First of all:
Please excuse my bad english, I didn't have a lot of practice in the last years.
-=- Background -=-
I'm a huge fan of factorio. But I find it frustrating that there's not much to do after researching everything. So I sat down last year and started modding. It was a small mod with two to three upgrades for some of the included technologies (bullets, shotgun shells, turrets and something else). Nothing major.
Since some months I follow this youtuber (Arumba) which often complained about the limited number of upgrades. When he some days ago again mentioned, there where not enough upgrades in this game, I desided to have a look at my little mod, expand it and give it to the public.
UPDATE (16.04.2015):
It's been a bit late tonight. So there were some points left behind.
Like the title suggests, this mod is not my above mentioned small one. This one is inspired by the function for the 'combat robot follower count'-upgrade generation in vanilla factorio. Within tech-files are not every single upgrade but functions which generate this upgrades on the fly by starting up factorio.
UPDATE (30.01.2015):
As some people already mentioned: this mod is compatible to version 0.12.X of factorio. I updated it nevertheless. It containes now 25 levels of every update type and also an update chain for "character logistic trash slots".
-=- Features -=-
- Twenty (20!) levels for each upgrade-serie
- ...which include:
- - Bullet damage
- Bullet speed
- Character logistic slots
- Character logistic trash slots
- Combat-robot damage
- Combat-robot follower count
- Gun-turret damage
- Inserter stacksize
- Laser-turret damage
- Laser-turret speed
- Logistic-robot speed
- Logistic-robot stacksize
- Research effectivity
- Rocket damage
- Rocket speed
- Shotgun shell damage
- Shotgun shell speed
- ...and one additional Toolbelt
- De-/increase research costs for the mods (50% or 150% of the default costs - also changed within the 'config.lua'-file)
- Upgrade-series are often less effectiv and more expensive than within vanilla factorio
- Every upgrade-level takes more time to research; so research effectivity should be much more useful
- And, as spezial feature, an...
EXCEL SHEET
...with all vanilla values and all changes made by my mod! (Can be found within the zip-file; only default modded-science-costs included)
-=- Installation -=-
Put the zip-file in the data-folder whitin your factorio-installation-directory and switch the mod ingame on - that's it!
No need to unzip the file!
-=- Compatibility -=-
-=- Request -=-
This mod may need some bugfixing & balancing. Please send your suggestions and bug-reports to the included e-mail-adress or post them in this thread. Thank you.
UPDATE (16.04.2015):
As it been 16 years since I programed, it was a bit tough to get back to this. And because I used to program in "Borland Pascal" (a old but well structured programming-language) back in 1999, made it even harder.
There are many points in this mod that are contrary to the principles of good programming I learned; so I will continue to change some things here and there. But this will not change your experience with this mod as there will be no feature-changes - unless a lot of you wish that or there are bugs in some of them.
-=- ScreenShots -=-
-=- History -=-
1.0.0 - Public release
1.1.0 - Expanded to 25 update levels and included "character logistic trash slots"
-=- Licence -=-
- CC BY 4.0 -
UPDATE (16.04.2015):
As the licence under which this mod is released is CC BY 4.0 you can do what ever you want with this mod. Just give credit.