Pacifist
This mod removes military tech, weapons, and ammo for an undistracted playthrough without biters. Compatible to a growing number of overhaul mods like Pyanodon's and Space Age.
Description
Why Pacifist?
This mod is for those who want to enjoy a game without biters and a tech tree without useless military research options. It also strives to remove references to killing and weapons as much as possible, so you might consider it for a kid-friendly playthrough.
Pacifist: Remove all the things!
Pacifist removes all weapons, ammo, turrets, and defense equipment as well as their technologies, even military science packs are gone.
Biters are removed. If you load the mod into an existing game or don't disable them during game creation, they will be removed for you. Abracadabra. Pollution is off in map generation settings by default, but if you happen to add the mod to a save with pollution turned on, it will stay on. Pollution generated (or removed) by entities and modules is disabled by default, but you can turn it on in the option to get your green water and shriveled trees back.
Vehicles are still here but without guns. Removing the tank entirely is an option, but by default it is left in the game so you can still use it to plow down the real enemy - trees. After all, there are no more grenades available for the task. Tank and spidertron technologies no longer use military science.
Power armor stays, for the precious personal roboports and exoskeletons. They can now be researched without military science packs, the technology tree has been adapted correspondingly. Laser and discharge defenses are removed. Removal of energy shields is optional.
Walls and gates are removed by default (unless you are using a compatible mod that absolutely requires them), but there is a startup setting to leave them in.
Compatibility Tweaks
While a peaceful vanilla experience is enjoyable, the original purpose of Pacifist is to play more complex overhauls without military distractions. The implementation is designed to allow easy configuration of what gets removed and what stays depending on additional mods that are loaded. The large majority of mods will Just Work™ with Pacifist, for most others some simple tweaks will suffice, even for larger overhaul modpacks it is usually only a matter of hours to make Pacifist compatible.
Base game
While grenades can no longer be thrown to destroy things, an item called "Blasting Cap" that currently still looks very much like a grenade is still in the game as ingredient for cliff explosives.
Space Age DLC
Due to the nature of Space Age, some weaponry has to remain as well as spawners on Gleba and Nauvis. However, care has been taken to rename everything and restrict it to the necessary uses:
- Gun turrets etc. are now called "asteroid defense" and are only buildable on space platforms
- Ammunition and rockets are unlocked with the respective defense technology
- Damage and speed bonus research is only available after the respective defense technology
- Pentapod and biter eggs and everything related to them have been renamed to themes that do not imply the existence of
hostile organisms If you are looking for a more lightweight approach to play a peaceful round of Space Age without useless technologies, have a look at the Hide Unused Military Technologies mod.
- Since spore deposits (biter spawners) still have to count as enemies in order to be captured, and enemies can not be
mined. Therefore, the only way to get rid of them is driving through them with a tank or car (don't worry, they are _very_ squishy)
Pyanodon's
The Pyanodon modpack is fully compatible in terms of loading all the prototypes for units etc. A small handful of military items is used for T.U.R.D. recipes. Those items have been "pacified", i.e. they are left in the game but are normal items now that can not be placed as equipment or turrets and can nor be thrown as grenades etc.
More mods
For a list of additional mods that I am continuously testing or have explicitly made compatible, see the list further below. Compatibility with even more mods is work in progress.
I'll be grateful if you have suggestions or want to report an incompatible mod. You can do so either in the discussions on the mod portal or by submitting an issue in GitHub. When you do a modded playthrough with Pacifist, I'd also be happy to hear if it worked well, and which mods you used.
It is in the nature of this mod to remove a part of the game that other mods may consider vital. Mods that rely on military items or biters being present, be it vanilla items or their own, may break while loading, while creating a new game, or even later in the game, unless I put in the work to make them compatible.
I do my best to ensure the game does not crash when combining Pacifist with other mods, but each test means I have to at least install the mod, restart Factorio, and start a new game. All that does not mean that mods that don't crash won't behave strangely or be playable at all. Mods that need more thorough investigation and more complex adaptations are those that change science packs and all the larger overhaul mods.
Apart from that, purely military mods that fail to load are marked incompatible and I won't fix those issues unless they are part of popular mod packs.
Please let me know when you'd like to use Pacifist with an overhaul mod that is not on this list or marked as not tested! I'll prioritize compatibility to mods where I know they will actually be used. The mods marked as compatible in the list at the end of this page are tested more or less thoroughly every time a new version of Pacifist is released.
Users of this mod also downloaded...
There are some mods that go well with the theme of this one (i.e. they help to let you focus on the building and research). Among those are:
- Explosive Termites (adds very effective "grenades" to the game
that des
Ratings & reviews
Sign in to leave a rating or comment.