Pure Modules

by RealK

Stronger end-game tiers of modules with reduced penalties. They require a powerful new beacon to work. Optional Quality and Space Age support.

Content
3 hours ago
2.0 - 2.1
5
Manufacturing
Owner:
RealK
Source:
N/A
Homepage:
https://github.com/RealK465/RealK_Fac...
License:
GNU GPLv3
Created:
18 hours ago
Latest Version:
1.0.3 (3 hours ago)
Factorio version:
2.0 - 2.1
Downloaded by:
5 users

Pure modules are new tiers of dedicated modules that let you have a better bonus with fewer negative effects (no quality penalty, no speed penalty, reduced power penalty...)

They are incredibly powerful, so they require a dedicated high-tech beacon to work.

This mod only adds new features, no existing vanilla recipes are touched.

Modules

A new top tier of modules, more powerful and with reduced penalties.

  • Speed — faster than tier 3, without the quality hit.
  • Productivity — more output than tier 3, without the speed hit.
  • Quality — better quality than tier 3, with no drawback at all. (requires the Quality mod)

There's no Pure efficiency module — tier 3 already has no drawback left to remove. (maybe it will be reviewed, let's see)

Pure Beacon

A dedicated high-tech beacon with the capacity to carry the power of the Pure modules.

It has a big range, but its stacking effect is limited.

There are mod settings for configuring which modules the beacon supports.

Compatibility

  • Base Game
  • Space Age and Quality are optional

No changes are made to existing recipes.

Safe to add to an existing save.

Roadmap

Nothing here is promised, but it's what's being considered next:

  • More modules and beacons — maybe a single "god" module that folds every bonus
    together, or another beacon variant.
  • Compatibility with other mods — a good reason to add further tiers of modules or
    beacons tied to other planets, if the right mod comes along.
  • More languages — the mod is English only for now.