Coppermine's Bob's module rebalancing


A number of tweaks to Bob's modules intended to rebalance them to more reasonable capabilities and make more of the available options relevant. Overall, modules and beacons are both made more expensive and less effective. See mod settings for more details on the changes, which can be enabled individually. Some graphics derived from those of Bob's mods by bobingabout and Aonova.

3 years ago
0.15 - 1.1
815
Owner:
Coppermine
Source:
N/A
Homepage:
https://forums.factorio.com/viewtopic...
License:
MIT
Created:
7 years ago
Latest Version:
0.4.0 (3 years ago)
Factorio version:
0.15 - 1.1
Downloaded by:
815 users

Overview

Like other mods before it, this is an attempt to rebalance Bob's modules to a more reasonable feature.

The mod contains a number of options (configurable through the Factorio mod options system) that affect various aspects of Bob's modules. All can be toggled independently and when they are all turned off, the mod has no effect. So you can pick and choose the features you want, but the default is to have everything turned on.

In short, both modules and beacons are made more expensive and less effective. My goal specifically was to encourage more variation in the use of modules. For example:

  • To provide a reason for crafting the 'regular' modules (e.g. speed modules) when combined modules (e.g. raw speed modules) are also available.
  • To provide a reason to use lower level modules than just level 8 (when I played regular Bob's mods I found that I would always jump straight to level 8).
  • To provide a reason to use lower level beacons even when the higher tiers are available.
  • To allow God modules to be turned on without breaking the game.

However, one thing I did not change was the productivity bonus of the top-tier productivity modules. So one can still achieve a 240% bonus in assembly machines. The difference is that now you will have to choose more carefully which machines get such a bonus, because it will be very expensive to grant it to all of them.

Details

The specific options available are as follows:

Exponentially expensive modules

Modules of each level now cost 2 modules of the previous level to craft (5 for God modules), making modules exponentially expensive in their level. The intent is to encourage use of the lower level modules, which are otherwise rarely relevant.

If you are using SpaceX with the Bob's mods integration then this option will make the various spaceship components quite expensive, so their cost is comparable with the cost of the FTL techs. I find this helps bring a better balance to the SpaceX endgame.

Nerfed modules

The positive effects of the various modules are weakened, and their negative side-effects significantly increased. In particular, speed (and raw speed) modules no longer make machines more efficient, and productivity (and raw productivity) modules come with severe energy and speed costs. God modules (if enabled) become what raw productivity modules used to be.

Expensive combined modules

The combined-effect modules require different ingredients, including higher-tier plates. If Bob's alien alloys are enabled, they will be required. God modules (if enabled) are now crafted from other modules.

Nerfed beacons

Mk2 and mk3 beacons have reduced range and increaed energy cost and hold fewer modules. They also now generate pollution.

Expensive beacons

Mk2 and mk3 beacons require pollution producing modules to craft. With exponentially expensive modules enabled, this makes them very expensive, meaning that mk1 or mk2 beacons are a sensible choice in many situations.

Require modules for rocket control units

Use either raw speed module 8s (if enabled) or speed module 8s as an ingredient in rocket control units. If exponential modules are enabled then one module suffices for 20 rocket control units, so that they are not too expensive.

Require space science packs to craft god modules

Add space science packs as an ingredient for crafting god module 1.

Research cost multiplier for god modules

With the other changes god module research becomes cheaper than its prerequisites. This multiplier (at the default value of 10) sets more reasonable research costs.

Require god modules for some Space X components

If God modules are enabled then those components which previously required all three module types now require God modules instead. Has no effect if God modules are disabled. If exponentially expensive modules are enabled then the number of God modules is scaled down to keep the requirements reasonable.

Version history

0.2.1

  • Port to 0.17.
  • Update to cope with the loss of electrum in Bob's plates.
  • Update to cope with rocket control units being their own tech now.
  • Fixed some tech prerequisites.

0.2.0

  • Port to 0.16.

0.1.4

  • Fix for recipes using old-style ingredients table.