Military Tweaks Mod


Making small tweaks to the military items mostly in the early game

Tweaks
16 hours ago
2.1
7
Combat
Owner:
SirGrubs
Source:
N/A
Homepage:
N/A
License:
MIT
Created:
a month ago
Latest Version:
0.0.4 (16 hours ago)
Factorio version:
2.1
Downloaded by:
7 users

Just another bunch of small military tweaks. You will notice a pattern to the changes.
1. Submachine gun is required for Machine Gun Turrets (Machine Gun Turret resource cost is reduced by the cost of the Submachine gun). Military 1 is required for turret research.
2. Flamethrower is required for Flamethrower turret (same deal the cost of the flamethrower turret is reduced to account for the extra step). Flamethrowers consume 10x more oil. Crude oil is 50% effective (from 100%), heavy oil is now 100% (from 105%), Light oil is now 120% (buffed up from 110%. (change 4 helps mitigate the nerf a little).
The personal Flamethrower has been added to that weird "flammables tech" that didn't do anything. This allows the personal flamer to be accessible slightly earlier. (flame turrets are still unlocked normally)
3. The infinite flame damage tech is now available after vulcanus and requires metallurgic science (makes more sense to me)
4. Moved access to slowdown capsules to the earlier military 2 tech. this is done because i've increased the uses for this item. Slowdown capsules are now used in flamethrower ammo crafting (for tank and player) and crafting poison capsules, flame thrower now slows enemies from 80% to now 50%.
5. Poison capsules require sulfur and slowdown canisters to make.
6. Cluster Grenades now stun like the land mines and require land mines in the recipe. (cluster grenade resource is reduced to account for the extra step)
7. Added the precursor armour to every armour craft (adjusted some recipes to compensate, but mostly if slightly more resource heavy
8. The car needs a machine gun for the craft
9. The tanks needs the car and a flamethrower for the craft (same, adjusting crafting costs to compensate). The tanks flamethrower acts and behaves like the personal flamethrower. The tank is immune to fire damage.
10. Need personal solar panels to craft fission reactor
11. Need Belt shoes for the exoskeleton legs (that way the spiderton has little feeties in theory)

I'm a big fan of incorporating items that stop being built into later game items. The late game turrets all need their respected hand held version, so I was making that parody. I also think flame turrets are so powerful even with crude oil, and the personal flamer is not used as much.

Let me know what are some other tweaks for this area I can do. I'm looking at those poison bomb things, maybe flammables tech should make them scale also? I don't know.