Features
Adds micro-miniature (1x1) versions of other machines. Inspired by the comment section of my Mini Machines mod (the 2x2 entities featured in the mod images).
Currently includes assemblers, furnaces, miners, beacons, and raders. Bonus compatibility with icons from ShinyBobGFX,/ShinyAngelGFX and using the new intermediates from bobs electronics, bobs ores, and bobs plates. Strongly recommended to disable the Large Area Mining Drills from Bobs Mining mod settings, as the micro miners accomplish a similar purpose of allowing more entities to mine the same patch of ore.
Feedback is very much accepted. Topics currently in consideration:
More mod compatibility. Krastorio2, AAI Industry, and IndustrialRevolution are at the top of the list of simple additions, if requested.
Settings
Config options available to disable each type of micro machine, tweak balance changes (making micro machines just as easy to craft as the original machines), and disabling the micro-miniaturization tech tree.
If the micro-miniaturization tech tree is enabled, micro machines are unlocked by a respective technology which requires the previous tier of micro machine, as well as the equivalent tier of the regular sized machine (ex: Micro Assembler 2 requires Micro Assembler 1 and Automation 2). Techs are 2x the cost of the base technology. If disabled, micro machines are unlocked by the same tech as their original sized machines.
Furthermore, if both the micro machines tech tree and the mini machines tech tree are enabled, then the micro machines tech will be locked behind the mini machines tech (which would itself be locked behind the original technology). Technology costs may be an uneven number (501 )
The only other balancing option for micro machines at the moment, is their crafting recipes. They are currently twice the cost of the base machine (their techs should also be roughly twice as expensive to unlock). This is to balance the fact that they are the same crafting speed and energy requirements of the full sized machine. There was no simple way to balance micro machines in the same vein as mini machines, because the reductions would be too great to be useful (Would they be 9x less powerful, with 1/9 the energy requirement? Doesn't make much sense...)
Unless playing with certain inserter mods, you will most probably require larger assemblers at some point, as the amount of insertion and extraction points is extremely low in comparison (only 4 input/output points).
Other mods compatibility:
--Bobsmods: Creates micro machine versions of the newly added higher tiered machines. Implements intermediates from bobs electronics and bobs ores/plates, if detected.
--Gotlag's Electric Furnaces: Creates micro machine versions of the newly added furnaces. Can be used alongside bobs mods.
--Factorio Extended Plus: Creates micro machine versions of the newly added higher tiered machines.
--Fantario: All changes to base machines (requiring heat/fuel) are copied by micro machines, requiring the same power source. Micro-miniaturization technology requires basic science pack tech. New intermediates are properly used in micro machine recipes.
Known Micro-Issues:
Micro miners only have one fluid input/output due to tile limitations on fluid pipes (one fluid i/o per tile). Located on the back of the miner, as I'm not sure if they can connect on both sides if placed in left/right orientation.
Micro assemblers with fluid outputs sometimes look a bit odd when connecting pipes to them (the pipe connections look massive in comparison)
Fantario micro assemblers don't appear to visibly connect to heat pipes on the south or right sides, but they should still be receive heat as normal.