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.
Bigger material stack sizes
Type: bool
Current Default Value:
true
If true raw materials (ore, plates etc) stack to 200.
Cheaper steel
Type: bool
Current Default Value:
true
Bobplates-style; reduces cost to 2 iron per steel and halves smelt time.
Cheaper landfill
Type: double
Current Default Value:
0.5
Reduces landfill stone cost to the specified fraction.
Harder silo
Type: bool
Current Default Value:
true
Makes the rocket silo much harder both in terms of research and resources.
Force manual silo crafting
Type: bool
Current Default Value:
true
Forces manual-only crafting of rocket silos. Only meaningful with the Harder Silo option enabled.
Harder reactors
Type: bool
Current Default Value:
true
Greatly increases the technology progression required to research nuclear reactors.
Harder rockets
Type: bool
Current Default Value:
true
Makes the rocket launches more difficult by making the resultant noise SERIOUSLY upset the local wildlife.
Tiered armor
Type: bool
Current Default Value:
true
Makes the armor progression more natural; also makes each stage require the previous so that old armor still has value.
Smaller tree selection box
Type: bool
Current Default Value:
true
This halves the size of tree hitboxes, allowing easier placement of entities around them.
Enable Wood Decomposition
Type: bool
Current Default Value:
true
This controls two oil-processing recipes to convert wood - raw and planks - into oil products.
Enable Advanced Research Satellite
Type: bool
Current Default Value:
true
Should a tier-2 research satellite be obtainable? It has a higher space science yield per rocket (and per rocket cost), but costs far more to create.
Smarter Concrete
Type: bool
Current Default Value:
true
Whether to replace the iron ore in the concrete recipe with iron sticks, which is both more friendly to factory setups and more realistic.
Early-Game technology cost decrease factor
Type: int
Current Default Value:
1
The factor by which to decrease the costs of a few entry-level technologies (eg Automation I) so that high-difficulty saves do not force the manual crafting of hundreds of science packs before they can begin to be automated. Usually equal to the technology price multipler.
Split Science Pack 1 recipe into manual and automated variants
Type: bool
Current Default Value:
true
Whether to split the red science pack recipe into a more-expensive-but-faster-to-craft manual version (for making the first research into automation less painful), and a slightly-cheaper-but slower version for assemblers.
Make each BobMod robot part require the previous tier
Type: bool
Current Default Value:
true
If enabled, this changes the recipes for BobMod robot parts - frames, tools, and robot brains - so that each tier is crafted from the previous tier plus the difference in cost in original recipes (eg if T4 costs 4 CPUs and 6 transitors, and T3 0 CPUs and 2 Transistors, the T4 will now cost 4 CPUs, 4 Transitors, and a T3).
Cheaper High-Tier Belts
Type: bool
Current Default Value:
true
BobMods integration; Makes the blue, green, and purple belts use fewer gears and bearings (just count, not type) to avoid each unit of belt costing hundreds of units of material. Additionally, if logistic science packs exist (which contain a blue belt in their recipe), this option prevents technologies using it from being extraordinarily expensive to research.
Enable Coal Decomposition
Type: bool
Current Default Value:
true
This controls a recipe to break down coal into its chemical constituents - carbon, sulfur, and hydrogen. Only works when those items/fluids exist.
Counteract expensive-tech for upgrade techs
Type: bool
Current Default Value:
true
Whether to apply the "tech demultiply" behavior to "pure upgrade" technologies like bullet damage, train braking force, and lab speed.
Make fluid resource patches eventually deplete and disappear
Type: bool
Current Default Value:
false
Add pipe to green science
Type: bool
Current Default Value:
true
Whether to add one unit of iron pipe to the green (logistic) science pack recipe. This was an idea raised in FFF #275 and never actually implemented.
Replace water with steam in advanced oil recipes
Type: bool
Current Default Value:
true
Make Construction Drones invincible
Type: bool
Current Default Value:
false
Useful given their tendency to run off into biter swarms.
Cheaper cliff explosives
Type: bool
Current Default Value:
true
Improved Artillery Strength
Type: bool
Current Default Value:
true
Whether to make artillery stronger, to compensate for things like wider pollution spread, stronger nests, or more aggressive biter expansion. Increases both range and damage per shot.
Enable Item Collector equipment
Type: bool
Current Default Value:
true
BobMods gemstone cutting efficiency
Type: double
Current Default Value:
1.0
What fraction of the raw gem input is successfully processed into a cut gem.
BobMods cargo wagon capacity bonus scaling
Type: double
Current Default Value:
2
What to multiply the "improvement amount" (ie how much more capacity a given tier provides over the vanilla baseline) for high-tier boblogistics cargo wagons.
Enable productivity effect on ammo recipes
Type: bool
Current Default Value:
true
Whether recipes making ammo will accept productivity modules/effect. EGCombat ammo crating/unpacking recipes are exempted, to prevent feedback-loop exploits.
Enable productivity effect on BobMods gemstone recipes
Type: bool
Current Default Value:
true