SEK2 Rebalance

by RABHP

Some notable changes for my modpack variant: Removes some technologies, rebalances speed and quality modules, makes inserters scale, implements more with fusion.

Tweaks
2 days ago
2.0
5
Owner:
RABHP
Source:
N/A
Homepage:
N/A
License:
MIT
Created:
a month ago
Latest Version:
0.2.9 (2 days ago)
Factorio version:
2.0
Downloaded by:
5 users

Note: some gallery images are outdated; text below is up to date with recent changes (16-08-2026).

Personal mod that I thought others might find of use, primarily uploaded for convenience in a similar manner to github. Designed to bridge issues with SEK2 and parts from the Factorio DLC, such as fusion reactors (utilizes SEI-fusion-reactor as a later game advanced fusion reactor beyond the K2 one) and prevents recyclers from ruining SE balance. I plan to probably change more things for more interesting balance, but the main objectives have been preserve the main design intent behind SE while also giving some interesting problems to solve, and also giving fusion its rightful place as an stepping stone to antimatter.

The main changes:
Quality
- Recyclers no longer accessible (no free voiding; would violate SE intentions),
- Quality modules act like prod modules; They have a speed, energy, and pollution penalty that scales with their quality impact. (is more SE style),
- Speed modules no longer reduce quality (allows for mass production with quality, which will be necessary without recyclers to prevent too many entities),
Fission
- Fission reactor has a fuel efficiency of 50%, so that best case scenarios realistically reach only ~87.5%,
- No fission cell reprocessing (means no infinite uranium cycling and that fusion is a superior choice to fission),
- Waste fission cells now stack to 1, to force some logistical considerations around storing waste),
Fusion
- Factorio DLC fusion-reactor now acts as an upgrade to the kr-fusion reactor in the following manner
- kr-fusion-reactor typically achieves 700-1100MW net power per reactor after direct upkeep calculations, with a ~18-25% fuel efficiency (depending on if in space or not),
- fusion-reactor (provided by SEI fusion mod) typically achieves 225-850MW net power per reactor after direct upkeep calculations, with a ~25%-87.5% fuel efficiency (depending on adjacency configuration, single typically is 25% and a 18 ring is about 70%. Has recently been rebalanced),
- A few new technologies involving recipe utilizing only the k11-advanced-centrifuge allows for more material efficient production of tritium in the lategame (enable fusion upkeep to be competitive with other technologies, as well as far less stone hungry),
- fusion-reactor require supercooled thermofluid to work, meaning some manner of cooling swill need to be provided in addition to fuel production (remember: spacecraft floors allow many machines from space to be used anywhere),

Other
- Infinite inserter capacity upgrades (in order to deal with the increasingly extreme throughput needs of the factory), proceed with geometric scaling (cost increases 3x for a 4+ capacity to all bulk/stack inserters),
- kr-quarry now stack their outputs, because their throughput was already crazy, and all other advanced extractors (se-core-miner-drill and other advanced drills).

Bugs
- hypercoolers do not remember their flipped orientation when landing on a spacecraft. Not sure how to resolve yet [03-08-2026]

If the assets I am using are in violation of some license or expectation, please notify me of such and I'll amend it to be acceptable, since I am aware this mod heavily uses graphical assets of other mods to support its functionality, and I currently lack the confidence I know how these rules work. (this is assuming I check back here, of course).