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Overview

FTweaks makes a number of small QoL, balance, and convenience changes to the gameplay, often to address specific common headaches, smooth out common stumbling blocks, provide more freedom in logistics choices, or mitigate the effects of some setting or mod combinations. There are also some options that make things harder or more involved, usually to make seemingly endgame technologies - such as nuclear and rocketry - feel appropriately so, rather than being unlockable as early as the midgame.

Details

FTweaks is the end result of years of compiling small modifications to balance or gameplay - modded or vanilla - that I wanted to make to my game. Often, that was to nullify an annoyance - something being a pain to work with, or stupidly expensive to the point of not feeling worth it - or to move things into more "correct-feeling" places in the techtree (or just to make some tech dependencies explicit, rather than de facto based on recipes). Many of the changes are similar to what are found in single-purpose mods for that change; this is no coincidence. I was using many of those mods for many versions and was always getting irritated with the fact half of them never updated (properly) or had random incompatibilities. Putting those changes under one umbrella of one of my mods solved both issues.

The changes FTweaks makes can be roughly sorted into "significant" and "minor"; the former are almost all configurable, while only a few of the latter are. Note that in the case of the "harder" type changes, there is usually significant BobMods integration, amplifying their effects.

Significant changes include: Minor changes include (but are definitely not limited to): If a change is currently not configurable that you find objectionable, tell me; it is not usually difficult to add an option.

The new nuclear and silo technology techtrees, without and with Bob's mods. Note that the Bob ones are with a 5x tech cost multipler, so base costs are 1/5 as large.

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

Source Code

The source code for FTweaks can be found here:GitHub

Downloads

Via Factorio Mod Portal