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

b Setting doesn’t work

3 years ago

The description of “Balance: AAI vehicle cost changes” says it reduces the cost of making vehicles AI-controlled, but it doesn’t seem to actually do so.

3 years ago

I'm in the middle of some IRL stuff so it might take me a day or two to look into this properly, but what this is supposed to do is reduce the "tier" of circuit needed to convert a vehicle to its AI counterpart by one and notably making this not require plastic, at least with vanilla/Angel/Bob setups. Is it leaving the more expensive circuit in the recipe or is something else wrong?

3 years ago

I’m not sure what you mean. All conversion recipes use 1 BEB regardless of the setting.

3 years ago

Okay, I finally had time to look into this. It looks like now AAI+Angel/Bob has AI conversions cost Basic Electronic Boards as you say, but that setting was made for a previous version when they cost Electronic Circuit Boards. I have no idea when that changed but effectively one of those mods made my change built-in. That part of the description is obsolete now, so I'm just going to delete that text and leave the actual feature unchanged.

Looking this up also made me discover that Cargo Ships changed stuff in a way that breaks GUFT if you also have Omnimatter active, so I'll get both those changes out once I verify I have all that working.

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