Grand Unified Factorio Theory


Unified equipment grids, smarter ore spawning, better integration of mods, and much more. Make rare ores actually rare. Make belt tiers beyond 2 meaningful. Put equipment from any (supported) mod into any (supported) armor or vehicle, or even just allow player equipment in vehicles. Remove barrel logistics entirely. Plus many more things I can't fit in this summary. And every gameplay-altering effect can be toggled in settings.

1 year, 11 months ago
1.1
811

g Impressive

3 years ago

This is a very impressive mod scope for a first out of the gate. I really love the concept of integrating Yuoki's metals into angels smelting.

I won't make judgement on the ore generation system (the fact you have something working at all is fantastic), it may have been easier to work with than the last 5 generations of vanilla logic and not having the "ill get to updating it later" inertia. :D

If you wish to discuss integrating some of the "fixes" you have into angels/clowns/omnimatter, please find the teams over on discord:
Angels Discord for angels discussions (we also have a git for PR's or issue logging)
Omnimatter/Bobs Discord for discussions/ideas on omnimatter or bobs mods.
I am solo on MadClowns mods at the moment, and can be found relatively easily on both of these servers.

3 years ago

While I appreciate the praise, the secret is I've been using a form of this privately for over a year and finally decided to just package it nicely and put it up for other people to use if they wanted.

The only things I do to those mods that's a true "fix" and not me having a different vision is removing the next-upgrade flag from Bob's reactors if Angel's Industries is installed, and not allowing decomposition on some of clown's alternate science recipes. The rest is stuff like the equipment grid changes which is definitely a change rather than a correction.

As to the ore generation, yeah, I assumed it was mostly inertia on the various mods' parts, but the main trick I have (adjusting the area allocated to a single ore patch) isn't possible without modifying the vanilla autoplace logic. I suspect my scaling per tier might be too aggressive, but I'm waiting to see if anybody is brave enough to post feedback about it before I decide what to do there.

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