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Feed the Factory

Factorio-style gameplay balanced for Minecraft

File Details

Feed the Factory-1.4 Alpha.zip

  • B
  • Aug 3, 2022
  • 1.65 MB
  • 653
  • 1.12.2

File Name

Feed the Factory-1.4 Alpha.zip

Supported Versions

  • 1.12.2

Welcome to the Balance (tm) update! The last major update before NEW CONTENT! I'll be working on adding the late and end game after this, but how good would it be if everything leading up to it was janky?

 

New Mods

    • Immersive Posts
    • Industrial Wires
    • Logistical Automation
    • Pressure Pipes
    • Solar Flux Reborn
    • No Nether Portals

 

Major Changes

    • Began moving name changes to .lang files, to aid in localization if anyone ever wants to do that.
    • Added research for Logistical Automation conveyor belts and devices. Ranked around the same as minecarts, this mod improves on IE’s conveyor and router.
    • Added research for Pressure Pipes, and redid Ender IO fluid conduit recipes/research to make up for it.
    • New cable tiers using Industrial Wires. There’s now a new cable and conduit type between steam and oil, and more to be added for the late and games.
    • Slightly tweaked times needed to produce each research. Research time and power costs are open to additional changes in the future (making it easier or harder)
    • Create “Reclaim Rewards” quest page to get back uncraftable lost quest rewards (blueprint capsules, guide books, etc)
    • Severely reduce maximum power and fluid transfer rates for Integrated Dynamics to fit it to the role of a short-range, focused automation tool rather than an AE2/RS replacement. 5000 rf/t and 2000 mb/t. Use upgraded cables and Pressure Pipes instead.
    • Disabled the nether
    • Reworked Oil-based power generation. Different fuels, new power rates, reworked generators. See table below for details.
    • Day time is constantly noon, so solar panels always work. No need to sleep to make it day whenever you want power. Recipes are balanced to reflect this benefit. 😈

 

“Minor” Changes

    • Ender IO conduits cheaper to unlock
    • Remove EnderIO fuels and redundant/repeat fuels (eg. IP crude and diesel) from Reactant Dynamo
    • Rebalance Thermal Expansion Reactant Dynamo fuels. See table at the bottom.
    • Add hemp seeds in fluid transposer -> seed oil recipe. Produces 160 mb, much better than alternatives
    • Reduced Factory0’s Fluid Pump’s oil extraction rate to 50 mb/t. Place one per chunk to meet your oil needs, or have multiple per chunk.
    • Factory0 Fluid Pumps now work when built on top of Grass, Dirt, Limestone, Marble, and Chisel Factory blocks, as well as the default Stone. Let me know if there are other blocks you want me to add to the list, there’s no option to allow everything, apparently.
    • Make the Portable Generator produce tons of power, but guzzle lots of fuel. It’s very inefficient, but good for fast, emergency power.
    • Cloches grow plants at 2.5x the speed
    • Changed recipes that use originally MV and HV items (eg. capacitors, upgrade kits, etc.)
    • Make Conversion Upgrade for storage drawer accessible in early game (diamonds instead of lapis)
    • Signal’s Chunk Loader uses diamond block instead of ender pearl for recipe, making it accessible in early game
    • Add quest to point out existence of Signal’s chunk loader
    • Set bat spawning rate to 0 through In Control Bat Spawning Disabled!
    • Rebalance solar panel recipes since it will always be day time
    • Remove redundant engineer’s manual reward from Steel unlock quest in Research:Materials (it’s also provided in the guiding quests)
    • Added new wrenches to the Morphing Tool from the following mods: Logistical Automation, Pressure Pipes
    • Rebalanced dynamo upgrades to match expected maximum dynamo output for each tier
    • Increased bitumen chance from IP distillation tower from 7% to 25%. Bitumen is now used in crafting higher tier solar panels (or tar balls)
    • Fixed Electrolyzer recipe AGAIN. This time it doesn’t require ingredients that need miscellaneous research to be unlocked first
    • Add a quest that describes the basics of better boilers, as well as helpful tips.
    • Increased operation time for boilers. You can produce 10k mb of steam/tick with a 100 firebox base boiler and have all 3 fuel slots active.
    • Add minecarts (vanilla AND signal carts), IP automatic lubricator to Carryon’s blacklist
    • Disable rain with command on world generation
    • Coal and charcoal craft into 9 tiny and back. Allows compatibility with storage drawers.

 

New Power Staging Chart

Stage

Base Machine Power Usage

Power Min

Power Max

IE Connector

EIO conduit

Stone Age

0

0

0

0

0

Steel

20 (Early TE, IE)

20

50

100

500

Aluminum

250 (DML)

40

400

1,000

5,000

Oil/Plastic

2000

1,000

5,000

10,000

50,000

Nuclear

10000

10,000

50,000

100,000

500,000

Nuclear (Salt)

To Be Decided

-

-

1,000,000

5,000,000

End-Game

To Be Decided

1,000,000

-

10,000,000

50,000,000

 

Oil Stage Fuels Chart

(oil refining takes more power- 10k for 100 mb in distillation tower, 20k for 200 mb in fractionating still. 30k for 200 mb of naphtha in fractionating still)

Fuel

Reactant rf/bucket

Diesel rf/bucket

2x, Extra for IE fuels

Portable Gen rf/b

2x LESS than Reactant

Creosote

50,000

97,500

25,000

Crude Oil

250,000

495,000

125,000

Grassoline

700,000

1,500,000

350,000

Naphtha

750,000

1,500,000

375,000

Biodiesel

850,000

1,875,000

425,000

Gasoline

1,000,000

2,500,000

500,000

Refined Fuel

1,500,000

2,500,000

750,000