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Objective Create a detailed implementation plan (no code ye...
Create MicroEval

Objective Create a detailed implementation plan (no code ye...

Prompt

Objective Create a detailed implementation plan (no code yet) for a Factorio 2.1 mod that significantly overhauls and expands electricity generation gameplay through a 6-tier progression system. This document should serve as a complete design specification that could be handed to a developer for implementation. Core Design Requirements Progression & Power Scaling 6 distinct tiers of power generation, each representing a meaningful technological leap Tier 1-2: "Vanilla+" feel β€” familiar mechanics with added depth/complexity Tier 3-4: Ramping complexity β€” multi-stage processes, more building types, resource interdependencies Tier 5-6: Sci-fi inspired β€” speculative/advanced physics concepts, highest complexity and payoff Power output scaling: Tier 1 baseline = 10-50 MW per plant; each subsequent tier multiplies baseline by 5x (Tier 2: 50-250 MW, Tier 3: 250MW-1.25GW, Tier 4: 1.25-6.25GW, Tier 5: 6.25-31.25GW, Tier 6: 31.25-156.25GW) Thematic Grounding Tiers 1-4: Base concepts on real-world power generation processes (e.g., combustion, steam/rankine cycles, gas turbines, nuclear fission variants, geothermal, etc.) β€” reference real engineering principles even if abstracted for gameplay Tiers 5-6: Extrapolate into sci-fi territory while maintaining internal consistency with the game's resource/logistics systems Structural Complexity Goals Each tier's power plant should require more distinct building types than vanilla Factorio's simple generator setups (vanilla uses boiler+steam engine, or just a solar panel) Buildings within a tier should have clear functional roles (extraction, processing, conversion, storage, waste handling, etc.) Introduce optional buildings that provide efficiency bonuses, waste mitigation, or byproduct utilization (not required for basic function, but reward optimization) Required Deliverables Per Tier For each of the 6 tiers, provide: Theme & Real-World/Sci-Fi Inspiration Name of the power generation concept Brief explanation of the real or speculative science behind it Narrative/flavor justification for why this fits Factorio's progression Full Resource Cycle Input resources (raw materials, intermediate products, fluids, etc.) Process flow (step-by-step: extraction β†’ processing β†’ conversion β†’ output) Primary output (electricity, rate ranges) Byproducts (if any): pollution, waste materials, heat, exotic matter, etc., and whether they can be: Safely vented/disposed of (with tradeoffs) Recaptured/recycled via optional buildings Used as inputs for other tiers or production chains Building Roster List of required buildings with their functional role (e.g., "Cracking Tower β€” processes raw fuel into refined fuel") List of optional buildings and what efficiency/output/safety benefit they provide Approximate building footprint/size Power/fuel consumption of supporting buildings (if they consume energy themselves) Crafting Requirements Components/sub-assemblies needed to craft each building Which existing vanilla intermediate products are leveraged (e.g., steel plate, electronic circuits, pipes) New intermediate products introduced by this tier (if any), and what they require Tech tree placement suggestion (what research prerequisites make sense) Interdependencies & Progression Hooks Does this tier produce byproducts/materials useful to other tiers or other mod systems? Does unlocking this tier require infrastructure from a previous tier (e.g., Tier 3 requires Tier 2's cooling infrastructure)? Any interaction with vanilla Factorio systems (pollution, trains, circuit network, fluids)? Additional Considerations to Address Failure states/risks: should higher-tier plants introduce meltdown, containment breach, or instability mechanics (optional but flag if recommended)? Space Age compatibility: The mod assumes space age is enabled Output Format Organize the response as a structured design document with: An overview/summary table of all 6 tiers (theme, power range, building count, key inputs/outputs) Detailed per-tier breakdowns following the deliverables above A closing section on cross-tier systems, progression gates, and tech tree integration

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