Marathon Mod

Increases the resource costs of most recipes causing a marathon game. The will require the players to scale a larger factory and use rail to reach the end game.
2 years ago
0.13 - 0.14
8322
Owner: Afforess
Source: Afforess/Marathon
Homepage: http://www.factorioforums.com/forum/v...
License: MIT
Created: 2 years ago
Latest Version: 1.1.6 (2 years ago)
Factorio version: 0.13 - 0.14
Downloaded: 8322 times

Do you find factorio too quick to complete and would like a challenge that requires you to scale a bigger factory, spend more effort on research, plan investments more carefully and require the use the train feeding bases? Do you like the feel of the base game as-is? This is the mod for you!

This mod is designed to increase the length and difficulty of the game without changing the recipes. It makes the following major changes:
Power generation is more costly and fuel yield are halved.
Science costs drastically increased.
Most costs are increased, particularly electronics circuits.
Electronics circuits changes cause the cost of automation (assembly machines, non burner inserter, electric drills) to be very costly. The player has to weight investments early on.
Biter evolution is unchanged. Since the game is significantly slowed down this means that you'll like need to use gun turrent against spitters and you'll face biter evolution with less research completed making biters harder.
Copper outputs significantly more plates per ore (5 to 1 right now) and copper costs are significantly increases. This will cause significant copper bandwidth issues.
*Various build times are increased.

Expect the following:
The game to take roughly 10 times as long.
Burner stage (turrets) can't be skipped.
Getting your first research (lab, power) will over an hour.
Higher tier research are very costly.
*Be forced to use trains.

CHANGELOG
1.1.6 - Afforess
Changes:
- A number of bob's mod fixes.

1.1.5 - Afforess
Changes:
- Factorio 0.14 support

1.1.3,1.1.4 - Afforess
Changes:
- Fixed typo.

1.1.2 - Afforess
Changes:
- Partial stdlib conversion and fix a bug with the chemical-plant-2 with bob's mod.

1.1.1 - Afforess
Changes:
- Fix a few bugs in bob's mod recipe updates

1.1.0 - Afforess
Changes:
- Early first pass at 0.13 support. Minor bugs likely exist.

1.0.3 - Afforess
Changes:
- BUGFIX: Copper plates required to create science pack 1 increased from 30 to 40 (was increased previously, then the change was lost)
- BUGFIX: (Bob's Mods) Verify recipe ingredients exist before updating bob's mod recipes

1.0.2 - Afforess
Changes:
- BALANCE: (Bob's Mods) Cobalt Oxide from Copper recipe now requires 2x stone, 2x coal, 2x hydrogen, 37.5 time, and produces 50x copper plate (previously was 1, 1, 1, 25, and 10 respectively)

1.0.1 - Afforess
Changes:
- BUGFIX: (Bob's Mods) Verify carbon exists before balancing fuel value
- BUGFIX: (Bob's Mods) Verify liquid-fuel-canister exists before balancing fuel value

1.0.0 - Afforess, contributions from Wulfson (bobathon)
Changes:
- New recipes to support compatibility with bob's mods and vanilla factorio.
- No changes for vanilla balance.

0.5.4 - Afforess, contributions from KeepOnDigging
Changes:
- BALANCE: Stone brick requires 5 stone to smelt (2 previously)
- BALANCE: Piercing Bullet Magazine requires 25 copper plate to smelt (5 previously)
- BALANCE: Rocket requires 10 iron plate to smelt (2 previously)
- BALANCE: Shotgun shell requires 10 copper plate, 10 iron plate to smelt (2 each, previously)
- BALANCE: Piercing shotgun shell requires 10 copper plate to smelt (2 previously)
- BALANCE: Basic transport belt requires 2 iron plate (1 previously)
- BALANCE: Basic inserter requires 2 iron plate (1 previously)
- BALANCE: Burner inserter requires 2 iron plate, 2 iron gear wheel (1 each previously)
- BALANCE: Pistol requires 25 copper plate, 25 iron plate (5 each, previously)
- BALANCE: Submachine gun requires 25 iron gear wheel, 25 copper plate, 25 iron plate (10, 5, 10 each previously, respectively)
- BALANCE: Basic Bullet Magazine requires 5 iron plates (2 previously)
- BALANCE: Basic armor requires 100 iron plates (40 previously)
- BALANCE: Radar requires 25 iron plates (10 previously)
- BALANCE: Small lamp requires 2 iron plates (1 previously)
- BALANCE: Pipe-to-ground requires 10 iron plates (5 previously)
- BALANCE: Gun turret requires 50 iron gear wheels, 50 copper plates, 50 iron plates (10, 10, 20 each previously, respectively)
- BALANCE: Sulfuric acid requires 2 iron plates (1 previously)
- BALANCE: Sulfur recipe returns 1 sulfur as a result instead of 2 previously
- BALANCE: Lubricant requires 2 heavy oil (1 previously)
- BALANCE: Long inserter requires 5 iron plate (1 previously)
- BALANCE: Straight rail requires 2 stone, 2 iron stick (1 each, previously)
- BALANCE: Curved rail requires 8 stone, 8 iron stick, (4 each, previously)
- BALANCE: Iron chest requires 20 iron plate (8 previously)
- BALANCE: Shotgun requires 25 iron plate, 10 iron gear wheels, 50 copper plate (15, 5, 10 each previously, respectively)
- BALANCE: Combat shotgun requires 10 iron gear wheels, 50 copper plate (5, 10 each previously, respectively)
- BALANCE: Advanced circuit requires 2 plastic (1 previously)
- BALANCE: Big electric pole requires 25 copper plate (5 previously)
- BALANCE: Substation requires 25 copper plate (5 previously)
- BALANCE: Medium electric pole requires 10 copper plate (2 previously)
- BALANCE: Low Density Structure requires 25 copper plate, 10 plastic (5 each, previously)
- BALANCE: Solid fuel provides 10MJ of power, down from 25MJ previously

0.5.3 - Afforess

Changes:
- BALANCE: Copper plate smelting time reduced by 10% over previous value (7MJ -> 6.33MJ)
- BALANCE: Copper plates required to create science pack 1 increased from 30 to 40
- UPDATE: Factorio 0.12 supported.

===========
0.5.2 - Afforess

Changes:
- BUGFIX: Pipe now stacks to 100, so it can serve as an input to assembling-machine for steam engines[/spoiler]

[spoiler=Plans and Future Development]There are no plans for future features or changes to the mod. I will still release bugfixes will occur as bugs are found and updates will occur as new Factorio releases break this mod.

Otherwise, consider the 'Marathon' mod 100% feature complete and done. The mod is stable, bug-free, and finished.