More Galore!


More Galore brings together More Ores! More Parts! More Alloys! and More Intermediates! for a new overhaul pack!(EXPERIMENTAL). This is a hard pack, not your Grandma's Factorio. 15 new ores, and 9 alloys, each with plates, gears, wires, sticks, and beams. Also adds in dozens of new intermediates, adds over 150 new in game resources, all integrated into vanilla recipes. Should be compatible with nearly everything. I'm sorry for doing this to you.

Overhaul
7 months ago
2.0
1.55K
Mining Manufacturing

i Technology Dependencies

8 months ago

As it stands, all of the technologies added by More Galore (with the exception of Advanced Substrates) all appear as dead ends in the tech tree. However, the items/recipes they unlock are required for various recipes that More Galore changes. It would make sense for these dependencies to be visible in the tech tree, for example, making Bronze Processing an explicit prerequisite of Electric mining drill to better communicate that the drill would be uncraftable without bronze, without requiring the player to look through each technology's recipes to see if they require one of More Galore's intermediates.

This would be more complex for technologies that unlock multiple recipes, where the different recipes can require different intermediates. For example, Logistics unlocks both underground belts and spliters, but underground belts require titanium and invar, while splitters require lead.

8 months ago

This is a good idea. I will be doing this at some point in the near future as time permits. Thank you for the suggestion!

7 months ago

kinda agree with this point, as radar unlocks early like normal but to actually build one you need materials from green science.
i think the mod may really benefit from a bit more planning as to when you intend to unlock things as to have abit more of an intended flow.
overall tho i really like all the extra ores on the map.
and maybe it would be an interesting idea to add more alternative recipe's considering the amount of materials we have to work with now.
but i think that would work better if you have a clear image of how you want things to flow in the mod.
anyway together with the space age without space and weather mod it certainly an unique experience in a good way.

7 months ago

Yeah agreed with all your points. The technology locks are only a place holder in their current state. There was not a lot of thought put into technology locks, just pushed out to be functional so players could start in the interim.

Alternate recipes is something I definitely want to add, this will likely come with the next big update when More Fluids! is added as an optional dependency.

If you have any specific ideas, or just want to contribute to the idea, join us in the discord group. Happy to take suggestions as this is my first overhaul modpack, and we all play the game a little differently. Insights are great!

Thanks for the feedback!

7 months ago
(updated 7 months ago)

One thing i could maybe suggest as an option is take all science packs and kinda make a list of what you want to happen during each. for example lets say you want nickel to mostly get used during purple science. then recipe's including nickel should be around that part of the game. perhaps unluck nickel during blue science first and then let it first act for alternative recipe's so that its not just completely linear progression.

just first thing that popped up after playing the mod for 30 minutes

that and maybe let more common ores go first during red science
say tin -> bronze
and then silver or gold during logistics science

that would probably give a much more structured feel to the mod quite quickly

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