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Overview

EarlyExtensions expands upon the very first parts of the game, including but not limited to the burner tier. With the mod installed, you do not start with the ability to automate, much less build electrical infrastructure; those are instead unlocked with your first research.

There are many "expand the burner phase" mods already, but EarlyExtensions is unique in two ways: One, the vast majority of similar mods are overhauls, that both greatly change the game throughout the techtree and fundamentally alter its shape. EarlyExtensions, by contrast, makes no changes to the game beyond the very early game; everything after that is as it would be without the mod. Two, I have yet to see a mod that gates automation itself behind any research.

Details

EarlyExtensions adds a new entry-level science pack, as well as a burner-powered lab and assembler which can only use/produce that pack. Every other item, including belts, inserters, and boilers, is locked behind a technology. In general, the first couple of technologies unlock automation via granting the recipes for belts and inserters.

This is then followed by unlocking steam power, electrical infratructure, and finally "scientific research" (ie red science packs) in that order, whereupon the game continues as it would in vanilla (or whatever modpack you have).

Note that that first "automated transport" technology can be made to be researched from the start, for those who do not want to start quite that basic.

Configuration Settings

This mod contains several config options to modify values and behaviors - such as for balance or server safety concerns, or simply personal taste - to your preferences. Note that several settings may have bounds imposed on their values, either logically or explicitly; these can usually be seen in the actual settings files or ingame. These are listed in order found in the source code, which is generally the order in which they were added; They may be present in a different order ingame or in the configuration files.
The settings for the mod, when installed, can be found ingame, in the mod settings menu.

Enable 'Automated Transport' tech

Type: bool
Current Default Value:
true
Whether to enable the technology which locks even belts and burner inserters behind a (very basic) research, to add a small window of manual item handling in the very beginning, to further drive home the value of automation, and add another ten or so minutes to the early game.

Source Code

The source code for EarlyExtensions can be found here:GitHub

Downloads

Via Factorio Mod Portal