Module Config


Want better efficiency modules? Want speed modules to use more energy? Want more modules? This mod is aimed to be your one stop shop with (hopefully) all module needs with the use of many settings for the player to use to control exactly how module effects work, and control how many tiers of modules there are. For those who want fine control, there are advanced settings as well. Many planned additions as well.

Content
5 hours ago
1.1 - 2.0
464
Manufacturing
Owner:
bunshaman
Source:
N/A
Homepage:
N/A
License:
MIT
Created:
5 months ago
Latest Version:
2.0.0 (5 hours ago)
Factorio version:
1.1 - 2.0
Downloaded by:
464 users

Why use this mod?

This mod is for people who always wanted to fine tune their modules. Want super powerful efficiency modules? 100+ tiers of modules? Maybe get rid of that pollution penalty on productivity modules? Well this mod can do that.

How customizable is it?

This mod is very customizable. This mod allows players to customize how specific effects on modules scale, with the default settings producing the same modules as vanilla. Also supports advanced settings, which let players fine tune how effects scale as the tiers increase.
If that is not enough for you, there is a text box which allows players to type in exact numbers for specific effects. (See above pictures :) )

On top of that, the formula for unlocking tech can be controlled by the player, as well as the crafting recipe ingredient amount requirements.
There are more settings planned regarding technology and recipes, and possibly more formulas for calculating module bonuses.

Some of the many features of what you can do (but not limited to these)

  • Change the values of base modules
  • Change the max level of individual types of modules, up to 256
  • Change the scaling of effects on modules to follow predefined patterns. If the built in patterns aren't enough, you can manually overwrite effects with numbers of your choice!
  • Adjust recipe costs (room for improvement here, I recommend using the recipe tweaker mod for better configuration)
  • Define custom formulas for the recipe costs
  • Janky mod support
  • Option to move all modules to their own inventory group to remove clutter.

For the future?

Anything for the future is not set in stone, but these are what I would like to add:
  • Quality module support when Space Age drops (This is guaranteed)
  • Merged modules?
  • Scaling patterns for effects that follow a defined formula

WARNING:

Due to how module effects are stored in game, no effect can go past 32,767%. Any effect that would otherwise go past that number will be clamped to the limit to avoid issues. Sorry! There is nothing I can do about this unfortunately.