Fish Mode Remix

by V0lcano

all your recipes are mixed up! Find a way to build a factory using the new recycling mechanic and part-fish recipes. THIS MOD IS A REMIX/SET OF CHANGES TO CAKEMIX'S ORIGINAL IDEA AND MOD HERE: https://mods.factorio.com/mod/fishmode Has many balance changes to make fish mode more enjoyable. Adds new creation recipes that turn fish into raw resources. Increases pollution to match Vanilla. See full changes in mod portal

Overhaul
7 months ago
1.1
619
Manufacturing
Owner:
V0lcano
Source:
N/A
Homepage:
https://github.com/v01c4n0/V0lcanos-Fishmode
License:
MIT
Created:
8 months ago
Latest Version:
0.2.15 (7 months ago)
Factorio version:
1.1
Downloaded by:
619 users

all your recipes are mixed up! Find a way to build a factory using the new recycling mechanic and part-fish recipes.

THIS MOD IS A REMIX/SET OF CHANGES TO CAKEMIX'S ORIGINAL IDEA AND MOD HERE: https://mods.factorio.com/mod/fishmode

most changes involve making some items that are sometimes impossible (like stone and coal) to produce with fish always possible, and rebalancing pollution and fish per item.

Fishification:

  • all recipes with multiple ingredients have one ingredient replaced with fish. This is randomised based on the seed (startup settings)

  • Decrafting recipes are added for all of the above recipes which take the output item and turn it into an appropriate number of the input ingredient that was replaced with fish.

  • Fish transmutation devices take items and convert them into fish. The amount of fish output is based on the transmute multiplier value of the item put in. The output in items per second is 10 times the transmute value multiplier per second.

  • Furnaces now create raw resources using fish

Using these 4 in combination, you can create a self-sufficient production loop for every item you need using fish. The only limit is your fish per minute!

Pollution balancing:

transmutation devices produce 200 pollution per minute
assembling machines create double pollution. This can be adjusted in the settings

both of these changes are made to make pollution closer to vanilla because fish mode reduces/eliminates the need for miners and furnaces.

Balance Changes:

  • a lot of changes have been made to the algorithm which creates the values for how many fish a recipe uses based off 3 things - raw resource values, time values, and complexity values. How many fish are used in recipes can be altered by the "fish value multiplier" setting
  • includes descriptions to show each item's transmute multiplier
  • fish stack size is 200

roadmap:

Fish mode plus is not going to have updates aside from bugfixes until I re-write the mod to accommodate a change to the fish valuation algorithm. That said, here are the plans for after I do that rewrite, in probably a month or 2:
- randomiser seed can be changed dynamically during runtime from a smaller set of seeds, and will be different per-save
- original graphics for transmutation device
- fish processing, to turn fish into fish oil and dehydrated fish that are re-combined into fish in the assemblers making regular items.
- mod compatibility with Space Exploration and Krastorio 2, as any new resources added by mods and expensive recipes above 65535 fish value aren't handled properly. The mods will load as-is, but new resources are worth 0 and really expensive recipes will just stay at the 65535 fish ceiling.

Acknowledgements:

  • Big thanks to Cakem, the original mod creator, for his mod and permission to post my version here
  • Thanks to raiguard and the factorio modding community for their tools!