Quality of Life


Small personal mod that I am uploading for potential use with friends. Handful of changes that just makes my personal experience a bit more streamlined, but also several options available for anyone that wants to customize their use of this mod for their own personal play, as almost every feature can be turned off independently from others.

Tweaks
1 year, 4 months ago
1.1
348
Logistics
Owner:
Templarfreak
Source:
N/A
Homepage:
N/A
License:
MIT
Created:
1 year, 5 months ago
Latest Version:
0.0.4 (1 year, 4 months ago)
Factorio version:
1.1
Downloaded by:
348 users

Small personal mod that I am uploading for potential use with friends. Handful of changes that just makes my personal experience a bit more streamlined, but also several options available for anyone that wants to customize their use of this mod for their own personal play, as almost every feature can be turned off independently from others.

What this mod does:

  1. Adjusts the mining time of several different prototypes such as all kinds of belts, poles, containers, and rails, to have a standardized mining time, as well as making this standardized mining time adjustable, so that mining these entities by hand won't be such a chore if you made a mistake with lining up something.

  2. Most of those same prototypes are also added to the Productivity Module Whitelist. This is mostly because in the base game almost all of these prototypes are an ingredient to some other product, with a few exceptions.

  3. There are 2 added "Fusing" recipes, for turning Petroleum into Light Oil and Light Oil into Heavy Oil. These recipes are generally considered overpowered, but I personally like using them because I can set up three different oil production chains to produce each oil product and they can't be bottlenecked because you aren't using 100s of Lubricant a second. Right now, the price for both of those recipes is 50 for 25, with no water cost. If you think you have a suggestion for their costs that are more balanced, go ahead and suggest them!

  4. Adds Infinite technologies for robot cargo and battery size. Other mods add similar technologies, but you do have the option to turn off this mod's technologies for those for better use with other mods. Science costs are a bit random, so if you have an idea for better science costs feel free to suggest that cost as well. Formulas for both are currently 2^(L-4)*1000 of every science pack.

  5. I make tier 1 Transport and Underground Belts be produced 10 at a time instead of 2. The costs are also increased by the same amount, and there is even support for AAI Industry's belts. The cost per belt is the same as before, but they produce 5 times faster. This is mainly done for the sake of handcrafting a few early-game belts, because I found it annoying to only get a small trickle of belts at a time while they were needed. Overall it doesn't really have a big impact on late game balance, and streamlines the early-game some for lazier players that can't be bothered to set up a belt assembler first thing. This is the only feature that can't be turned off as of right now. If people generally don't want this, I can add a toggle for it too.

  6. There is a handful of not-toggleable fixes and changes on a mod-by-mod basis that were added for my own personal sanity, like making AAI Motors and Electric Motors build in 0.5 seconds instead of the value they normally have (iirc it's 0.3) for easier on-the-fly ratio calculation as well as fixing some incompatibilities with Schall group mods.

  7. I also add a couple of my own Groups for organizing things, for Electric stuff (poles, engines, solar panels, accumulators, etc) and for anything that has a fuel value (coal, wood, rocket fuel, SE Vulcanite Blocks and Vitamelange, etc).

For modders:

You can enable some simple logging to determine what prototypes the mod modifies and then add the qolexempt bool to the entities, recipes, or modules you don't want this mod to modify for each of the listed features that can be turned off (well, this should work, not really tested lol). Make sure you add the bool before final-fixes, as mostly everything this mod does is done in final fixes so that you can have the option to apply the bool before my mod modifies anything.

0.0.3:

+Fixed turning the Oil Fusing toggle back on not re-enabling the oil fusing recipes. If you had it on in a save, then turned it off, saved, then turned it back on and saved again with 0.0.2, then in order to benefit from the fix you need to save with it off and then turn it back on.

0.0.4:

+Fixed an absolutely catastrophic bug that prevented other mods from modifying the productivity limitation list. Big woops. If your mod uses different limitation lists for different modules, then my mod will also break that, but I'm not going to worry about that until people complain to me about it, it'll have to be something I fix on my end lol (or you can add qolexempt to those modules)