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Extended Vanilla: Modular Logistics & Robotics

7By 77Playmaker

This mod introduces a fully customizable system of logistic items (belts, roboports, etc.) that you can adapt to your playstyle, world progression and modpack. You can change radious of the bot-related structures and recipes ingredients, amounts, results and stats of the belts. Unlock new and better logistics solutions as you explore Space Age, and adapt them to your needs.

Extended Vanilla: Modular Logistics & Robotics

Description

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Short description of this mod(pack): =======

Take your logistics to the next level with a modular vanillish expansion! This mod introduces a fully customizable system of transport belts that you can adapt to your playstyle, world progression and modpack. Unlock new tiers of belts as you explore new Space Age DLC, and adapt it to your needs.

Hyper logistics

Logistic boosters: =======

  • 64x64 logistic area; (Editable via settings)
  • 96x96 construction area; (Editable via settings)
  • 1.5MW max recharge rate for each drone;
  • 0 drone slots; (Editable via settings)
  • 12 charging stations;

Logistic boosters are a small version of the normal roboport that you know. The difference are the ones described here: they have increased logistic radious and recharge pods and rates, at the cost of a smaller construction area (96x instead of 110x) and no drone slots for storage. But you can change each one of these 3 variables via startup settings. They are unlocked on Fulgora.

Logistic boosters

What's new for the EV modpack:


+ To me there are some interesting sweet spots in the Vanilla SA progression that were not covered probably for multiple reasons. + I aim to fill these gaps and to give you something you can adapt to your playthroughs without needing to request compabitilities.

What can you expect to come on this mod in the next updates:


+ 2 additional tiers of transport belts: Mach and Quantum. + I'm planning to revert an old nerf on construction bots: you'll be able to research them with green science only. + 2 additional tiers of robots and roboports, divided in multiple structure depending on your needs. + Steel and tungsten pipes, and their relative underground counterparts.

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Modularity & Customization: the Extended Vanilla philosophy ======= + The modding community increases as the player base does. So in a so crowded game compatibility is the key. + And since I can't keep up with all the mods that each day get released, updated and changed, I'll let you do that as much as the code lets me do it. + That's why many key recipe of the mod can be adjusted and modified via the settings tab. + Ingredients, ratios, results, secondary products: almost all the key recipes can be modified as you like.

Hyper settings

Projects for the mod: (Last updated: 24.10.24) ======= + 2 additional tiers of transport belts: Mach and Quantum. + I'm planning to revert an old nerf on construction bots: you'll be able to research them with green science only. + 2 additional tiers of robots and roboports, divided in multiple structure depending on your needs. + Steel and tungsten pipes, and their relative underground counterparts.

Projects finished:


+ ~~Create a new tier of transport belt and make it fully configurable/ (Done!)~~


The Extended Vanilla Modpack: (Last updated: 24.10.24) =======

I've been working on updating the pack for the past week thanks to the early access. (Thanks to the Factorio team that let me do so.) Currently, I have a couple of ideas in my mind, and a name for the "overhaul" - Extended Vanilla: Processing.

It will revolve around intermediates, metal and non-metal processing and general enhancement of Vanilla mechanics. There will be an impact on the game, but on my vanilla+ philosophy: vanilla textures, "simple" recipe chains that are easy to understand... and a relaxed op late-game to enjoy alone or with friends. As it has been back in 0.15 there will be a focus on alloys, taking inspiration from both real and phantasy metals and metallurgy.

I'll make this expansion compatible with the mods I think can revolve around these concepts, like Krastorio and Bz that I supported in the past and that I'm open to support once the creators will update them to Factorio 2.0.


A complete list of the mods on which I'm currently working: (Last updated: 24.10.24) =======

The Extended Vanilla modpack:


+ [Extended Vanilla: Processing] - (Working on - early stages.) + shield

Read the full description on Factorio Mod Portal →

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