RimWorld

RimWorld

314 ratings
Factories: Re-Examined
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Mod, 1.5
File Size
Posted
Updated
737.832 KB
11 Mar @ 8:08pm
12 Mar @ 8:18am
3 Change Notes ( view )

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Factories: Re-Examined

In 2 collections by Smxrez
Re-Examined Mod Series
9 items
Smxrez's mods
15 items
Description



Ever played VFE - Mechanoids and thought, "These factories are cool, but they just don’t seem worth it?"
I thought the same, which is why I created this mod! I’ve overhauled research costs, building costs, and recipe values to make factories a more viable option for resource production.

Now, you won’t have to dump thousands of pounds of resources just to get mediocre results. And after installing this mod the only thing that will enter your mind is: "The factory must grow, the factory must grow, the factory must grow."

If you feel I’ve messed up the balance somewhere, please leave a comment! (And the same goes if you find a bug — make sure to include a Hugslib log.)

This mod also includes patches for the following mod-exclusive factories:
- Vanilla Brewing Expanded
- Vanilla Brewing Expanded - Coffees and Teas
- Vanilla Cooking Expanded
- Vanilla Fishing Expanded

Want to also rebalance factory robots? Check out https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3229328782


[ko-fi.com]






Full list of base factory changes:
Research: - Factory basics 3500 -> 3000 - All other factory research 3000 -> 2000 Factory floor: - Steel 8 -> 3 Factory path: - Steel 5 -> 2 Autoloom: - Steel 350 -> 350 - Advanced components 2 -> 0 - Components 8 -> 6 - Mechanoid components 2 -> 1 SynthreadSynthesizer: - Steel 0 -> 200 - Plasteel 400 -> 200 - Advanced components 8 -> 3 - Mechanoid components 4 -> 2 - Uranium 50 -> 0 TextileRecycler: - Steel 400 -> 300 - Components 5 -> 5 - Plasteel 30 -> 30 - Mechanoid components 1 -> 1 DrugPowderizer: - Plasteel 300 -> 150 - Advanced components 5 -> 2 - Steel 350 -> 300 - Mechanoid components 2 -> 1 - Recipe changes - Psychoid Leaves required 6 -> 36 - Yayo produced 1 -> 6 - Psychoid Leaves required 3 -> 18 - Flake produced 1 -> 6 NeutroamineInfuser: - Steel 450 -> 300 - Components 8 -> 8 - Neutroamine 100 -> 100 - Mechanoid components 3 -> 2 MedicineGranulator: - Steel 400 -> 400 - Advanced components 4 -> 3 - Neutroamine 300 -> 200 - Mechanoid components 1 -> 1 AutomaticDrill: - Steel 450 -> 200 - Components 7 -> 4 - Plasteel 50 -> 40 - Mechanoid components 2 -> 1 MasonrySaw: - Steel 650 -> 400 - Components 6 -> 8 - Advanced components 1 -> 0 - Mechanoid components 1 -> 1 - Recipe changes - Stone produced 10 -> 20 PlasteelForge: - Steel 700 -> 400 - Plasteel 300 -> 200 - Advanced components 10 -> 3 - Mechanoid components 5 -> 2 SteelExtractor: - Steel 450 -> 350 - Components 10 -> 8 - Mechanoid components 3 -> 1 - Recipe changes - Yield from metal slag 10 -> 25 - Yield from stone 10 -> 15 ComponentAssembler: - Steel 550 -> 400 - Plasteel 120 -> 100 - Components 16 -> 12 - Mechanoid components 2 -> 2 - Recipe changes - Components produced 1 -> 3 - Steel required 12 -> 30 AdvancedAssembler: - Steel 350 -> 400 - Advanced components 8 -> 5 - Gold 120 -> 100 - Mechanoid components 4 -> 3 - Recipe changes - Steel required 20 -> 16 - Plasteel required 10 -> 8 - Gold required 3 -> 2 - Components required 1 -> 1 ChemfuelClarifier: - Steel 400 -> 350 - Components 6 -> 4 - Chemfuel 500 -> 300 - Mechanoid components 1 -> 1 MechanizedWeaponsmith: - Steel 400 -> 400 - Components 8 -> 4 - Advanced components 2 -> 0 - Mechanoid components 2 -> 1 ArtilleryFoundry: - Steel 350 -> 400 - Plasteel 250 -> 100 - Advanced components 3-> 0 - Components 0 -> 6 - Mechanoid components 3 -> 1 MeatGrinder: - Steel 500 -> 300 - Silver 300 -> 400 - Mechanoid components 2 -> 2 ConveyorOven: - Steel 350 -> 300 - Components 4 -> 4 - Chemfuel 200 -> 200 - Mechanoid components 3 -> 2 - Recipe changes - Raw food required 20 -> 80 - Kibble produced 50 -> 200 - Raw food required 6 - > 24 - Meals produced 1 -> 4 VersatileAssembler: - Steel 575 -> 400 - Advanced components 1 -> 1 - Plasteel 300 -> 125 - Mechanoid components 2 -> 2
Full list of mod supported changes:
VBE LiquorMixer: - Steel 550 -> 300 - Components 15 -> 8 - Plasteel 60 -> 60 - Mechanoid components 1 -> 1 VBECT IndustrialCoffeeRoaster: - Steel 400 -> 300 - Advanced components 1 -> 0 - Components 0 -> 6 - Plasteel 100 -> 100 - Mechanoid component 1 -> 1 VCE Cannery: - Steel 400 -> 300 - Advanced components 1 -> 0 - Components 0 -> 6 - Plasteel 100 -> 100 - Mechanoid component 1 -> 1 VCE IndustrialCheesePress: - Steel 450 -> 350 - Advanced components 2 -> 0 - Components 0 -> 6 - Plasteel 125 -> 100 - Mechanoid component 1 -> 1 VCE IndustrialSoupVat: - Steel 400 -> 300 - Advanced components 1 -> 0 - Components 0 -> 6 - Plasteel 100 -> 100 - Mechanoid component 1 -> 1 VFE AquaponicsBasin: - Steel 575 -> 350 - Advanced components 4 -> 0 - Components 0 -> 8 - Plasteel 300 -> 150 - Mechanoid components 2 -> 1 VFE FishTrapper: - Steel 500 -> 250 - Components 10 -> 4 - Plasteel 75 -> 75 - Mechanoid components 2 -> 1




