Space Exploration Simplified


Is Space Exploration too complex? Why do I have to make an item that's used for only one thing? Why do I have a building that does only one thing? Why are there so many kinds of buildings? WIP, suggestions are welcome.

Tweaks
1 year, 8 months ago
1.0 - 1.1
21.3K
Owner:
LeahCim4686
Source:
N/A
Homepage:
N/A
License:
MIT
Created:
3 years ago
Latest Version:
0.3.5 (1 year, 8 months ago)
Factorio version:
1.0 - 1.1
Downloaded by:
21.3K users

Removed multiple steps between ore and plate for (SE) ores.
Removed multiple steps for biomass.
Removed insight and significant data (simulation).
Removed catalogues from science packs; science pack recipes moved to supercomputer.
Removed cargo rocket part stacks/packing; increased max stack size to 5.

Recipes using thormofluid always output 25deg.
Recipes using data cards output junk cards instead of blank cards (where applicable).
Recipes using (uranium) U235 output U238 instead of 50% chance of U235 (where applicable).

Increased data card probabilities (where applicable).
Increased formatting data card probabilities to 99.9% for all recipes (I imagine, IRL, I can format 1,000 cards and only break one). Better recipes require less time.
Increased space pipe to ground underground distance to 10; recipe produces 2.

Decreased delivery cannon capsule cost.

Reset spidertron recipe and research to vanilla(ish).

Removed all telescopes except xray; moved recipes to xray telescope.
Removed astrometrics facility; observation data moved to xray telescope, multispectral astrometric analysis 1-3 moved to supercomputer.
Removed growth facility; recipes moved to biochemical facility.
Removed particle accelerator; recipes moved to particle collider.
Removed plasma generator; recipes moved to thermodynamics facility.

Moved vanilla chemistry recipes from biochemical facility to decontamination facility.
Allowed "robot-attrition-factor" setting to go to zero (they still seem to crash)