
The drills have enhanced stats that get better with each tier and some useful base productions that stack with mining technologies.
Let me show you all the lineup.


Mk2:

  • Health: 400hp;
  • Mining speed: 0.75/s;
  • Base productivity: 5%;
  • Emissions: 15/min;
  • Consumption: 150kW;
  • Module slots: 4;


Mk3:

  • Health: 500hp;
  • Mining speed: 1.00/s;
  • Base productivity: 10%;
  • Emissions: 20/min;
  • Consumption: 300kW;
  • Module slots: 4;


Mk4:

  • Health: 650hp;
  • Mining speed: 1.50/s;
  • Base productivity: 20%;
  • Emissions: 30/min;
  • Consumption: 500kW;
  • Module slots: 5;


Mk5:

  • Health: 800hp;
  • Mining speed: 2.00/s;
  • Base productivity: 35%;
  • Emissions: 40/min;
  • Consumption: 750kW;
  • Module slots: 5;


Mk6:

  • Health: 1000hp;
  • Mining speed: 2.50/s;
  • Base productivity: 50%;
  • Emissions: 20/min;
  • Consumption: 500kW;
  • Module slots: 6;


How do you craft them? Well, you can decide:

You can directly craft each mining drill yeah, but it would be really sad to waste all those resources on hundreds and hundreds of mining drills each time you unlock a new tier, isn't it?
To solve this "problem" the mod introduces a whole recipe chain that uses the previous tier to create the new one.
It works for burner drills too.

Direct or Upgrade?

  • Direct Crafting: Faster Crafting - Easier to produce
    (Useful if you need a determinate amount to quickly create a strategic setup.)
  • Upgrading: Drill recycling - Cheaper recipes - Longer to make
    (Recipes can be automated from the beginning up to the highest tier. It's complicated, yeah, but it saves A LOT of resources.)
    (These recipes can't be handcrafted obviously.)

Balancing these drills is not as easy as it can look like, so I'd be thankful to see what you think of this mod both on both my discord server and in the comment section.


A whole customizable mod: (That can easily become broken)

  • Mining drills are defined by tons and tons of features.
  • In this mod you can configure many of them, ranging from mining speed to base productivity bonuses, to consumption...


Compatibilities:

The mod is currently customized and optimized around the following mods:

  • Bz Lead;
  • Bz Tungsten;
  • Bz Titanium;
  • Krastorio 2;
    (More infos in the FaQ page.)

If all this is not enough:

If raw resources are enough to fuel up all your (mega)base my Extended Vanilla: Ores & Refining mod could also be a good addon to your playthrough. I suggest you to check it out.

Since this mod(pack) has not a forum page, you can follow me on my discord server where you can tell me your idea and/or any suggestion on my mods.
On that forum you can find a dedicated section on all the mods/modpacks on which i'm currently working too.


Projects:

  • Quarries implementation (Machines that extract ores without a patch)
  • Drill variants (Size and Productivity are the keys)
  • Intermediates mods' overhaul. (We need to talk, I know)
  • Make the mod all customizable (Done)

The Extended Vanilla Modpack: (Last updated: 24.12.23)

The plan to introduce an overhaul to the game is still there, and I've done some interesting work in the past years, but
by updating this mod to 2.0.0 (it took me 3 weeks, yeah) I realized that there's no meaning in continuing for now.

A new factorio update is coming, and it seems to be really huge:
+ I want to see from a modding view how these different planets can affect your progression.
+ I want to see how the new ORES will change this game. (And possibly add new ways to refine them or enhance the already implemented methods.)

So I'm stopping the development of the "intermediates" section until the update will come out.
Then I'll update this section with my thoughts.

Until then, I'll focus on the already released mods... and on compatibilities: yeah for the first time in this mod development... I'll focus on other mods. (Lmao)
Feel free to ask me in the comment section what mod you would like me to boost.


A complete list of the mods on which I'm currently working: (Latest update: 31.12.2023)

Intermediates:

Military & Armor:


Support:

  • I need to fix some things regarding patreon.

(You've come this far? Really? What do you want? Schreenshots? Just download and spam my guy this mod will allow you to, trust me.)


Known issues:

  • I got a B2, yeah, but my mistakes are endless I'm sorry. :D