Q: CE Compatible?
A: It just changes some prices id hope it would be compatible.
Q: Compatible with Progression: Robotics?
A: Yes
Q: Compatible with No Factory Floor Requirement?
A: Yes but the floor price will change by 1 steel depending on what mod was loaded last (My mod makes it 3 that mod makes it 2)
Q: But muh balance!
A: I tried my best to keep things balanced while also keeping things fun. If you think something is off, let me know!
Q: Save game compatible?
A: Should be safe to add but could be dangerous to remove if any recipes are ongoing.
86 Comments
Smxrez  [author] 6 Oct @ 1:58pm 
I am likely not
VFE - Mechanoids factories is getting a complete overhaul so we will see if I still have issues with it
Most of the recent overhauls to VE mods by the VE team have been good
chrollo lucilfer 6 Oct @ 9:52am 
ik this mod depends on some other mod which is still 1.5 but are you planning migrating to the 1.6 as soon as the dependant mod will be updated?
Mistasandman 26 Jul @ 4:20pm 
@Smxrez gotcha, thanks for the information.
Smxrez  [author] 26 Jul @ 8:49am 
@Mistasandman I am not the one doing the overhaul
It is VFE - Mechanoids (Not my mod but the one this depends on and modifies)

Factories: Re-Examined (This mod) also cant be played on 1.6 at all as VFE - Mechanoids isnt updated for 1.6
Mistasandman 26 Jul @ 2:10am 
I take it you're still working on the overhaul? Also, just wanted to ask, but I should be able to still use this mod or would I have to go in and change the xml to make it compatible for 1.6? Thanks in advance!
Gloose 5 Jul @ 4:05pm 
I have a feeling the VE team isn't gonna change balances for the factory stuff anyways, so we might need a fork of this to fit that new mod anyways. Still love the changes you made, so keep up the good work!
Smxrez  [author] 25 Jun @ 6:38pm 
VFE - Mechanoids is getting a large overhaul with factories being split off into a separate module. I will have to make a full overhaul for this mod when the update drops (and there is a chance this mod won't even be needed anymore but we will see)
Smxrez  [author] 15 Jun @ 12:41pm 
Recent roadmap shows factories will be getting an overhaul and made standalone for 1.6
I will wait until then to make further changes even though it needs it in some areas.
stonhinge 9 Jun @ 10:26pm 
@FelipeGames2000 That might be possible if one makes the supercomputers linkable to turrets. Balanced a bit by requiring one to need to place supercomputers near turrets and thus in the line of fire (or in danger of getting exploded upon by heavily damaged turrets). That's just my thought on it, not a mod creator, but that's how I'd do it - if that's possible.
FelipeGames2000 3 May @ 5:50am 
Maybe make supercomputers buff research speed as well. Or maybe even make them optimize manufacturing workbenches (those that take electricity) and actual factories.

An alternative that makes more sense is to just make supercomputers buff defensive turrets' accuracy for each computer, but I have a feeling that this would be impossible to make without incompatibilites