zero318's Module Extension

by zero318

Adds new modules to Bob's Modules that extend gameplay. Settings are included to enable shiny graphics, enable new module types, adjust the balance of god modules, and adjust the colors of certain modules. All features and options can be toggled individually. Includes integrated compatibility with Artisanal Reskins.

2 years ago
0.17 - 1.1
726
Owner:
zero318
Source:
N/A
Homepage:
https://mods.factorio.com/mod/zero-modules
License:
MIT
Created:
4 years ago
Latest Version:
0.6.0 (2 years ago)
Factorio version:
0.17 - 1.1
Downloaded by:
726 users

Adds new modules to Bob's Modules that extend gameplay. Settings are included to enable shiny graphics, enable new module types, adjust the balance of god modules, and adjust the colors of certain modules.

All features and options listed below can be toggled individually and are compatible with each other.

Gameplay Features:
-Purple Modules: Combine speed and productivity in one module with only a slight reduction in energy requirements. Designed as a viable alternative to raw productivity.
-Stank Modules: Combine speed and pollution creation in one module without any increased energy requirement. Modules that generate extra pollution can be used beneficially in buildings that generate negative pollution.
-Extended God Modules: Extends god modules to 8 tiers instead of just 5. However, the effect gains per level are decreased so that tier 8 is equivalent to the original tier 5, thus making them more expensive.
-Rebalanced God Modules: Caps the maximum effects of god modules to match those of the other modules, thus making them less powerful.
-Restrict God Modules to Labs and Miners: Prevent using god modules on any recipes in any machine other than labs and miners.

Graphical Options:
-Shiny Graphics: Enable 0.17-style module graphics based on and/or from ShinyBob_Icons. When Artisanal Reskins: Bob's Mods is present, 0.18-style graphics are enabled (including for this mod's modules).
-Vanilla Productivity Colors: Switches the module colors around so that productivity modules/boards are orange, raw productivity modules are pink, and stank modules (if enabled) are red.
-Green Modules are Green: Switches the colors of the pollution cleaning modules/boards and green modules so that green modules are actually green.