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
8 hours ago
2.0
0
Owner:
RABHP
Source:
N/A
Homepage:
N/A
License:
MIT
Created:
8 hours ago
Latest Version:
0.2.1 (8 hours ago)
Factorio version:
2.0
Downloaded by:
0 users

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:
- 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),
- Fission reactor has a fuel efficiency of 50%, so that best case scenarios realistically reach only ~100%
- No fission cell reprocessing (means no infinite uranium cycling and that fusion is a superior choice to fission),
- Infinite inserter capacity upgrades (in order to deal with the increasingly extreme throughput needs of the factory),
- 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 upkeep calculations, with a ~18-25% fuel efficiency (depending on if in space or not),
-fusion-reactor typically achieves 180-430MW net power per reactor after upkeep calculations, with a ~38%-75% fuel efficiency (depending on adjacency configuration),
-A new recipe utilizing only the k11-advanced-centrifuge allows for more material efficient production of tritium in the lategame

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).