Introducing NARMod 4.1
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Introducing NARMod 4.1
Link: https://www.mediafire.com/?6kqu7c23hpsa4j1
Has it really been a year since my last release? Yeesh.
Extract the contents of the .rar into your mods folder. There are a bunch of other mods included that are optional but greatly improve gameplay, including Treefarm, RSO, Warehousing, Landfill, and others. You can add more mods on top of the ones I have, but no promises on compatibility.
Change Log from 3.2:
* Made NARMod compatible with Factorio 12.35
* Complete rework of the metallurgy system. All ores besides iron and copper are now derived from 'subsidiary ore', which is obtained as a byproduct of advanced methods of refining of iron and copper.
* Many non metal products including quartz, clay, and limestone, are now derived from crushed stone that has been run through a Stone Sorter.
* Added Brine Pools. These function just like patches of oil. Place a pump jack on top of them, and you'll get Brine Water, which can be used for a variety of purposes including salt water electrolysis and creating lithium plates.
* Added an optional Quickstart mode (on by default), which fills your inventory with useful starting materials. It should cut about 30 minutes off the start of any new playthrough. It can be turned off in the config files.
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NARMod is a mod for Factorio that aims to be a standalone mod to create a great Factorio experience for the experienced player.
Its target audience is those players who feel they have fully experienced vanilla Factorio and are craving to have the challenge and complexity of the game increased from the building/crafting side.
NARMod is enormously complex... probably roughly a three or four-fold increase in complexity from the vanilla experience.
It is not for everyone.
NARMod is a mod that changes the construction and crafting aspects of the game only. Enemies and combat are not altered in any way.
NARMod is unlikely to be compatable with other mods, except perhaps ones that only affect combat / enemies.
NARMod borrows content in some form or another from the following mod creators:
Bobbingabout, author of Bob's Mods
ficolas, author of F-mod
drs9999, author of Treefarm
Dysoch, author of Dytech
All credit to my fellow modders
Here's a (very outdated) picture tutorial on some parts of what NARMod entails: http://imgur.com/a/T8MYj
Has it really been a year since my last release? Yeesh.
Extract the contents of the .rar into your mods folder. There are a bunch of other mods included that are optional but greatly improve gameplay, including Treefarm, RSO, Warehousing, Landfill, and others. You can add more mods on top of the ones I have, but no promises on compatibility.
Change Log from 3.2:
* Made NARMod compatible with Factorio 12.35
* Complete rework of the metallurgy system. All ores besides iron and copper are now derived from 'subsidiary ore', which is obtained as a byproduct of advanced methods of refining of iron and copper.
* Many non metal products including quartz, clay, and limestone, are now derived from crushed stone that has been run through a Stone Sorter.
* Added Brine Pools. These function just like patches of oil. Place a pump jack on top of them, and you'll get Brine Water, which can be used for a variety of purposes including salt water electrolysis and creating lithium plates.
* Added an optional Quickstart mode (on by default), which fills your inventory with useful starting materials. It should cut about 30 minutes off the start of any new playthrough. It can be turned off in the config files.
-----
NARMod is a mod for Factorio that aims to be a standalone mod to create a great Factorio experience for the experienced player.
Its target audience is those players who feel they have fully experienced vanilla Factorio and are craving to have the challenge and complexity of the game increased from the building/crafting side.
NARMod is enormously complex... probably roughly a three or four-fold increase in complexity from the vanilla experience.
It is not for everyone.
NARMod is a mod that changes the construction and crafting aspects of the game only. Enemies and combat are not altered in any way.
NARMod is unlikely to be compatable with other mods, except perhaps ones that only affect combat / enemies.
NARMod borrows content in some form or another from the following mod creators:
Bobbingabout, author of Bob's Mods
ficolas, author of F-mod
drs9999, author of Treefarm
Dysoch, author of Dytech
All credit to my fellow modders
Here's a (very outdated) picture tutorial on some parts of what NARMod entails: http://imgur.com/a/T8MYj
Re: Introducing NARMod 4.1
I'll defenitly try it out but please upload it as zip-file due to factorio can load mods, packaged in zips
Edit: Did you upload your mod folder?
Edit: Did you upload your mod folder?
Re: Introducing NARMod 4.1
Hi, nice mod
So this mod are compatible with bob mods?
Can i use Angel Processing mods with this mod?
So this mod are compatible with bob mods?
Can i use Angel Processing mods with this mod?
Nickname on ModPortal - Naron79
Re: Introducing NARMod 4.1
Narmod is standalone, and does not support other mods. But it uses parts of Bobs mod.
Anyway, it is much more complex than Bobs or Angels mod, so i guess it is fine as a standalone mod.
Anyway, it is much more complex than Bobs or Angels mod, so i guess it is fine as a standalone mod.
Re: Introducing NARMod 4.1
I like this mod, and think it should have it's own subforum if the creator finds a need for it.
After playtesting it for a few hours I have found a number of bugs though and would like a place to report them, besides this thread.
Bugs:
1. There are issues with what items can be handcrafted, and which cannot.
2. Some recipes are active, which should not be. Steel piping and underground steel pipes for one.
3. There are also missing some important items like the electric assembly machine lvl 1.
There are likely many more.
After playtesting it for a few hours I have found a number of bugs though and would like a place to report them, besides this thread.
Bugs:
1. There are issues with what items can be handcrafted, and which cannot.
2. Some recipes are active, which should not be. Steel piping and underground steel pipes for one.
3. There are also missing some important items like the electric assembly machine lvl 1.
There are likely many more.
Re: Introducing NARMod 4.1
Okay I tested it and...
First of all I really like the complexity!
Haven't played much but is everything that small stepped like the beginning?
