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which mods to start with?
Posted: Sun Mar 06, 2016 1:04 pm
by Mattif
hi there,
i played like 70+ hours, so i am really new to factorio
i started the rocket for 2 times and looking now for new advantures.
i read a lot about dytech, but it looks it is not compatible with the 0.12 version yet. what mods would you recommend?
i am looking for more ressourch, more complexity, more logistics and of course GUNS
complete packs would be great
thanks for your help!
Re: which mods to start with?
Posted: Sun Mar 06, 2016 1:47 pm
by daniel34
Mattif wrote:i am looking for more ressourch, more complexity, more logistics and of course GUNS
complete packs would be great
You are looking for
Bob's mods.
Re: which mods to start with?
Posted: Sun Mar 06, 2016 2:01 pm
by Mattif
i tried it. it says dytech is required, but dytech isnt compatible with 0.12.xx
Re: which mods to start with?
Posted: Sun Mar 06, 2016 2:08 pm
by daniel34
Mattif wrote:i tried it. it says dytech is required, but dytech isnt compatible with 0.12.xx
DyTech isn't required to play Bob's mods. If a dependency is shown in the mods dialog and it starts with an ? it is an optioal dependency and not required.
Re: which mods to start with?
Posted: Sun Mar 06, 2016 2:12 pm
by Mattif
daniel34 wrote:Mattif wrote:i tried it. it says dytech is required, but dytech isnt compatible with 0.12.xx
DyTech isn't required to play Bob's mods. If a dependency is shown in the mods dialog and it starts with an ? it is an optioal dependency and not required.
och...good to know. thanks a lot! starting now
Re: which mods to start with?
Posted: Sun Mar 06, 2016 6:30 pm
by orzelek
Mattif wrote:daniel34 wrote:Mattif wrote:i tried it. it says dytech is required, but dytech isnt compatible with 0.12.xx
DyTech isn't required to play Bob's mods. If a dependency is shown in the mods dialog and it starts with an ? it is an optioal dependency and not required.
och...good to know. thanks a lot! starting now
Also go and search for one of tree growing mods - Treefarm or Greenhouse - you'll need them at first to make wood in automated manner.
Re: which mods to start with?
Posted: Mon Mar 07, 2016 9:10 am
by axefrog
I started with mods for the first time a few days ago. My recommendation:
- Misanthrope (for more challenging enemy behaviour)
- Bob's Mods (makes the game 10x as in-depth as it is in vanilla)
- Resource Spawner Overhaul ("RSO"; for giving you an actual reason to make trains and use them extensively)
- RSO Radar (because basic radars are practically useless when you're dealing with the larger area that RSO forces you into)
- Rail Tanker (for less-fiddly transporting of oil over large distances)
- Fat Controller (for managing trains more easily)
- Tree Farm - because you're gonna need a tonne of wood for Bob's Mods.
I started with a "very big" starting area, which, for Bob's Mods + RSO, turned out to be important because it gives you a chance to get your basic production in place before the pollution travels far enough to start causing you issues. I also play with max enemy settings, but that's a personal tastes thing. I have no idea how badly that decision will bite me. (hah, see what I did there?)
Re: which mods to start with?
Posted: Mon Mar 07, 2016 2:52 pm
by Mattif
thanks for all your imput. i started a new game with these mods, but hada amessage at start: "resource not available: creatine"
what does it mean? is this world "broken"?
Re: which mods to start with?
Posted: Mon Mar 07, 2016 5:36 pm
by orzelek
axefrog wrote:I started with mods for the first time a few days ago. My recommendation:
- Misanthrope (for more challenging enemy behaviour)
- Bob's Mods (makes the game 10x as in-depth as it is in vanilla)
- Resource Spawner Overhaul ("RSO"; for giving you an actual reason to make trains and use them extensively)
- RSO Radar (because basic radars are practically useless when you're dealing with the larger area that RSO forces you into)
- Rail Tanker (for less-fiddly transporting of oil over large distances)
- Fat Controller (for managing trains more easily)
- Tree Farm - because you're gonna need a tonne of wood for Bob's Mods.
I started with a "very big" starting area, which, for Bob's Mods + RSO, turned out to be important because it gives you a chance to get your basic production in place before the pollution travels far enough to start causing you issues. I also play with max enemy settings, but that's a personal tastes thing. I have no idea how badly that decision will bite me. (hah, see what I did there?)
About that last point aka max enemies. With RSO 1.5.0 you are on a voayge of discovery. It might be harsh (esp with bob's mods that add more worms) when you get further out - by that I mean 3k tiles from start maybe more. I didn't have that much time to test how big enemy bases will actually get