Factorio

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ri4

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ri4

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About this mod

Modified modifications, or mods modified by me to make them look better in the game.
I suppose that they may be of interest to someone else.
Made for myself, just wanted to share.

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Changelogs
■ Replacement of the appearance of buildings in the mod "Factorissimo"
In my opinion, this undoubtedly wonderful mod has long suffered from the lack of normally traced factory buildings, which would fit more realistically into the atmosphere of the game.
In my collection of mods I have long ago corrected this flaw, and now I decided to share with someone else.


■Just updating the mod "BiusArt Combinator graphics" to the current version of the Factorio 1.1
It very successfully replaces the appearance of combinators, making them more futuristic.
The author seems to have stopped updating it, so use it if you need it.


■ Wind-dependent wind turbines
Most of the mods introducing wind turbines into the game have one common flaw - turbines work as sources of infinite free energy without regard to wind speed. It is enough to install a few hundred wind turbines and you can forget about problems with electricity. In my opinion this is completely wrong.
The wind can blow at different speeds or not at all, so the energy production must be unstable. In fact, wind turbines are analogous to solar panels which produce electricity periodically. Only if solar panels work half the day as long as the sun shines, wind turbines work around the clock and occasionally stop generating electricity if the wind fails.
I took the
"WindPower" mod and made a simulation of the change in wind speed, which you can see in the graph. Now turbines are exactly wind-dependent devices, the use of which without accumulators is very difficult. Nevertheless, they fit very well into the overall scheme of production development, and perfectly complement the solar panels, allowing you to use only green electricity.

The power of wind turbines has also been changed:
Tier 1 Wind Turbines - 300 kW;
Tier 2 Wind Turbines - 1 MW;
Tier 3 Wind Turbines - 3 MW;
Tier 4 Wind Turbines - 6 MW.


■ Low-capacity, fast-dischargeable entry-level accumulator
When playing with Angel's mods, the technology tree grows considerably and the exploration of accumulators along with solar panels shifts to a later stage of the game. Therefore, that more than half of the game has to do without them, using only solid or liquid fuel boilers to generate electricity. This is why the installation of wind turbines can to some extent reduce the consumption of combustible materials, as well as reduce the pollution arising from their use and extraction.
However, without the use of accumulators, wind turbines which I used are of very little help in ensuring the energy independence of industries because they periodically lose power due to a decrease in wind speed. That is why I was looking for a suitable mod for a long time, which would allow at an early stage of the game to make simple accumulators without violating the general scheme of technology development due to its power or complexity. And the mod
"wtxCapacitors" was perfectly suited for this purpose. The only thing that I thought it necessary to do, except for a small edit its graphics, is to use in the technology of their production already available in the mod Angel, accumulators first level. These lead-acid batteries are not used much in production, and there is usually a sufficient stock of them.

Accumulator's characteristics.
Energy capacity:
1 MJ
Max. output: 100 kW

■ Replacing icons in the mod "Angel's Industries"
In my opinion, Angel's mod belongs to the category of those mods that just must have, but the quality of some of the icons used by the mod leaves much to be desired.
At first I was perplexed why there were so many icons of the same type. I literally had to break my eyes trying to distinguish one type of product from another. But this quickly got bored and I just changed the icons so that it was immediately clear what device they stand for. Now it's no problem to quickly figure out what's needed for what.
This retexture mod is designed to be installed on a game with a mod already installed Angel's Industries. It works perfectly with the versions of the mod Angelsindustries 0.4.6 - 0.4.11.

I have not tested my mod on other versions, but I guess that with versions 0.4.12 and above, you're likely to have problems displaying some icons because Angel made a lot of changes to the latest versions of his mod.

■ Just replacing the "Rusty Gramophone" with a more technological device in "Belt Balancer" mod  
This mod is a good replacement for vanilla splitters, allowing you to build more complex and at the same time compact schemes of moving cargo on conveyors. True, the graphic design of the balancer itself is noticeably pumped up. Still, we have a game Factoria, not Fallout, where such rusty mechanisms look very harmonious. Although even there, I do not remember gramophones.
So I replaced the graphics for more pleasing to the eye and not dissonant with the game atmosphere.


■ Changing the appearance of the liquid tank  
What does a true pyramid builder industrial and process chain builder usually lack, besides resources of course?
Surely, their storage space!
And mod
 "BigStorageTank" can help in this. In any case, for the storage of liquids he is perfectly suited.
In addition, it fits very well inside the premises of the Factorissimo fashion.

The Volume of the tank was increased to
2'000'000.