It is really possible to add that much stuff without adding additional miners/assemblers/belts/furnaces etc.? I could help you adding things like Bob's...
Bug/Missing recipe: Anything for automate Wood/Synthetic wood. If i'd add the compatibility with angels mods this would be possible with Cellulose and Paste.
Cheers
Cyres
First of all I really like the complexity!
Haven't played much but is everything that small stepped like the beginning?
I really don't like this design decision. May you create a config for enable/disable this? If you want I'll write a mod for compatibility with angels mods/extend angels mods.damienreave wrote:Complete rework of the metallurgy system. All ores besides iron and copper are now derived from 'subsidiary ore', which is obtained as a byproduct of advanced methods of refining of iron and copper.
It is really possible to add that much stuff without adding additional miners/assemblers/belts/furnaces etc.? I could help you adding things like Bob's...
Bug/Missing recipe: Anything for automate Wood/Synthetic wood. If i'd add the compatibility with angels mods this would be possible with Cellulose and Paste.
Cheers
Cyres
Re: Introducing NARMod 4.1
I agree that Narmod should support Angels mods.
Narmod is much older than Angels mod so it came with its own ideas of processing resources.
But now Angels mod has a very good solution to ore processing, so i believe Narmod should support/use Angels mod for processing.
Narmod is much older than Angels mod so it came with its own ideas of processing resources.
But now Angels mod has a very good solution to ore processing, so i believe Narmod should support/use Angels mod for processing.
Re: Introducing NARMod 4.1
I'm on itCatbert wrote:I agree that Narmod should support Angels mods.
Re: Introducing NARMod 4.1
Okay, finished the first iteration of adjustments.
What is working?
What is working?
- Angel's Refining (required)
- Angel's Infinite Ores (required)
- Angel's Processing (Bio only, optional). Only download the adjusted version, not the original mod!
- Angel's Processing (rest, maybe i'll add it later)
- Adjust some Technologies for a smoother progression
- Alter the recipes for the angels-entities. Suggestions?
- Saphirite processing - Anyone a suggestion what to add as ingredients to the last step?
Wood processing
Re: Introducing NARMod 4.1
How to get -Subsidiary ore and Quartz, Cobalt, Alluminium and all features which bobingabout and Dysoch used in their mods - many technologies are unusable
Many resources aren't spawning, i can see only coal, stone, iron, copper, oil and brine
So NARmod not ready yet? I downloaded the link specified in this thread - version 0.4.1 and factorio 0.12.35, no another mods in the game only this mod
Many resources aren't spawning, i can see only coal, stone, iron, copper, oil and brine
So NARmod not ready yet? I downloaded the link specified in this thread - version 0.4.1 and factorio 0.12.35, no another mods in the game only this mod
Last edited by aklesey1 on Sat Jun 11, 2016 7:31 pm, edited 1 time in total.
Nickname on ModPortal - Naron79
Re: Introducing NARMod 4.1
Yay, finally a new version
Havent been able to play Factorio without this mod
Havent been able to play Factorio without this mod
Re: Introducing NARMod 4.1
Can u get subsidiary ore in this mod?Nihth wrote:Yay, finally a new version
Havent been able to play Factorio without this mod
Nickname on ModPortal - Naron79
Re: Introducing NARMod 4.1
It works fine. You get the advanced minerals like tin, lead, gold etc. through higher tier mineral research and handling.
Re: Introducing NARMod 4.1
Okey I have dealt with the issue of subsidary ore getting, sorry for this questions about this, I had no idea how everything here seriously made that has done a great wotk, big respect for author and for authors of the another mods, this mod reminds me about cartmen overhaul mod
One little question - RSO not works correctly - its works normal when i'm starting simple game with generating map, but when i want to use map editor RSO doesn't spawn any ores only trees
I didn't cnhage any options of RSO mod in lua files
One little question - RSO not works correctly - its works normal when i'm starting simple game with generating map, but when i want to use map editor RSO doesn't spawn any ores only trees
I didn't cnhage any options of RSO mod in lua files
Nickname on ModPortal - Naron79
Re: Introducing NARMod 4.1
RSO doesn't work in the map editor - thats how the game works. I'm not entirely sure if it will spawn ores when you start game with map created in editor or you'll need to call regenrate command.aklesey1 wrote:Okey I have dealt with the issue of subsidary ore getting, sorry for this questions about this, I had no idea how everything here seriously made that has done a great wotk, big respect for author and for authors of the another mods, this mod reminds me about cartmen overhaul mod
One little question - RSO not works correctly - its works normal when i'm starting simple game with generating map, but when i want to use map editor RSO doesn't spawn any ores only trees
I didn't cnhage any options of RSO mod in lua files
Re: Introducing NARMod 4.1
So i cannot watch how RSO will spawen resources in map editor??? But uts really interesting to me lol
Nickname on ModPortal - Naron79
Re: Introducing NARMod 4.1
Correct.aklesey1 wrote:So i cannot watch how RSO will spawen resources in map editor??? But uts really interesting to me lol
Re: Introducing NARMod 4.1
hmmm evaporator is not evaporating. o-o
pY Coal processing mod
Discord: Pyanodon #5791
Discord: Pyanodon #5791
Re: Introducing NARMod 4.1
Use the other input of the evaporator if it does not work...
Re: Introducing NARMod 4.1
Still not working, it´s compress the numbers, but not eliminate the gases/fluids.Catbert wrote:Use the other input of the evaporator if it does not work...
Also, pressure vessel structure is missing recipe and technology, im stuck when try to make aluminum. :/
pY Coal processing mod
Discord: Pyanodon #5791
Discord: Pyanodon #5791