Underhaul

by luiseeo

Re-balances recipes, technologies and ratios for a faster and smoother playthrough. Lessens the difficulty spikes of mid-game and end-game (but doesn't remove them!). Most overhaul mods add complexity, this one reduces it: an UNDERHAUL If you like Factorio but you ain't got time for the grinding, this mod is for you!

Overhaul
12 days ago
1.1
38
Manufacturing
Owner:
luiseeo
Source:
https://github.com/luiseeo/underhaul
Homepage:
N/A
License:
MIT
Created:
12 days ago
Latest Version:
0.2.0 (12 days ago)
Factorio version:
1.1
Downloaded by:
38 users

Underhaul

Most overhaul mods add complexity, this one reduces it: an UNDERHAUL

This mod re-balances recipes, technologies and ratios for a faster and smoother play-through. It lessens the difficulty spikes of mid-game and end-game (but doesn't remove them!). If you like Factorio but you ain't got time for the grinding, this mod is for you!

This mod aims to cut the time of a play-through in half! Everyone completes Factorio (launches a Rocket) in a different amount of time. But as an example, if someone takes about 30 hours to launch a Rocket, with this mod that time will be shortened to about 15 hours.

Underhaul is for you if:

  • You like the regular Factorio experience but would like to complete a play-through in less time
  • You like to speed-run. You find the challenge in going fast
  • You are annoyed by some recipes having a long crafting time
  • You are struggling to launch your first rocket because you became lost researching so many expensive technologies (that you might not even need)
  • You want shorter games with worse graphics made by people who are paid more to work less

Underhaul is NOT for you if:

  • You expect some of the difficult mechanics to be removed (like oil processing or biters). All difficulty spikes are preserved, they are just not as steep.
  • You want a real Overhaul mod that adds mechanics and complexity

Balance philosophy:

  • Make ratios easier to remember
  • Remove some technologies that are beginner traps
  • Reduce the number of bonus technologies, but make each bonus technology more significant
  • Reduce the feeling of grinding in the mid-game and end-game
  • Keep most systems. Exploring the different systems of Factorio and their paradigms is fun. Maybe make them easier to use, but don't remove them

Mayor balance changes:

  • Steel plates cost 3 iron plates instead of 5
  • Red circuits cost 2 Green circuits + 2 Copper wires + 1 Plastic Bar, instead of 2 Green Circuits + 3 Copper wires + 2 Plastic Bar
  • Science pack assembler ratio (for Red:Green:Gray:Blue:Purple:Yellow) is 5:5:5:6:6:6, instead of 5:6:5:12:7:7
  • Copper wire assembler to Green circuit assembler ratio is 1:1, instead of 3:2
  • Re-worked modules to grant more bonuses and less drawbacks. HOWEVER, beacons are removed (they can be enabled in the mod settings, but the recommendations is to keep them disabled)
  • Removed technologies that most people don't use: Combat robot, Robot follow, Discharge defense (they can be enabled in the mod settings)

Other balance changes:

  • Reduced the cost for most wearable equipment
  • Solar panels are slightly more powerful. Accumulators have greater capacity.
  • Changed the ratio of solar panels to Accumulator to be exactly 4:1
  • Made the cost of Nuclear Power (technologies and recipes) more viable for a fast play-through
  • Reduced the crafting time for a lot of end-game recipes
  • Many small adjustments here and there to many recipes