Welcome to Mad Duck's PyTweaks!
This mod consists of three main features:
- Compatibility patches for mods I enjoy playing with.
- Starting packs for different kinds of play.
- A marathon mode with multiple tiers of insanity.
Any of these features can be utilized independently of each other and can be configured in the settings.
This mod requires pY Alternative Energy (including pyHM and pyBlock) to work because I didn't want to go through and tweak things for different mod sets.
Compatibility Patches
I originally created this tweaks mod because I wanted to pY-ify the SpaceMod. After I had finished the integration, I realized other mods I enjoyed such as CargoShips could benefit from the same treatment! In general my purpose in compatibility patches is to bring technologies and recipes from mods more in line with pY sensibilities.
Some mods I have compatibility patches for have been moved to new versions since those old versions haven't been updated for Factorio 2.0. If those original mods do update to 2.0 I'll likely include compatibility for those as well alongside the new modes (e.g. SpaceModFeorasFork)
Space Extension Mod (Feoras Fork)
This modification adds a bit of fun to the end game of Factorio. The purpose of the original mod was to force you to automate and mass produce some of the end game materials. I felt that should be true too in a pY playthrough!
I've also added in some lighthearted lore to explain the nonsensical recipes but you might need to reduce the UI scale to read it given how many ingredients some of these things have!
Is it balanced? I sure hope not!
Some of the stage 4 (final recipes) added by the Feoras Fork have not gotten the treatment yet because I wanted to get the 2.0 update out as quickly as possible. I'll be looking into getting those up to standard soon.
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).
Nanobots
Who said I'm not generous? 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 your Nanobots after circuits. A bit of manual labor builds character.
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.
Miniloaders
Something felt off about where the miniloaders were in the tech tree. This compatibility tweak moves them to different parts of the tree.
If you are playing pyHM (as you should be) you won't need this since HM utilizes AAI Loaders.
Dectorio
The lawnmower requires green science but it comes right after engines in the research tree. It now only needs Automation Science. Now go do some lawn work while waiting for your resources to stockpile!
Starting Packs
With some of the features of this tweaks mod (looking at you Ultra Marathon Mode), you may feel entitled to some extra quality of life. I won't tell if you don't ;-)
Robo Start
You start with Light Armor, a Gas Engine, a Personal 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.
pyBlock Start
Adds some buildings / items to help out the start of pyBlock if using Marathon Mode.
Likely no longer balanced with the new version of pyBlock.
Mad Duck's Marathon Modes
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
Now ladies and gentlemen, welcome to the main event! 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 setting would impact them.
This setting uses a different multiplier that scales slower because it is far more intense than the regular marathon mode. But hey, nothing is stopping you from cranking it up!