Announcement for 2.0
BZ Mods will be updated for 2.0 and Space Age. The hope is by end of 2024.- I will probably start with Titanium, then move on to Lead and Silica & Silicon, and then to the more complex ones.
- Mods may be updated for 2.0 before Space Age, depends on complexity of integrating into Space Age
- Tungsten and Foundry will likely continue to exist in some form for 2.0 non-Space Age, though I might reuse Space Age assets (assuming Wube allows us to use Space Age assets in mods that don't require Space Age). I'm not sure if they will be compatible with Space Age at all.
What are BZ Mods?
This is a loose collection of mods. Each tends to focus on a specific resource, often elemental. Picking and choosing the ones you prefer is supported and encouraged, but they do work together to make something of a mod pack.Main mods (See also)
- Aluminum - Adds aluminum, cable, alloys, spark plugs, and more. Requires the Foundry accessory mod. Somewhat complex.
- Graphite & Diamonds - Adds graphite, diamonds, graphene, and optionally, fullerenes, nanotubes, and carbon-black. More complex.
- Lead - Adds lead ore & lead plates. Smelting lead ore also yields a small amount of copper ore. Good death world mod.
- Salt & Chlorine - Adds salt, chlorine & some intermediates. Revamps advanced circuits.
- Silica & Silicon - Adds silica, silicon, optical fiber, and other optional intermediates. Part of stone production chain.
- Tin - Adds tin ore, tin plates, solder, organotins. A small step up in complexity from titanium or lead.
- Titanium - Adds titanium ore, titanium plates. A good first mod to try out.
- Tungsten - Adds Wolframite, tungsten plates, tungsten carbide, rocket engine nozzles.
- Zirconium - Adds zircon, zirconia, zirconium plates, and cermet (optional).
- Natural Gas - Adds natural gas, drilling rig, bakelite and more. Revamps green circuits.
Titanium < Lead < Tin < Natural Gas < Tungsten < Zirconium < Silica & Silicon < Aluminum < Graphite & Diamonds < Salt & Chlorine
Accessory mods
- Foundry - A foundry building, for founding and other hot stuff like coking, etc.
- BZ Mods Bridge - A bridge mod for Deadlock Stacked Recipes and other cross-cutting mods that need to load after BZ mods.
- Aluminium localization - Alternate localization for Aluminum mod.
- Optional Advanced BZ Settings - Some settings that apply to all BZ mods. Completely optional.
- Very BZ - A modpack containing all other BZ mods, once they are relatively stable. Contains everything in the below modpacks as well.
- BZ Bee: Basic Metals - A simpler modpack focused on some basic metals.
- BZ Bee: Electronics - A simpler modpack focused on green circuit overhaul with other changes.
- BZ Bee: Intermediates - A simpler modpack focused on intermediate recipes and more complex production chains.
Philosophy and focus
Roughly in order of importance:
- Vanilla support.
The goal with every mod is to support vanilla Factorio. This means one or more important vanilla recipes will use the resource in question and each resource will be included in vanilla science packs in some way. I will also try to mostly preserve the vanilla feel and aesthetic, with just a slight nudge towards realism. - Expand breadth.
These mods attempt to expand the breadth of the game through new resources and production chains. Generally the length is not explicitly expanded much, though a broader game does take longer to finish.... - Simplicity.
I try to make sure each mod on its own is a simple modification of the game, so players can customize how complex and different their playthroughs are. Different mods are different levels of complexity. Using all the mods together will get increasingly complex. - Broad compatibility.
I want these mods to be very plug-and-play, as such, I try to add compatibility for numerous mods of varying sizes. Common ones include RSO, Aircraft, Deadlock Stacking, Deadlock Crating, Simple Compress, Bio Industries, etc. - Krastorio 2 & Space Exploration support.
K2 and SE have become a requirement for each of these mods as well, things like ore enrichment, matter, science, delivery cannons, etc will be directly integrated. - Other "big mod" compatibility.
I try to support mod packs like 248k, FE+, 5Dims, ModMash, etc. If your favorite mod pack is not supported, let me know and I'll see what I can do.
These mods will vary in their support for Pyanodons, Bob's & Angel's. While compatibility with these mods will be added where able, those modpacks are each very complex and broad, and integrating well into them takes more effort. Mods that rely on them, like Nullius, Sea Block, and MadClown's will also be difficult to support.
Community
Thanks, everyone. Community engagement is very important to these mods. They would not be what they are without input from the wonderful Factorio community. I take every suggestion seriously, and try to incorporate them if readily able, sometimes as an optional mod setting. Even if I don't incorporate it immediately, you might see it later or in a different form.
Thanks to those who have contributed via graphics, code, or localization. Credits are in each individual mod.
Also, consider trying out planetfall's compatible mods:
- If I Had a Nickel - Nickel ore and lots of intermediates
- Brass Tacks - Zinc ore and lots of intermediates
- Rebecca-X's compatibility mod for Schall Alien Loot
- MdRuz's version of Bob's Electronics for SE/K2/BZ
- yokmp's Molten Metals (works with some BZ mods)
- U.N.Owen's Research Desk fork
- tuxnux21's Rich Blood