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
4 months ago
1.1
423
Manufacturing

i more things to tweak the cost of

2 months ago
(updated 2 months ago)

modules (all mk1) = 25 green circuits and 5 plastic (also 1 second craft time)
modules (all mk2) = 25 red circuits and 5 plastic (also 1.5 seconds craft time)
modules (all mk3) = 25 blue circuits and 5 plastic (also 2 seconds craft time)
landmines = vanilla costs but in bulk of 20 instead of 4
all circuit network items and lamps = no more copper wire (and in lamp's case specifically, made in bulk)
fluid wagon = no more storage tank
rocket silo = no more concrete (im tired of losing like 30m due to forgetting to set up concrete in advance right at the end of the game and also not having beacons to make up for lost time)
oil refinery = no more stone bricks (you dont need more than 40 oil refineries to beat the game in a really short amount of time which means handfeeding the stone bricks is best and i dont like that)
repair pack = 1 gear 1 green circuit
flying robot (all types) = made in batches of 2.5 (2 with a 50% chance of another)
tank = same as vanilla but with green circuits instead of reds
distractor = halfed defender requirement
destroyer = halfed distractor requirement
defender = third of the costs and 2s crafting time
laser turret & flamethrower turret = 4s crafting time
electric mining drill = 6 iron plates, 3 iron gear wheels, and 2 electronic circuits (also 0.5s crafting time)
feel free to leave more ideas in comments

New response