This is a 2.0 port of a 1.1 mod for Factorio. Link to Mod Portal Page
This mod currently does not support space age and has been marked as incompatible but it will in the future (hopefully)!
Underhaul
Most overhaul mods add complexity, this one reduces it: an UNDERHAUL
This base game mod re-balances recipes, technologies and ratios for a faster and smoother play-through. It seeks to lessen the difficulty spikes of mid-game and end-game whilst retaining the challenge of complexity. 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.
Balance philosophy:
- Make ratios easier to remember
- Reduce the number of bonus technologies, but make each bonus technology more significant
- Accelerate the early game with some bonus items found in the crashed Space ship
- 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.
Faster start:
- More items and equipment survived the crash! Use the items to kickstart your base faster.
- Added a new armor: Heavy Armor+ It has a very small equipment grid that is compatible with equipment found on the crashed Space ship
- A construction robot equipment kit survived the crash: a personal robot port, constructions bots, portable solar panels, a personal battery. This combined with Heavy Armor+ is essentially Early bots!
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