We Play: SE + KR2 + BZMods


Customized modpack/play-stuff. SE + KR2 + BZMods + some QoL mods lol. Mostly a huge refactoring of 5Dim to have more cohesive Tier unlocking so the factory has the same color on all items instead of being so piecemeal. Pie in the sky dream is to refactor some of the recipe ingredients for them as well to use the new items/resources in SE + K2 + BZMods.

Mod packs
4 months ago
1.1
465
Cheats
Owner:
afewvowels
Source:
https://github.com/afewvowels/factori...
Homepage:
N/A
License:
MIT
Created:
7 months ago
Latest Version:
1.1.2 (4 months ago)
Factorio version:
1.1
Downloaded by:
465 users

Shhh I changed the Spidertron Tiers - Community Updates 'trons to use the base graphics and added a tint to match their icons.

Extra note: The single block-single assembler grid blocks are meant to be used with the Tier 9 Productivity modules. Once you see the bonus on the module you'll see how a single machine can output several full belts of product. So each block uses combinators to produce several items and put them on the LTN network. The block automatically requests ingredients for the active recipe.

Upgrade note: When upgrading tiers of power poles use of the Power Grid Comb mod is necessary for sanity. Upgrading connects all nearby poles together so using the Power Grid Combs "only connect directly adjacent power poles" restores order to the power grid. This was something that really informed the overall design of the grid stuff.

Note: I haven't yet firgured out how to tweak Spaceship hull values and stuff for more flexible early game interplanetary space logistics to make the tiny ship blueprints listed below work just yet.

Here's some of the blueprint books I use with this modpack. They're based around a 42x42 grid block size with varying sizes: 1x2 (42x84), 2x2 (84x84), etc. Plus some interconnecting rail networks stuff from that "10 Big Books of Rails" blueprint book. See attached images for reference.

Planetside Grid Blocks + Connectors:
https://factorioprints.com/view/-NgjUcpUxNKe6e-EwsjG
Spaceside Grid Blocks + Connectors:
https://factorioprints.com/view/-NgjWDFqW0-i1lIy0HtI

Planetside Specialty Stuff:
https://factorioprints.com/view/-NgjWl6ZXrEsnC-xdN3J
(Deep)Spaceside Specialty Stuff:
https://factorioprints.com/view/-NgjXFszHEnUmrKJdbWn

Two books of defenses (in one!):
https://factorioprints.com/view/-NgkgN7G2rzI50MaA-Ej

You'll have to massage those blueprint books a lot to get them workable. They're kind of mid-game right now so you'll have to use upgrade planners to work them to whatever tier you're currently on. Also CompaktCircuits have trouble blueprinting so I'm working on removing them. Idk. Anyways to those brave souls bookmarking this modpack I bid you good day/night!

Neue Update: Basically playable I think? Playthrough takes quite a few hours so adjustments will have to be made. For now though 5Dim items are pretty much all new items separate from their original incantations, particularly the personal equipment stuff. Also made some adjustments to add small equipment grids to early game armors. Need to possibly create new early game roboports and bots inspired by IR3 steam clockwork automatons. That's a good name actually. Hm. Most of the colored tiered unlocks should now be tied to logistics. Belts first I reckon. Anyways should be playable mostly without infinity chests.

New Update: Original mod QoL changes have been added. Customizable stack sizes have been added. A game-breaking hidden technology has been re-enabled. This thing is basically probably playable.
To-do: Update locale.cfg with string values for new technologies. Continue tweaking costs and placements for tech unlocks of different tiers.

Update: 5Dim technologies have been ordered. Costs and tech pack requirements need to be massaged and ordered. But now items from different 5Dim mods unlock together and are grouped appropriately. It bothered me that I'd have Tier 3 pumps and a Tier 5 offshore pump but still have Tier 1 storage tanks. So now storage tanks + multi-corner storage tanks + pumps + offshore pumps unlock in a single technology. Other items have been grouped together similarly so the color cohesion across the factory is more easily maintained. So those groupings exist now but the tech costs and prereqs and whatnot all need to be organized.

Roadmap:
1. Tech costs & prerequisites
2. Edit recipes to use new ingredients from SE + K2 + BZMods(!!!)
4. ???

Crazy weird modpack. Includes huge supply chains. Lots of tweaks to focus on building huge rail networks using LTN and tiered upgrades to just about everything with the 5Dim mods. Also (will) include big changes to 5Dim recipes and technologies to unify them and use Common-Industries to update recipe requirements. Recommend using Crafting/Recipe cominators to cycle assemblers with numerous tiered structures.

Anyways this probably isn't for you??? It's the culmination of about a year of solid play developing a weird playstyle. Bascially this is my Factorio kink pack, if you will.

Start with a jetpack and power armor and creative-items to get whatever you need to start building stuff.

Currently working on refactoring 5Dim's numerous tiered items techs/recipes/unlocks/etc to better tie into SE + KR2 progression through rocket launches and the many many tiers of science packs. And using Common-Industries to work new resources from BZMods into those 5Dim recipes.