MadDuck's Py Tweaks


Mad Duck's tweaks to Pyanodon's mods.

Tweaks
7 months ago
1.1
327
Transportation Logistics Combat Manufacturing
Owner:
mdstuido5
Source:
N/A
Homepage:
N/A
License:
MIT
Created:
1 year, 1 month ago
Latest Version:
0.7.0 (7 months ago)
Factorio version:
1.1
Downloaded by:
327 users

Currently this mod consists of compatibility tweaks for a number of mods. Generally speaking existing mods that are supported are made more pY like with their research and construction costs.

Note: This currently requires pY Alternate Energy to work since I haven't taken the time to ensure / tweak for different mod sets.

[Compatibility] Space Extension Mod (SpaceX)

The components of this mod have been pushed deep into the endgame of pY Alternate Energy. You start off your journey into SpaceX after you research Space Science but you can't get to the final stages until you've reached the end of pY propper. Some lighthearted lore has also been added to the different space ship parts but you may need to reduce UI scale to read the descriptions. Is it balanced? I sure hope not!

Select hardcore mode for a special treat!

[Compatibility] Cargo Ships

The cost of construction of cargo ships has been brought in line with T1 Locomotives. Also some settings (such as offshore oil have been disabled).

[Compatibility] Nanobots

Craft nanobots from the early game with tier 1 circuits being swapped out for simple early game electronic components. Too easy for you? No problem, just disable this compatibility and get nanobots after circuits. A bit of manual labor builds character.

[Compatibility] Shield Projector

Don't ask me why but there was a time when I was playing around with biters in pY. I added the shield projector mod and realized it wasn't using cool batteries and high tech steel. It is now.

[Compatibility] Miniloader

Something felt off about where the miniloaders were in the tech tree. This compatibility tweak moves them to different parts of the tree.

[Compatibility] Dectorio

The lawnmower requires green science but it comes right after engines in the research tree. It now only needs Automation Science.

[Feature] Marathon Mode

Py doesn't use expensive recipes and this is probably for the best. Long production chains would make even small increases to current recipes have huge changes to end product costs. But I say, "Why not!". Marathon mode comes in a few flavors, each progressively getting more intense. In general, recipes that are involved in base resource production and those involved with fuel value were avoided. Most recipes for fluids were also avoided. There is also a blocklist setting that allows you to list any recipes that you want to be avoided in case anything is game breaking.

Marathon Mode

Most end products like buildings, belts, inserters, etc. have their ingredients multiplied by a specified amount. However, if end products are used as ingredients in other recipes, they are not multiplied.

Marathon+ Mode

Remember how end products were not multiplied? Well they are now! You'll notice the effect in higher tier products where you will now need multiple lower tier products as ingredients. But don't worry the fun as only just started!

Tech Marathon Mode

The regular marathon mode doesn't include the tech pack and related recipes. This remedies that problem.

Ultra Marathon Mode

This is the setting that shows why my name includes the word "Mad". With this enabled, most intermediate products have their ingredients multiplied. Let that sink in - imagine the long production chains that exist and Py and how this would impact that. This setting uses a different multiplier that scales slower because it is far more intense than the regular marathon mode.

[Feature] Starting Items

These settings allow you to add some additional starting gear and items to enhance your start. These can be helpful if playing with marathon mode or PyHM.

Robo Start

You start with Light Armor, a Gas Engine, a Roboport, 10 Construction Bots, 80 Tar Fuel Containers, and a Barreling Machine. This will give you a very basic robot setup that will be enhanced as you get better armor and access to batteries, etc.

Military Start

You start with 600 extra bullets, 10 Gun Turrets, and 600 walls. This will help you out if you're, for whatever reason, playing with biters in Py. This especially helps in PyHM where you start with no bullets.