One More Tier

by Jakzie

Adds one more (faster but more expensive) tier of Electric furnace, Oil refinery, Chemical plant, Assembling machine, Long handed inserter, Lab, Pumpjack, Underground pipe, Offshore pump, Storage tank, Transport belt, Electric mining drill, Roboport and Centrifuge. You can enable/disable any of these in mod settings as well as change both speed and energy usage.

Content
3 months ago
1.0 - 2.0
8.59K
Logistics Manufacturing
Owner:
Jakzie
Source:
N/A
Homepage:
N/A
License:
GNU GPLv3
Created:
4 years ago
Latest Version:
1.2.1 (3 months ago)
Factorio version:
1.0 - 2.0
Downloaded by:
8.59K users

Overview

  • Are you tired of building tons of furnaces, oil refineries and other machines?
  • Are you looking for a mod that adds faster machines without adding like 3 of each or ton of other crap you don't need?
  • Do you want to customize the speed and energy usage?
  • Do you need an option to use only some of those machines, because you have the other ones added by other mods?

If your answer is "yes" to those questions, then One More Tier is a perfect mod just for you.

It adds just one new tier of Electric furnace, Chemical plant, Oil refinery, Assembling machine, Long handed inserter, Lab, Pumpjack, Offshore pump, Electric mining drill, Roboport and Centrifuge. All of those machines are faster than the vanilla ones but consume more electricity and produce bigger pollution. They are more expensive to make, require processing units to make them and productivity/utility science packs to research them.

The mod also includes:

  • Pressurized storage tank for more efficient storage of high amounts of liquids.
  • Long pipe to ground for making your pipe projects a little easier.
  • Superfast and super-expensive transport belts for fast item transportation (with smart belt dragging support).

All entities from this mod should work fine with upgrade planner.

Customization

You can disable any of those additions in mod settings. By doing so the entity, its crafting recipe and the technology used to research it won't be loaded into the game at all. This can be useful if you have some other mods adding these machines, or you just don't want some of them.

Both the speed and energy usage are customizable. If you put a value in incorrect format as energy usage, the mod will ignore it and use default value instead.

New machines

- Advanced electric furnace

  • 2x faster and 2.2x higher energy usage
  • 3 module slots
  • 1.3x bigger pollution

- Advanced chemical plant

  • 2x faster and 2.2x higher energy usage
  • 4 module slots
  • 1.5x bigger pollution

- Advanced ore refinery

  • 2x faster and 2.2x higher energy usage
  • 4 module slots
  • 1.5x bigger pollution

- Assembling machine 4

  • 2x faster and 2.2x higher energy usage than tier 3
  • 1.3x bigger pollution than tier 3

- Fast long handed inserter

  • Same speed and energy usage as the fast inserter

- Advanced lab

  • 1.25x faster and 1.5x higher energy usage
  • 4 module slots
  • should work fine with modded science packs
  • compatible with Disco Science

- Fast pumpjack

  • 2x faster and 2.2x higher energy usage
  • 3 module slots
  • 1.5x bigger pollution

- Fast offshore pump

  • 2x faster
  • will probably use electricity in the future

- Fast electric mining drill

  • 2x faster and 2.2x higher energy usage
  • 4 module slots
  • 1.5x bigger pollution

- Advanced roboport

  • 2x larger logistic area radius and 1.4x larger construction area radius
  • 2x faster robot charging speed and 2.2x higher base energy usage

- Advanced centrifuge

  • 1.75x faster and 2.2x higher energy usage
  • 3 module slots
  • 1.5x bigger pollution

Other additions

- Long pipe to ground

  • almost 2x the length of normal underground pipe

- Pressurized storage tank

  • 3x bigger capacity
  • same size as normal storage tank

- Superfast transport belt

  • 2x faster than express transport belt
  • max distance of 13 tiles for underground belt
  • works with the new smart belt dragging mechanic

Future plans

  • Optimizations and compatibility with other mods
  • Adding new tiers for a few more buildings (maybe radars? solar panels? will see)

Compatibility

Should be compatible with any mod which doesn't change vanilla machines.

Recipes are generated dynamically, therefore they'll (try to) adapt to any changes made by other mods in recipes of vanilla machines. This adaptation isn't all-powerful, so don't expect recipes to be 100% perfect with any mod which changes the vanilla ones.
As a result, there may be a weird behaviour with mods adding some form of recycling. The vanilla recycling works fine, but the only 100% compatible recycling mod is Reverse Factory.

It is compatible with Space Age, but doesn't use or change any stuff specific to it. With the exception of Superfast transport belts, which will have a different recipe.

Spotlight video by Xterminator

https://www.youtube.com/watch?v=hbceUg0s-rM

Feedback

If you have any feedback, request or issue don't be afraid to let me know in the discussion section.

Check out my other mods: Jakzie's mods