This mod adds a a bit more depth to game, as you have to deal with waste products in ore processing.
I tested it for about 10 hours in multiplayer mode. It works great so far.
It adds the following features:
* Ore crusher and pulverizer to process raw ore
* Process by-products (gravel, dirt, slag)
* Removed hand-crafting, added burner assembling machine instead
* Cokery to transform wood to coal
* Water well pump to pump up water even in deserts
* Tree farm that auto seeds and chops down trees
* Terraform: build land on water tiles
Most of the features are copied/adapted from other mods. All credits go to the original creators.
As some/most of the mods weren’t updated anymore, or I didn’t like the balancing, I adapted them 😀
This mod changes 3 stats for medium, big and behemoth biters and spitters: max health, movement speed and regeneration. Medium aliens health is same as before, but bigger ones were nerfed a bit. Big biter has 4x health of medium, and behemoth 4x of big. So behemoth biter is now 1200, down from 5000. Big biters move a little slower than before, and behemoths slower than big ones. Health regeneration was reduced.
Basically i adapted aliens to more casual playstyle. Swinging 100 destroyer capsules in endgame hives is not how i like to play the game. This also reduces the need for turret-creep, and makes tank more viable longer.
This mod adds a recipe for crafting alien artifacts from a new resource, rare earth. It is intended to allow production of science packs for players who want to play peacefully.
Rare earth is processed in a chemical plant (with copper and sulfuric acid) to make superconductors, which are crafted into superconducting wire, which is combined with processing units to craft alien artifacts.
Researching the first tech gets you fast (overclocked) drills, which are faster but also involve more energy and pollution, and steel drills, which are expensive and less fast, but have relatively little extra pollution and energy cost. Researching the second level lets you combine them, for the best of both worlds.
In vanilla, inserters, long inserters, and fast inserters all have the same cost per action, as well as the same idle drain. Smart inserters cost more per insert, but all inserters have the same “idle” drain. Other than the (rather minimal) increase in cost of materials (or possibly intricate timing setups that rely on the basic inserter being slow), there is no reason to use a basic inserter once you’ve unlocked other inserters. This bugs me. So I wrote this, even though the game impact is relatively minimal. I just like to feel like I’m being frugal when I use a basic inserter…
Inserter energy usage (per movement) is now based on the speed of operation, as well as the length of the arm. Smart inserters have a passive power drain of 4kW (ten times the normal 400W) to represent their constant monitoring and calculating.
Should adapt well to any mods, though it will override energy settings the mod had set for its inserters which may be undesirable.
Calculations are based on the basic inserter as a baseline (or the burner inserter, for any mod-added burner inserter variants). Energy cost for longer arms uses the average distance between nominal pickup and dropoff points (if there were a normal 1×1 chest in those locations), and increases linearly rather than with length squared which would be more realistic. Smart inserters have their idle drain multiplied by ten, which is consistent-ish with vanilla.
For reference, the difference between vanilla and the rebalance. (Actually, the screenshot was the opposite and then I flipped it horizontally because the image made more sense…)
This mod is mainly focused on vanilla aspects, especially offense/defense and solar energy.
I take balance very seriously. Everything in this mod was carefully edited to be as balanced as possible for an authentic vanilla feel.
If something feels out of place, please leave a comment.
Most of the current content adds to the Mid-Game, I will add early-game content soon.
What this mod adds:
4 types of walls + 3 more types of gates. (Iron, Concrete, Plastic, Composite)
2 Advanced solar panels + advanced energy accumulator
7 types of vehicles
9 new types of tank shells
3 new ammo types
3 new guns
Finally 12 new techs to research in order to unlock these advanced items.
Balances the left and the right side of a transport belt by taking items alternately left and right from the input belt. If one side is empty it will be skipped. Output goes the same: one left and one right, if one side is blocked it will be skipped.Known Issues:
-Splitter signals that it needs electricity but also works without it
-Transport belts are getting rendered above the splitter
his mod improves gameplay and balance of the base game while maintaining its original flavour.
Though there is additional content, the main focus is on rebalancing so every aspect of it becomes more meaningful and interesting.
For more details and a change list, follow the forum link.